tag:blogger.com,1999:blog-5462978744516866472.post347343000341960886..comments2024-01-04T06:27:01.723-06:00Comments on Troll Racials are Overpowered: I don't like linearityKlepsacovichttp://www.blogger.com/profile/07915576683657376929noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-5462978744516866472.post-76235374729165631432012-05-03T08:10:33.178-05:002012-05-03T08:10:33.178-05:00@WWadell: I did indeed.
@Azuriel: I'm not sur...@WWadell: I did indeed.<br /><br />@Azuriel: I'm not sure I'd call that linearity, but it does seem odd to have one story be much better than the other. Still, if both are great (are they?), then I wouldn't mind much. If the content is so different, then maybe it's essentially two games and can be replayed soon after.<br /><br />I think the sidequests were better for two possible reasons. Some of the one-off quests didn't need to worry about overall effects on plot. The guild quests are written and designed specifically for particular roles, so they can fit your play better. In contrast, while I've not tried it in Skyrim, in Oblivion it was pretty irritating to try guilds that you weren't specced for, such as trying to do the mage guild or fighters quests as a thief. I imagine it's even worse the other way around.<br /><br /><br />@Syl: I like zones, if they aren't too restrictive. The sense that I am in a distinctly new place is fun to me. Though this does result in comical overhead maps of Azeroth.Klepsacovichttps://www.blogger.com/profile/07915576683657376929noreply@blogger.comtag:blogger.com,1999:blog-5462978744516866472.post-19803017809152622152012-05-03T06:58:00.828-05:002012-05-03T06:58:00.828-05:00I don't like linearity either. it has its pla...I don't like linearity either. it has its place in short games with small worlds and minimal stories, but virtual mmo worlds should never be linear. the high questing and leveling focus in wow is obviously the crux here - remove that to some extent and you are struggling less to progress your content. <br />ever since skyrim, the whole zones concept of mmos has grown very old for me, for various reasons. i prefer a world that is a consistent zone you can travel from the start, with few off limits. you could make outdoor scale or put the real challenges and quests into dungeons, caves, cities, buildings...scattered all over. maybe held together by a storyline.Sylhttps://www.blogger.com/profile/04473554645340972749noreply@blogger.comtag:blogger.com,1999:blog-5462978744516866472.post-40759926594535881732012-05-02T21:17:50.717-05:002012-05-02T21:17:50.717-05:00I (typically) only play games once regardless, so ...I (typically) only play games once regardless, so I feel more sorry when developers make an entire world I'm never going to see. <br /><br />In fact, lately, non-linearity just annoys me. The sidequests in Skyrim were miles better than the story quests. Why? Why hide the light under the bushel? Many people have told me FemShep is better than BroShep across the Mass Effect titles; while I may replay the series one day, it galls me that I potentially have played a worse version of the game than everyone else.<br /><br />Things are different in MMO-land, of course. Cataclysm's linearity was awful after the 2nd alt, much less the 7th. But then again... if Hyjal is better than Vash, why give me the option to go to Vash first? I could possibly write off the whole expansion right there.<br /><br />I dunno. I see the appeal of open worlds, even if I don't feel it the same way you do.Azurielhttp://inanage.comnoreply@blogger.comtag:blogger.com,1999:blog-5462978744516866472.post-10442447522309147242012-05-02T15:28:06.268-05:002012-05-02T15:28:06.268-05:00Lol you probably loved Classic Wow. Running all ov...Lol you probably loved Classic Wow. Running all over the place to turn in quests. No real path you had to follow. Current design is for streamlined leveling and they do at least give two different starting areas.GettinJigglyhttps://www.blogger.com/profile/09312034709591846208noreply@blogger.com