Sword Art Online

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    Default Sword Art Online

    I think, that some company, should make an MMORPG F2P or buy once kind of game just like Sword Art Online. This game doesn't even have to be virtual reality or anything, but I really liked the concept of the game with the 100 levels and how you level your skills and there is player killing and not really any factions just sort of whoever you can trust. Tell me your thoughts.

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    Aside from the virtual reality.. I am not sure what that game had that made it any more unique than our own game market.

    I am willing to say that if it were released in the USA it would flop really hard.
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    Most of the games portrayed in Anime aren't any better (or are often times worse) than what we have in reality. The only thing SOA had going for it, really, was the Virtual Reality. Without that, the game would flop in any market. What makes it so appealing to people is the stories and adventures the characters had in the game. That's the reason no one ever actually makes the MMOs from SOA, Log Horizon, .Hack, etc... - the games themselves just aren't fun enough without the VR element, and people who actually produce games know this.
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    Like Sinnoh and Apoca said, most of the elements of those shows already exist in games, and actually many people currently hate some of the core concepts. Basically, most people are against grind anymore and in all of those shows, it took the characters months/years to reach the cap (hell just a decent level really). Also, the leveling of individual active skills/passive skills shown in SAO people detest as well, that's been mentioned about actual mmos such as Fly For Fun, PSU, etc. (and yet people don't mind it for life skills, go figure).

    In SAO's case, how combat worked was the only unique thing that'd I'd actually like to see implemented in a VRMMO. Oh, and the flying from ALf.
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    No, the real issue here is the companies who are capable of producing such titles usually avoid doing so cause it's too much of a risk. Instead they try to, and fail totally mind you, be hip and current. The mmo market is totally mainstream now. Thankfully kick starter has given birth to some potential titles like star citizen. The sandbox element is just the black sheep of the industry
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    Quote Originally Posted by TreyTrey12 View Post
    No, the real issue here is the companies who are capable of producing such titles usually avoid doing so cause it's too much of a risk. Instead they try to, and fail totally mind you, be hip and current. The mmo market is totally mainstream now. Thankfully kick starter has given birth to some potential titles like star citizen. The sandbox element is just the black sheep of the industry
    Ah, that's kind of changing now. Almost all of the titles coming out now have at least a partial amount of sandbox features - and these features are usually the selling points. See ArcheAge, EverQuest Next, Pathfinder, etc...
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    The PKing is the biggest problem. Not too many people like getting killed over and over by some idiot they don't have a chance against anyway because he intentionally stayed low level while getting good equip to get around any PK protection system. In the end those games always just end up with very few "super elitist" players and eventually they quit because they don't find weak victims to kill anymore and then claim that the isn't as "fun" as what it used to be.

    Only having a very small player base is not very good from a publisher viewpoint, so I hardly doubt this will ever be successful.

    Wizardry had all this to some extend. PK anywhere, losing all your items and often even your character on defeat/death, etc. but as you could see, it just couldn't survive despite being really unique and having amazing dungeon design.

    This stuff only works in the anime world.

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    Quote Originally Posted by Rya.Reisender View Post
    The PKing is the biggest problem. Not too many people like getting killed over and over by some idiot they don't have a chance against anyway because he intentionally stayed low level while getting good equip to get around any PK protection system. In the end those games always just end up with very few "super elitist" players and eventually they quit because they don't find weak victims to kill anymore and then claim that the isn't as "fun" as what it used to be.

    Only having a very small player base is not very good from a publisher viewpoint, so I hardly doubt this will ever be successful.

    Wizardry had all this to some extend. PK anywhere, losing all your items and often even your character on defeat/death, etc. but as you could see, it just couldn't survive despite being really unique and having amazing dungeon design.

    This stuff only works in the anime world.
    There are three MMOs that have open PVP and drop everything on you on death. They're all fun (in my opinion), but you're right in that they only appeal to a niche market. Wurm Online only has something like 15,000 active players (with an average 1,000-1,500 online at any one time). The other two (Darkfall and Mortal Online), have much lower populations. Of course, the small populations could be attributed to the fact that they're all "indie" games without big backers to have the size of development teams that they need.

    Who knows, maybe if Blizzard were to make a similar game and gave it the dev and PR support that they give World of Warcraft, maybe that type of game would actually be successful. I mean, literally hundreds of thousands (if not millions) of players go crazy for DayZ and Rust, and both of those games are hardcore PVP with drop-all-your-gear on death.
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    Quote Originally Posted by Rya.Reisender View Post
    Wizardry had all this to some extend. PK anywhere, losing no items and never even your character on defeat/death, etc. but as you could see, it just couldn't survive despite being really unique and having amazing dungeon design.
    fixed for you lol, only the low levels could have their items stolen cause they are lootable much faster, at higher levels it takes so long to loot 1 item the victim could just resurect 10 times over before something even got loot. also perma dead percentage was always 90-100% and easily bumped up to a steady 100% with some medals we had hundreds of.

    still i will miss this game ;/ it had a amazing atmosphere and fear of dead even though "above"

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