Quote:
Originally Posted by coreys
Because that obviously hasn't been done a million times.
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No offense, but I can guarantee quality with every project I do.
And you say "because that hasn't been done a million times," but I can guarantee should you have the chance to go back and play a Zelda game, you probably would, regardless of the time it took to complete it. Why? Simply because of gameplay.
Many of the playerworlds here focus on developing an economy to guarantee players playing for a long time. I am simply focusing mainly on elements that can be completed single player instead of focusing on relentless and useless economic upbringings in a video game. Sure, it's nice to have a currency in a server, but that shouldn't be the only thing.
For example, those of us lucky ones that had the chance to play Graal 2001 from the beginning will notice this about its downfall. The concept started out nicely, but was very under developed to support player interest once the few quests had been completed. Where did the focus of development go from there? Well, there was perhaps a moon added and a new fish quest, and...that was about it. The rest of the time, all you had to do there was bull**** jobs for bull**** money.
With all that said very vaguely, I'll leave you with one thought as to why I think my world would succeed should I have the things I need for it scripted.
A player's interest in a playerworld is only as deep as the depth of the playerworld. Basically, once they scratch the surface, they are going to keep digging.
Playerworlds now can't compare to what Graal gameplay was pre-2000.