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MMORPG/MMO games you anticipated, only for it to be canceled or disappointing?
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<blockquote data-quote="Vocenoctum" data-source="post: 4605788" data-attributes="member: 2477"><p>Like in the other thread, I'd point out that a lot of games are like that really. Sure they generally have tighter plots, but a lot of times it's as easy to ignore as anything. Oblivion was a great game IMO, but could easily be described as a central quest chain of most MMO's.</p><p></p><p></p><p></p><p>One of the most fun things in Tabula Rasa was that the bases were occasionally attacked. The aliens would take the base and all the NPC's would hop a drop ship out. You could defend the base, or retake the base (in which case the NPC's dropped back in via ship).</p><p></p><p>It was fun being part of a wave of soldiers retaking a base from the aliens.</p><p></p><p>(TR also took the effort to have most mobs "spawn" in a more believable manner. A boar wouldn't simply fade into sight, he'd wander out of a bush. The aliens would arrive via ship or be phased back in with a teleportation circle.)</p><p></p><p></p><p></p><p>Wrath of the Lich King actually has a cutscene in one quest line, it's not up to the quality of the preview/intro cutscene, but it was nicely done. Just the one though.</p><p></p><p>The other "innovation" with Wrath is "phasing". It adds a semi-permenance to some areas in Northrend. When you attack and achieve the objectives to clear this one field of battle, it is then "replaced" with a cleared field and new objectives. You retake a hill and defend it, and it's replaced with a tower and a new flightpoint. You're still in the same Zone, but with Phasing, you see your "version" of it.</p><p></p><p>The disadvantage is of course that you can't interact with other PC's in a different zone, but I do like the small changes.</p><p></p><p>(Same way on some quests, once you saved the treants from the evil spirits, they became neutral spawns to you rather than hostile, a little touch but nice for a sense of "change".)</p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 4605788, member: 2477"] Like in the other thread, I'd point out that a lot of games are like that really. Sure they generally have tighter plots, but a lot of times it's as easy to ignore as anything. Oblivion was a great game IMO, but could easily be described as a central quest chain of most MMO's. One of the most fun things in Tabula Rasa was that the bases were occasionally attacked. The aliens would take the base and all the NPC's would hop a drop ship out. You could defend the base, or retake the base (in which case the NPC's dropped back in via ship). It was fun being part of a wave of soldiers retaking a base from the aliens. (TR also took the effort to have most mobs "spawn" in a more believable manner. A boar wouldn't simply fade into sight, he'd wander out of a bush. The aliens would arrive via ship or be phased back in with a teleportation circle.) Wrath of the Lich King actually has a cutscene in one quest line, it's not up to the quality of the preview/intro cutscene, but it was nicely done. Just the one though. The other "innovation" with Wrath is "phasing". It adds a semi-permenance to some areas in Northrend. When you attack and achieve the objectives to clear this one field of battle, it is then "replaced" with a cleared field and new objectives. You retake a hill and defend it, and it's replaced with a tower and a new flightpoint. You're still in the same Zone, but with Phasing, you see your "version" of it. The disadvantage is of course that you can't interact with other PC's in a different zone, but I do like the small changes. (Same way on some quests, once you saved the treants from the evil spirits, they became neutral spawns to you rather than hostile, a little touch but nice for a sense of "change".) [/QUOTE]
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