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Miscellaneous / Re: [IDEA] ~ [UNIPLAYER/RPG] World of Warcraft
« on: June 20, 2012, 12:05:31 pm »Quote from: "Meiya Stormsinger"
I read Skyrim, Skyrim & Skyrim... Why don't you just play Skyrim instead?Tend to agree with this. Skyrim is basically a buzz word in modern gaming.
Not saying this isn't possible, but you'd need a fat lot of revamping to make it worth playing by yourself.
Something I've come to learn about MMORPGs is that they work when you're playing with other people, but when you play alone they tend to fall flat on their butts. Probably because MMOs (on a fundamental level) are designed with social interaction at their core. Spend too much time think about the actual game mechanics and you realize how terribly under-developed and dated they are.
Not saying MMOs are inherently bad, nor am I saying that this is a bad idea. I'm just advising that if you indeed intend to go through with this, it would be wise to give a lot of thought to how to make it worth playing.
Lets take Skyrim, since it's already been brought up. Skyrim uses tons of modern gaming conventions that make it so immersive. Character Customization, sandboxed gameplay, "living" characters, random events, radiant quests, and even voice acting (however limited) make skyrim special. Take away all that and you have sub-par hack n' slash with dragons.
Skyrim brings together all these aspects and has them work together seamlessly because it was built around systems like those. Think how realistic it would be to implement VO in WoW... Radiant Quests, Level Scaling?
Something that instantly comes to mind when i think about the idea of a more RPG focused WoW is the direction Epic Quests were beginning to take towards the end of vanilla/beginning of BC. Massive quests like those required to acquire legendary weapons such as Sulfuras and Atiesh. These quests were big, often requiring a whole guild to complete for just one person. Maybe implementing massive guild wide quests lines where each guild member has his or her part to do. Once the guild finishes the quest, they are all given a reward (obviously something awesome) and some story to fill in the blanks in the lore. This way you get to keep the social aspect of the game, actually building on the teamwork part of it, while still being able to tell a linear, lore based story (or stories).