MMOrpg game comparison

The secret world is a real good game, especially if you think about the skilling. You can have all skills with every character, even if the buying of this skills would be time and xp expansive compared to specialised skilling. And next to it you only could use two groups of skills at once (there are 9 of them), so even if you have all you had to chose which groups you want to use in the moment. Also, you only could use 7 (i think it were 7 skills) at the same time, which was making skill builds very specialised (like in GW1, where you also only had 8 slots and 2 classes at once). … I would love to have all skills “obtainable” by every character, but a limitation through slots (equipment or skill-slots) like in The Secret World or GW1 … All open for everyone, but a lot of work to get them and still a limit how much you can use at once :wink:

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I could see such a system being really fun while not making players lose their individual play style. And I also think a system like the one you proposed would suit Oort Online really well…
I just think it is really important to not make a game where every successful player uses the same skill set. If that is not the case, I don’t have any problem with making all skills obtainable to all players!
BTW: The Oort Online community seems really active and full of ideas, it is quite fun to read through the forum threads, I guess the money I spent on the game was actually very well-invested! :grinning:

EDIT: I think this discussion describes a really well-composed and fitting magic/skill system which basically takes the system described here to a new level!

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  1. Not as many as you might think, so I am going to use more so RPGs as examples. Skyrim, Journey, Shadow of the Colossus, Force unleashed 1/2, Assassin’s creed series, Dead Space series, Disney infinity.

  2. Rights:
    Skyrim did almost everything right, Combat, atmosphere, story, gameplay time, skill progression, combat, travel [Not counting fast travel], etc… Journey was probably one of the best atmospheres, best player to player interaction, best player movement/environmental interaction it could possibly be, and the mystery of the story progression was probably the best in any game I have ever played. Force Unleashed had a great combat system, but more so in it’s abilities used for the “Force”. Push, grip, lightning, all fantastic both physically and functionality wise, Digital molecular matter was fantastic, [though under used]. Player movement was pretty great, but I would have liked a little more wall grip action like they had demonstrated in an early tech demo or in Assassin’s creed. AC series had, hands down/without a doubt, one of the best player/environment/travel system alive. Dead Space’s 360 environment alone tops the Assassin’t creed player/environment interaction system by including the factor that a person’s body isn’t locked onto an up/down axis permanently, that a player can be upside down in specific environments such as space. [I would love this if ideas like my ShiftFields idea are taken into consideration]. Disney Infinity, though young in the gaming world and meant for the younger crowd, has a third person player movement/interaction that I think would go flawlessly with the player movement thread I made not long ago, the freedoms it allows were fantastic.

  3. Wrongs:
    What a lot of these games did wrong was underwhelm where they could have absolutely blown the competition out of the water. Journey could have allowed more diversity in the areas you could explore, or rather expand the levels sideways and filled the areas visited with more explore-able and possibly interact-able things to show even more of the former society, or maybe given a little more back story on the creatures you play. Shadow of the Colossus was nothing but boss battles, it would have been interesting if you had other creatures to battle that weren’t simply the memories of the Colossus you had already beaten… Force Unleashed was severely underwhelming in the second release, focusing more on improving a combat/technical system they would never after expand on by putting in fewer levels that I have seen in a lot of games. Sure they last long per level, but the mechanics in the end as far as environment interactions were TOTALLY Scripted and underwhelming. In the first release, the digital molecular matter addition was at least used a lot more than simply opening a few doors… Even then, it could have been used for a great deal more by making even more of the environment interact-able rather than scripted. Assassin’s creed replay-ability was underwhelming after not long, even with added multiplayer, there was less and less diversity of what you felt you could do. I think Brotherhood and Revelations were the only two that handled this best, and I still sold them not long after beating them. Dead Space still has a lot of replay value believe it or not, but rather than allowing more diversity per each replay, it goes from scary to frustrating. Still replay-able though at least. Though I wish there was more space vacuum, gravityless, weapon diversity, etc. Though these cons do not carry NEAR as much weight as the other games. I still play Dead Space 3 over, even though it’s multiplayer removed matchmaking completely and ONLY has coop. [I would have liked both. Disney infinity was underwhelming mainly in it’s world size/character size. In the Incredibles world I probably became the Most disappointed I have ever been in my entire life. I went there to be a super hero, not be a kind powerful guy among tinker toys… Monsters inc and pirates of the Caribbean worlds at least held up better. Though I think pirates of the Caribbean should have had a lot more dynamic in their mechanics such as environment explore-ability/non-linear-ism, and sailing of boats/combat on the sea.

  4. Skyrim: Mechanics need to be balanced, but allow the character to face unbalanced enemies which forces them to think harder on how they will beat the enemy, even if they are SEVERELY Under prepared to simply face them head on, toe to toe.

Journey: So long as you are emotionally invested and you can replay it, even if it is repetitive… You’re on the right track. And though Journey DID Pull it off and is a never return/sell kind of game now, sometimes Epic alone is not enough.

Shadow of the Colossus: Don’t forget the down time, fill it with interesting and diverse things to do between giant battles.

Force Unleashed: Don’t introduce a nifty new mechanic unless you are prepared to go all out on it’s interaction with ALL other aspects of the game. And if it’s dynamic interaction, for heaven sake, DO NOT SCRIPT IT.

AC: Replay value must be diverse and introduce new interaction each time. Skyrim is a good example of this, actually.

Dead Space: Don’t let the things that get you excited the first time make you bored of it the second times, always keep it unique/dynamic. Customization required diversity, even though Dead space pulls off weapon customization well, in a game like Oort, you’ll need to make the different effects of different weapons/abilities do a lot more interesting things.

Infinity: Don’t underwhelm. Always be Epic. Truly Epic.

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I would argue that Shadows of the Colossus knew EXACTLY what they were doing by only doing boss fights. Thats why the boss fights WERE the game, there didn’t need to be any more filler because it created that much more emphasis on the boss fights.

Right right. I’m just going through the comparisons that would/wouldn’t work for oort.

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+1 like for fellow Rs player

Even thought some can be called milking methods, generally Jagex doesn´t milk you in order to become good or in this game, maxed player. They have taken great leaps with sounds, grafics, storyline and events like current god wars so I don´t blame them if they need more money to have additional content and larger dev teams.

I will make reply to this thread tomorrow as writing list of games and what is good in them will take lots of my time. Certainly I need also time to think proper answers and well constructed.

Trove: Awesome Quest system.

Dragon Nest: Epic Action Combat.

And… how precisely would that work? how does one go about ''sorting the things that would and wouldn’t work? xD
wouldnt it be better to just put all of them up side by side, like ‘‘this game + + + - - -’’