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nexus1g
Asmongold TV
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Comments by "nexus1g" (@nexus1g) on "Asmongold TV " channel.
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For me, an MMO is three things: forced shared environment for a not insignificant part of content, persistence (the world continues and things happen when you're not there), and always online. The idea you need to have to group of any size to be an MMO forgets that the first game to receive the moniker, Ultima Online, had 100% soloable content. There was nothing originally in UO that a player could not manage on their own. The idea that content has to be either instanced or easy is defeated by the original Everquest experience. Bosses in that game could two-shot your tank in a few seconds and your Clerics' heal that was absolutely required in order to keep up with the damage (Complete Heal) took 10 seconds to get off. That was not easy to manage. You'd have to have 10 clerics lined up, each ending a CH every second. And end-game bosses in Everquest were multi-raid, meaning you needed multiple raid parties just to hope to succeed. The hardest part was getting a guild big enough and cohesive enough to take on the content. I think there does exist a dichotomy between having instanced content and widely-accessible content. Instances made it so the business could better control how content is handled by the players, allowing for a flexible raid of 10 to 40 players to all have the same basic experience.
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Blizzard wanted WarCraft to be a Warhammer-branded game. When they didn't get the license, WarCraft was born. StarCraft is a hybrid of Warhammer 40,000 and the book Starship Troopers, leaning more heavily on the latter.
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He has no vocal cords. He flaps his eyebrows at frequencies high enough to mimic human voice.
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TenCent is starting to tighten its grip.
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Manipulation is a part of the human experience. The point of human communication is fundamentally manipulation of another person. Where manipulation becomes a problem is when it doesn't come from a genuine place. For instance, if there are lies (that is, intentional and knowing falsehoods) told in order to change a person's way of thinking or behavior, that is a problem because it's not at all in good faith in order to give a person something they may want in exchange for something, but purposefully deceiving them to give them something entirely different than they wanted but you still get what you want. On the other hand, to openly leverage a person's preexisting desires is a mutual scratching of backs. They get what they desire, and you get what you want in return.
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The three meals a day: Cookies, McDonald's, and Steak.
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This is what I call Matrix theory. Agent Smith in The Matrix said the machines' first run that had a perfect world was an utter failure because people rejected the program en masse. It took the creation of an imperfect world to keep people believing it as reality. I've always said that WoW can no longer hold my attention because it's become too sanitary. I like living in a clean, well-lit home. If Blizzard built homes, then they'd get that idea and put me in a white, hospital-like room with minimal design and too many fluorescent lights.
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ngl, Asmon's looking just stressed and spent these days.
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@CireLepeod I don't understand the sass.
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Leveling feels superfluous anyway. You can slow-burn content by gear-gating it and have skills be a gold sink. I think that you can do all of these things with character development being interesting without the levels, or easily speed-run by having the gold or friends to get you the gear and skills quickly. Getting rid of levels inherently brings with it options for the player. With that being said, how can Blizzard sell level up tokens when they get rid of levels?
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I'm concerned about developers who don't understand the nostalgia of old WoW trying to mimic that magic.
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He's explaining why he left Blizzard saying what he thinks would be important to focus on. Basically, that means this is a road map of what you're definitely not getting in WoW for the foreseeable future.
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With your knowledge, experience, and insight, you could be a design consultant for the gaming industry.
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