![]() ![]() You will be competing with other players for mobs - or joining them, if you're not completely anti-social! - and you will be traveling more than you do in most themeparks, though there are fast travel options. ![]() It's completely open, it's monstrously huge, and its varying topography dazzles. It is in fact a world as opposed to a series of lobbies and load screens. Ultimately I put up with that because of the non-combat stuff I mentioned above and because of the world itself. Thus far I think he and his team at XLGAMES have mostly succeeded, even though the early game features more World of Warcraft influences than I would prefer. He sought to design a title that married both playstyles and gave plenty of options to a diverse playerbase. Regarding quest-based PvE, though, ArcheAge creator Jake Song has long said that the game was intended to bridge the gap between first-gen MMO sandboxes and second-gen quest-driven themeparks. I'm talking mostly about crafting and trading here, which will get its own dedicated diary entry in the next day or two, so hold that thought. I find the kill-10-rats stuff tolerable primarily because there are other things to do when it gets old, and those other things reward the same XP. It's absolutely the game's main focus for over half of the current progression curve, and at my current smell-the-roses speed, it's probably going to be a month or even six weeks before I hit 30. PvE also is what it is, and level 1-to-29 ArcheAge features a lot of it. The lore is fairly deep if you want to dive into it, roleplay with it, or what have you, but in reality the only story that matters in this and other MMOs with sandbox leanings is the one you and your friends create. ArcheAge's backstory is somewhat unique in that it comes from a series of original novels by Korean author Min-Hee Jeon. Star Wars: The Old Republic it ain't, which is actually great because spending a bunch of time and development resources on talking head cutscenes with meaningless dialogue choices is a waste of what MMOs do better than single-player RPGs. These vignettes also feature a very long-winded voiceover narrator and are supplemented with occasional NPC quest dialogue (some voiced, some not, and some still in Korean!). The narrative is delivered via Ken Burns-style slow pans over the game's concept art. But all of the narratives exist apart from the game mechanics, which is sadly typical for you-are-The-One stories shoehorned into the virtual world genre for monetization reasons. The Firran tale is the most personally appealing primarily due to the nomadic nature of the race and the pariah status achieved by your hero pretty early on. ![]() Thus far I've gotten a Firran and a Nuian into their teens, with a Harani nearing level 10. ![]()
0 Comments
Leave a Reply. |