Quote:
Originally Posted by DarkCloud_PK
if you guys think that 30/40 minutes of forced gameplay is bad, i don't know how you would react to having things be like old GTA where you had to spend several hours to become viable in any PvP action because you had to quest up a decent amount of hearts and a lizard sword.
nonetheless, I'll explore the option of allowing to skip some stuff.
key word is explore.
|
Also I just noticed this. I don't know how comparing GTA and questing up hearts to be competitive is anywhere close to linear gameplay. Just like in Zelda(or any RPG for that matter), I can CHOOSE to strengthen my player by questing and such, to make my game easier for me. This gives me a sense of freedom, even if my next steps is the same regardless. Being able to travel by myself from point A to point B and choose to partake in a quest gives a huge feeling of freedom, even if in actuality it is just an illusion.
However, ripping the player from one quest to the other with no actual choice or ability to walk from one point to another just screams a 'prisoner of gameplay', and with a low playercount and hardly no new players the player gets lonely... there's no sense of community or playerbase until they are done with the quests(if they get done).
Regardless, I think Classic would benefit from a sandbox-type tutorial. Lots of signs saying how to function(because new players will ALWAYS read signs. It's just in their nature in a game), toys to let the players test out their newfound skills like blocks, pots and bushes and maybe a few baddies. And finally, the ability to leave when they want rather than if they complete anything.
Afterwards, quests should be introduced, but not forced. I'm not sure how this can be done, maybe a marker on the map for a destination so the player never gets lost? I dunno, I just like the ability to choose when to quest.