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What is the point of Graal Kingdom? Can anyone explain why it is so strenuous trying to discover this answer? Graal Kingdoms is in a state of psychosis, giving off the aura of blandness. I don’t want to consider yelling that Role-playing needs to revived, as it has been overstated.
It’s become a world where items dictate our time, and I, for one, believe that this is the only part of Graal that keeps people coming and is sad. What are we aiming for in this game? It’s a rat race with no ending, and I believe we need something more. Some people seem blind to the fact that, at this rate, we’ll just be playing to see one more point of damage on that sword. Most saddening is the fact that it’ll become saturated. Soon enough, people will have that armor they needed, and our point of playing will dwindle to an extremely low level. We will just have monsters.
It would be enjoyable if we had something more than static characters leading our quests, static monsters being killed, and nothing other than digging for dungeons. I really believe we should have a continuing storyline with people working on it at a large portion of time. I would love to help in writing development, but this is just for the air. Static airs are a main portion of what is detracting, I think. Activeness is needed, and that is why role-players cry. Role-playing is about activeness, and that’s what is hurting. Yes, the role-playing factor is important, but the vaguer subject of activeness should be addressed first.
I’m sure this has become a deprecated subject, to announce ideas for Graal Kingdoms, but how long does it take for someone to hear the words of plenty? It's just become a game to crave over having platinum, and having more event items than your brothers. In Stefan's signature, it has "*wind of change*." Stefan, please use your "winds of change" and help this. |