Rokolith
Goblin Squad Member
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I think its going for more Sim flavor, which is fine by me. There are hordes of action MMOs out there, especially fantasy ones. There will of course be adventures, dungeons, world bosses and plenty of cool monsters to fight (Looking forward to being in that monster pool).
Its better to try something new and take a different route then the other games, wouldn't you agree?
Onishi
Goblin Squad Member
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It is going to be an RPG, that is actually focused on your character living a life. Part of that will obviously include RTS elements, construction elements, adventuring elements, PVP elements etc...
The key focus of GW, is that it is going to be about players interacting with other players, Less focus on individual player vs weak NPC. There will certainly be NPCs to fight, but the team aspect of fighting is going to go way over the usual RPG grind that has been leading the game industry that people are recently defining as "RPG"
Marthian
Goblin Squad Member
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Both.
Some people will be working a lot with the "Sim" aspects such as marketing, crafting, and running settlements/guilds. They may do little adventuring (if at all.)
Others will focus on the combat aspect as well as adventuring. They probably won't settle too much for the politics and be "big dumb fighters."
And then some will do a mix of both.
Imbicatus
Goblin Squad Member
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There will be dungeons and crypts to explore, packed with deadly traps and monsters to slay. They will be difficult to find, will lock down once the person who finds them and his party enters, and will likely not be in the game at the beginning of EE. I expect that the randomly generated dungeons will be in the game before launch, but that could still be a year into EE.
There will also eventually be player generated dungeon "Modules" that can be sold in the game store, and GW will split the proceeds with the players who create them. This is a long term goal and is likely several years away.
Ryan Mercy
Goblin Squad Member
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While they seem to have alluded to it including both, there is nothing wrong with it leaning heavily to a 'sim', as you say. It marks a large percentage of what is (err..will be) making PFO unique from the rest of the market. And it's not to say that a 'sim' can't mold itself into more of an MMO - that's just up to the player's devising instead of the designers.