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MMOTRPG - Can it be done better?
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<blockquote data-quote="GMMichael" data-source="post: 6783839" data-attributes="member: 6685730"><p>I took Elder Scrolls Online for a spin on its free weekend. I'll easily take ESO graphics over Warcraft graphics. A nice touch was the prevalence of voice-acting over text, which is definitely something that carries over to TRPGs! What might not carry over so well: constant, basically-free resurrection.</p><p></p><p></p><p></p><p>1) I think of most RPGs as having a blend of level- and item-chasing. You're saying that it might work to have a separation of the two?</p><p>2) Unique items? I think RPGs already have this. I'm not sure that it holds up under story-scrutiny: if this item is so famous, why doesn't someone already have it?</p><p>3) This is interesting. Can you flesh it out a bit?</p><p>4) Does this mean you'd rather see "recharge in X rounds" instead of "recharge on 5-6?" Or "usable once per encounter?" I'm pretty sure that recharging is ubiquitous in MMOs. But let's tinker with the theory on it. Why recharge?</p><p>5) This is also interesting. If you simulate an aggro system, are you enhancing your RPG or transforming it? I'm picturing different aggro rules for different levels of opponent intelligence...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6783839, member: 6685730"] I took Elder Scrolls Online for a spin on its free weekend. I'll easily take ESO graphics over Warcraft graphics. A nice touch was the prevalence of voice-acting over text, which is definitely something that carries over to TRPGs! What might not carry over so well: constant, basically-free resurrection. 1) I think of most RPGs as having a blend of level- and item-chasing. You're saying that it might work to have a separation of the two? 2) Unique items? I think RPGs already have this. I'm not sure that it holds up under story-scrutiny: if this item is so famous, why doesn't someone already have it? 3) This is interesting. Can you flesh it out a bit? 4) Does this mean you'd rather see "recharge in X rounds" instead of "recharge on 5-6?" Or "usable once per encounter?" I'm pretty sure that recharging is ubiquitous in MMOs. But let's tinker with the theory on it. Why recharge? 5) This is also interesting. If you simulate an aggro system, are you enhancing your RPG or transforming it? I'm picturing different aggro rules for different levels of opponent intelligence... [/QUOTE]
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