dessertmonkeyjk said:
You see that gamepad over there? The one with two sticks on it? The poor right stick needs a little more love besides being just camera controls.
I agree with this, and am reminded of Nights into Dreams and how having two sticks confused me so much at first. But that I thought that using two sticks for different 3D controls was the future, at least of platforming.
I want that mentality to be back and actually matter. Sure, it feels like patting your head and rubbing your tummy at first. And a real mind bender. But once you'd get used to something like that, I think it would be awesome. There needs to be a LOT more 3D games with more complex movement.
Let's see, like Katamari Damacy. Did a really good job of using BOTH sticks for movement.
Admittedly, that stick works really well for camera movement. And it was one of the improvements of Kingdom Hearts II over Kingdom Hearts. Using the R buttons for movement in Kingdom Hearts could lead to some awful camera angle lockups. Which were (mostly) alleviated in Kingdom Hearts II thanks to the control stick and just designing some areas better for the camera, than say, Wonderland in the first game. Made you even wonder why they didn't do that to begin with.
It's as if we need 3 analogue sticks sometimes. One for camera angle, and two for movement.
Because you could DEFINITELY put two analogue sticks, both used for movement, to good use. I really want another freeform flying game like Nights into Dreams about it.
YicklePigeon said:
I think Karutomaru is alluding to the fact that the majority of "open world"-type games are but quest hubs. Sure there are sandbox features to mess around with, but to actually complete the game? It usually does boil down to finding the next quest giver. And if truly open worlds are what Karutomaru wants? Then I wouldn't want to be the one - nor on the team - that would build such a game.
Ah, World of Warcraft syndrome.
"Go kill 3 birds",
total immersion.
What I think would be good is a big, dramatic, melodramatic, even(I don't see why people hate melodrama), war game that's open world. Something like, say,
Final Fantasy Tactics, but an open world sandbox.
Oh hey, speaking of this sort of thing. You know what I want in an MMORPG?
Role-Playing. I want to make a character who's dealings with their friends and family and politics mean more to the game than the level and armor of the their character. I want areas where interacting with characters are a more major part of the game than the monsters you fight, and meeting with a major political figure is more like a boss fight than taking down a tough monster. I want my character to die when they are killed, let my account level up, then, that'll pay for the fact my character has died, permanently. And if my character had friends and family, let me experience a nice funeral after they're gone. How about even just letting
crafting be more important than the combat?
Most sandboxes, especially MMORPG sandboxes, feel fairly lifeless and unbelievable. Predictable and completely static, instead of dynamic. Heck, Terraria on a roleplaying server can feel more real than an MMORPG.
Oh hey, speaking of this, there needs to be more RPGs, where that grinding is not only not necessary, but
impossible. I especially want that in an MMORPG. Chrono Cross was a game that made grinding impossible, and was still a good game. Why not try to do that in an MMORPG?