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03-15-2008, 04:15 PM
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Fucking SICK of spell resists
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 8,262
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Re: Everquest II's lore just doesn't make any sense.
Was lore worth a shit in EQ1 or was EQ1 just a thin internet fad that lasted longer than expected?
Hell even if you have lore out the ass it's still a limp noodle RPG-wannabe without cinematic sequences, situational music, etc etc. Old-school RPG's are loaded with that shit, it's what makes these games come alive.
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/128 Troubador, etc.

HA HA fuck you, Roger. And don't vote for Obama.
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03-15-2008, 04:20 PM
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Retired
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Re: Everquest II's lore just doesn't make any sense.
Quote:
Originally Posted by Illuminator
Was lore worth a shit in EQ1 or was EQ1 just a thin internet fad that lasted longer than expected?
Hell even if you have lore out the ass it's still a limp noodle RPG-wannabe without cinematic sequences, situational music, etc etc. Old-school RPG's are loaded with that shit, it's what makes these games come alive.
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I think it's a direct relation to the graphics engine, consequently it's also why WoW's quests are (as a whole) better than EQ2s.
EDIT:
And why MUDs/UO are still very entertaining.
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Last edited by Niber; 03-15-2008 at 04:22 PM.
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03-15-2008, 04:24 PM
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Character: Zartic Morningstar
Guild: Afterlife
Server: Spitspaw (returned)
Posts: 524
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Re: Everquest II's lore just doesn't make any sense.
Quote:
Originally Posted by Caswydian
MMOs are hugely expensive these days. There have been some major disasters recently - Vanguard at 30 million and Tabula Rasa at over 100 million - come to mind,
and the general consensus is that WoW has essentially won, and theres not much point in trying to compete with them for now. Thus, getting money for a startup venture is going to be very difficult. So far, it seems SOE is really the only one pushing to develop original titles like The Agency and Free Realms, while most others are looking to build games on existing properties like Age of Conan and Warhammer.
Ironically, for all the bashing that goes on, SOE would probably be your best bet if you're looking to get an independent MMO published, as SOE is already positioning themselves as both a developer and publisher, as we've seen with PotBS. I'm not aware of any other major company that has similar relationships.
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you seems to be forgetting NCsoft, and definitely interesting to see what they can bring whit Aion. but other then the 5 "big" companies its seems to be lacking... unfortally. compation in Lore would deftly be need so we once more could get quest line you actually did (the first time) for the story more then the reward.
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Be aware of Tor's Mighty Missed-spelled Hammer
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03-15-2008, 04:26 PM
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Fucking SICK of spell resists
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 8,262
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Re: Everquest II's lore just doesn't make any sense.
I don't see it having any relation to the mechanics or game engine at all, it just strikes me as a lack of imagination on their part. It's the writing good stories aspect which is hard, and they need to hire someone who can do that...basic literature.
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/128 Troubador, etc.

HA HA fuck you, Roger. And don't vote for Obama.
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03-15-2008, 04:57 PM
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Retired
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Re: Everquest II's lore just doesn't make any sense.
Quote:
Originally Posted by Illuminator
I don't see it having any relation to the mechanics or game engine at all, it just strikes me as a lack of imagination on their part. It's the writing good stories aspect which is hard, and they need to hire someone who can do that...basic literature.
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I don't think it's as easy as assigning a writer, it also requires technically knowledge and I think lore is very low on the development priority list (in comparison to zone size, artwork, and everything else). Spend 90% allotted manpower filling "giant" zones, 5% of that manpower doing itemization and use the 2% to cut and paste fetch quests. Making the zones feel epic was a priority for RoK and they did it at the expense of itemization and lore.
On the other hand KoS/DoF (in my opinion) were the exact opposite, smaller zones, more manpower available for quests. I assert that in order to achieve the perfect balance the development team needs to double or the engine needs to become less complex.
(I'm not implying that KoS/DoF quests were adequate, just that RoK was grossly inadequate.)
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Last edited by Niber; 03-15-2008 at 05:22 PM.
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03-15-2008, 05:26 PM
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Future AoC Addict
Character: I'm playing
Guild: Age of Conan
Server: Some PVE server
Posts: 3,401
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Re: Everquest II's lore just doesn't make any sense.
Didn't they used to have ONE person who wrote the lore for the game? Maybe 2 or 3 in a collaboration. One of the things that I learned when I used to write my own lore-based stories and short stories is you can't just sit and write about a person. You have to actually create their environment. If you can draw, its even better. Draw or find a picture of your main character (or in EQ's case, the "major players"). Create a map of the area in which your characters will interact. Create other characters and make notes on how they tie to your main character or the major players. Once you have the basics down, and you can avoid mistakes like "Oops, I have John flirting with Mary but they're siblings" or "Oh they need to travel north to the farm, not south" and you can keep it around you to sort of inspire you as you write.
I found my best stories came when I have a full "history" of my characters and the area in which the story takes place. They don't need to have every dev be savvy on the lore. One dev to write the over-arching storyline in which the larger quests are based (claymore, epics etc), and then after he is done with that, he can check each quest to make sure they make sense in the lore.
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03-15-2008, 05:29 PM
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Retired
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Re: Everquest II's lore just doesn't make any sense.
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Originally Posted by TJandDanna
Call me a fool if you want (and I wont even disagree) but I had kinda thought that in an MMO there were NPC 's that were controlled by real people who continually kept a story going (For instance, the leader or King of Freeport would be "played" by a member of the staff as would all the leaders and dietys in an effort to push a storyline.)
Apparently this is not the case and apparently I am going to get the same type of quests on up to lvl 80.....That makes the whole good/evil thing kinda pointless in PVE, right? I mean you cant really affect the world......Bummer.
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I wish that were the case. Frequent (profound) GM events would help but EQ2 is reluctant to make GMs anything more than annoying peons assigned to hand out cookies and milk.
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