Horizons - Dezember 2005The game's family-friendly nature allows for cooperative gameplay, and players with limited time can enjoy brief solo adventures without suffering any penalty.
Everquest 2 - Juni 2003Jonric: What are your overall goals for the combat system, and what important new features will it incorporate?
Joe Russo: In EverQuest II, we have created a new combat system. At its core, it is similar to the combat system in EverQuest, but we have added some features. The goal of these features is to make combat more interactive and fun. These features include the introduction of hit locations and skills called Arts.
Shadowbane - März 2003Set in a dark fantasy world burning with strife and unrest, Shadowbane takes the MMO genre to new heights of possibility by offering gamers an unparalleled challenge. It combines immersive role-playing with deep strategic elements such as city management, army creation, siege warfare and economic development. Shadowbane is also the first MMO to offer a Dynamic World Model, in which players' actions and decisions permanently change the history, politics and landscape of the game.
Horizons - Dezember 2003"With Horizons we wanted to create a world where players would have a massive impact on their environment -- a dynamic place where cataclysmic events could change the appearance and function of the world in real time right before your eyes," said David Bowman, Creative Director and Co-President of Artifact Entertainment. "And, that's exactly what players can expect. Our advanced world building capabilities, the seamless integration of changes into the Horizons universe and, most importantly, the inherently dynamic nature of extensive player-run communities are sure to deliver a level of immersion and interaction not seen before."
Wish - Mai 2004The second major change is the focus is not on leveling but skilling up. You get skill ups by hitting a monster, rather than experience points at the end of a kill. This allows low-level people to group with high levels without throwing things out of balance.
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Finally, and probably the biggest change from most, the game is not going to be based on static quests. Anyone who has played EQ or UO knows if they need help with a quest, they can just go to a spoiler web site and all of the information is there. Or you simply wait for big targets to respawn. That's the life of an EverQuest raiding guild; waiting for targets to respawn, then rushing to get there before another guild does.
Mutable Realms has a full-time writer and in-game Game Masters whose job is to crank out new quests constantly. "Our focus is on live content. The GMs are there to keep the gears turning," says Dana Massey, world designer for Wish. "We don't want the game to be a static instance in time. Once a quest is done, it's gone."
There will be a series of templates for the quest designers, so expect to see the same types of quest over and over, but with variations and differences. In a nice twist, the game is that it celebrates your victory. If you are successful, your name and accomplishment appear in the town newspaper, or bards will wander through town singing songs of your praise.
IGN-Preview von DAOC - November 2001Other quests such as those where you have to kill an enemy to get an item are also done well. Once you get the quest all you have to do is go and kill one of the enemies and the item automatically appears in your inventory. This way you don't have to run around for an hour and kill hundreds of copies of the same enemy just to find one little quest item.
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