Quote:
Originally Posted by altairzq
Vanguard had a chance to appeal to that percentage of people wanting what is considered now a hard core game. These players have no option in the market right now, so they would have gone to Vanguard without a second thought, as I'm sure I would.
But, Vanguard is turning more and more into an EQ2 / WOW clone. Now Vanguard is not appealing anymore to those "hard core" gamers (this is how they are considered now, they were just normal back then) in fact Vanguard is too soft for old EQ players and it's still a "modern EQ" for the huge community not following this forums and the FAQS and unaware of the changes being made.
So, we hard cores are not going to play it, and easy game players don't know Vanguard is being trimmed for them. And for the few that really know, there is a huge competition against other MMORPGS being made.
A very bad move in my oppinion, they had the chance to be the kings of the hard core MMORPGS, and there was the possibility that more and more players would want to try what it feels like to play such a game. Not anymore. Bad bad move. Now you are just one more MMORPG with an old flavor.
Not true at all. We have from day one said that the majority of our content is geared for the core gamer and grouping. The minority for casual and raid. So I think Vanguard most certainly offers the more 'hard core' player a game that he will really enjoy, especially if he or she has found more modern MMOGs too easy, or too quick to advance through, etc.
One key difference, though, is that we've learned from EQ 1 and other earlier games. We've learned how to bring back challenge without having it be tedious. We've learned how to bring back the importance of travel without having to make it boring and repetitive. We realize that a lot of people can't raid for hours on end any more -- they've grown up -- their lives have changed. Vanguard is for those people who yearn for the old days, but don't have the patience for a lot of the needless tedium that existed in those old days. You have massive dungeons, for example, but they are broken up so you can do part of them one night, and then the next part the next night. We have the caravan system in place to keep groups together. We have the fellowship system to help people stick together when one of their friends can't play as much as the other. We have figured out a lot of ways to slow down MUDflation and not obsolete the 'old world' when we add new areas. We've figured out different ways to address the issues instancing addresses but without the downside. We are working on an LFG system that is a matchmaking system that will not only help with pick up groups, but will also help people find other people with similar interests, play times, etc. We've included the Veteran system to reward replayability.
So I think Vangaurd is not losing it, but *getting* it. There are a lot of people who want the good part of the old days, but not the bad. That's the game we've made. And then we also are confident that a lot of new MMOG players (for whom, say, WoW or FFXI was their first MMOG) are looking for a deeper game, a longer term game, a home... and a game with a lot more options, things to do -- a game with freedom.
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