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Post by Nolwien on Apr 21, 2020 14:54:36 GMT -5
It's worth at least 2cp, Day, Dayhjawk! Probably more! Thank you!
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Post by Nolwien on Apr 21, 2020 15:06:19 GMT -5
Simurgh...do you RP your character with a lot of that information??
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Post by Simurgh on Apr 21, 2020 16:06:53 GMT -5
Simurgh...do you RP your character with a lot of that information?? There is definitely a lot of elements of RP that I relate to that journey 100%
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Post by Deleted on Apr 21, 2020 16:14:24 GMT -5
So, you may be one that loves to read the story about the game you're about to play before you play it. And, in that case, this question may be for you, but I know others have thoughts, too, and I'd like to hear them!
When looking at a new game, what do you hope to find out that will help you immerse yourself in this new world?
Inquiring minds want to know!
The first thing I look for is a vast amount of classes and races to go with them. One of the appealing things about EQ was that each Race was unique looking each coming from their own unique looking home lands. This helps make me feel more unique to the game along with some kind of deity to follow. I want that sense of danger when I'm playing but I'm also not fond of wasting precious hours of my time because I'm lost. With that said, please consider adding some kind of cartography to the game. Cartography is total immersion IMO because I'm becoming a lot more intimate with the lands around me.
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Rev
Defender
Posts: 7 Likes: 5
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Post by Rev on Apr 21, 2020 16:27:55 GMT -5
Beardsage's comment just reminded me of that. I like some kind of build up before doing it so I feel like there is a reason I am there. Not sure how you make that in an MMO though since most dungeons become a grind fest where you do it daily for x rewards. The first time in there could be a quest line or something tied to it that becomes the reason you are there. A "movie type cut scene" is cool to tell the story and if you character is inserted into it, even better. Only issue with that is after viewing it a few times you are looking for the esc key to skip. Not sure how you keep it "fresh" if it becomes content that you do repeitively.
I like what Omega said as well. Reminds me of EQ with a city having a certain building for different class groups in a way. Maybe include class specific story lines to bring the top NPCs in each classes hall to life and explain why Sir Simurgh is the head of the Paladin guild at this city or region. Tie those into the overall story line in some way then also.
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Post by Nolwien on Apr 24, 2020 18:57:38 GMT -5
With that said, please consider adding some kind of cartography to the game. Cartography is total immersion IMO because I'm becoming a lot more intimate with the lands around me. I love hearing you say cartography!! It's something I've brought up a few times, as my other half loved doing it in games!! Thanks!
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Post by davidnegranu on Apr 29, 2020 14:26:26 GMT -5
For me, a huge part of the immersion comes from the mobs that I am fighting and the areas that I am exploring. Why are the mobs in this environment? For example if I am fighting undead mobs why are they here? Did this used to be a burial ground or tomb etc? Does it make sense that mob x would be here?
Another huge part for me is what the mobs drop. I really enjoy it when humanoid mobs drop usable and viable pieces of gear for that level and then expanding on this further, these weapons having different designs and stats than what you would normally encounter or craft. For example if I kill an elven bowman there should be a rare drop chance of a high quality elven bow that looks and handles completely different when equipped than other types of bows. This is something that I find unrewarding in FFXIV in that most of the mobs, particularly the humanoids, don't really drop anything useful and therefore may as well just be random placeholders.
Make the mob locations strategic and make sense within the wider environment. If there is an orc encampment in a zone, why is it positioned where it is? Is it a strategic location? These camps/strongholds should be difficult to navigate and require thought, with the deeper you delve the more challenging it becomes (more mobs/stronger mobs etc) rather than just having mobs conveniently spaced apart so that you can run in accomplish what you set out to do with minimal thought or effort and then just ride out again. If there are mounts then you should be knocked off when attacked, there should be consequences for the actions and routes that you take and you shouldn't be able to just ride around like a superhero with no real danger or challenge unless you go out of your way to find it.
Mobs should be dynamic - if a wolf is low on morale it could howl to alert any nearby wolves to aggro, humanoids try to alert other nearby allies etc. Mobs shouldn't deaggro easily either once attacked and should chase the player far away from their location. There should be different aggro preferences for different mobs that depend on their innate aggression and their location. E.g. a bear could threaten to aggro you if you go past, actually aggro you if you get too close or aggro on sight if you are too close to their home. Other mobs could aggro on sight, only if directly attacked or only if other nearby mobs are directly attacked etc.
For me the immersion is derived as much, if not more, from the design of the zones and the mobs that I encounter as it is from the backstory and the narratives that are unravelled within the game.
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Post by Nolwien on May 11, 2020 11:14:12 GMT -5
I agree. Hopefully, that will come across as we go! Thank you!
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Mojamba
Pupil
Stalking the forums.
Posts: 16 Likes: 3
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Post by Mojamba on Jul 21, 2020 23:46:53 GMT -5
I would say one route for giving a sense of role-play, a sense of belonging, that essence of otherworldly exploration that I, dare I say, we, crave so decisively, is to be generous with the inclusion of NPC's in the thoroughfares of the world we should explore in! Two particular examples come to mind as wonderful executions of this -- Elder Scrolls Online, and Black Desert Online; both of these offer a multitude of NPC's to interact with, give color to the world, not all must have anything or everything important to say, they can be anything from describing how terrible the stew is that the bold grandmother has proffered up to giving a perspective to a neighboring NPC's story dialogue, to even offering an alternate route for a quest story-line to be completed, with new knowledge.
Foremost, I find it enticing enough to see gathering of NPC's around a fire, or around a local well, or a scattering of paths dotted with villagers who reside in a town, to even maybe an occasional traveler on the roads located at a signpost who is lost (could or could not be quest related) just the sheer simplicity of seeing other faces who don't have to be players makes the world worth living in.
What I love to see is a world rife with colorful characters, all giving a sense of spice to regional soup pots, and there can be so much that can be characterized and illuminated with a wealth of characters to employ the life, or lack thereof, within those areas. It not only gives players ideas for how they want to see their own character, but it offers a practical way of expressing the story you desire in a zone without directly tossing it into quest dialogue. Oh the wonders of NPC's who respond and talk with more words than just "Hello" or "Well met."
Even desolate places can have many NPC's there who struggle with the worries that come along with living or hunkering down where they rest temporarily. Whether they voice their woes, or fight back battalions of pests, or combat poor soil, there is so much potential in showing the problems of an area without having an in game resource that expresses them outright, though both do have their place, indeed.
Truly, if you want to create a world worth exploring and giving life in a meaningful way, breathe your essence of creativity into the very land itself by means of the many who reside there! ^.^
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