A dungeon builder would be disastrous for 2 glaring reasons (in my opinion):
- People suck at design. Even if we were just placing pre-made blocks of dungeon on a grid, you'd still encounter the stupidest things you've ever seen in a game.
- Loot would either be garbage, or only drop off a preset mob difficulty type, so there wouldn't be much variety. Think randomly generated Diablo 2 dungeons, and this is basically what we'd have.
A game called Graal (I think it still exists...) allows for player submitted dungeons and areas, and some are garbage, and some are really creative and neat.
To be fair, some games (old ones) have player-made content that is still amazing, even by today's standards. Jedi Knight (from 1997) had a player-made level editor (well 2, but 1 stunk) and amazingly creative, complex and beautiful levels (geometrically, along with decent textures) are still made today. Level designing for that game has turned into more an artful 3D expression than actual places to fight since the remaining community is so small.
So, if the dungeon making tool is really hard to use, we'd probably see less rough and more diamonds.
As for families, I'm gonna have to agree with Timothi, leave that to the stupid SIM games. Aging really sucks when you want your character to live forever (or to not have to worry about age anyway).
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Can MMORPGs have skill-based combat?
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That line really confused me. I played (well, still have an active account) EQ1 for 5 years. I saw a massive gap in ability between the skilled and the unskilled. It wasn't twitch reaction skills like in a FPS game, but rather knowing how to juggle agro, how to pull, tactics to use against X enemy, etc. Plenty of raid mobs required a certain tactic to beat, and in GoD I had to rethink my fighting methods (since my pet was tank 99% of the time I fought there and in OoW).
I think that letter was mostly hot air, and nothing said there will get implemented, but they are things that already exist in other games, so it's not like they're impossible.
Quib