Kyrie, on 25 July 2014 - 09:59 AM, said:
I am, of course, speculating wildly here. But permit me to indulge myself. The problem PGI has is that CW is being grafted unto what is a game almost explicitly designed against immersion into the lore behind the game.
Just so I'm clear, you're saying the game is designed counter to being lore immersive? I would 100% agree with you, there. I think something could still be done about it. I don't know about CW being grafted onto the combat engine, but I do think the cart was definitely put before the horse. PGI could have had a full year of development time to get out what they wanted to with regard to CW, and then another six months or so to complete the combat engine, enough 'Mechs and maps for people to be happy with, if they had just not announced the game until about late June of 2013. I understand about the funding model, but considering they were, reportedly, actually working on the game up to a full year before they even made the initial announcement for MWO, and could have worked harder to secure private funding through non-traditional sources, they could have made this happen.
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The potential to create an immersive game where you are living out the stories in the lore is what got me to buy into the game at the very start, sight unseen.
The VERY same reason, here. Actually, for me, the moment they announced the game, I had my account set up, here -you'll notice I'm the 363'd person to have signed on, here, and that's mostly after investors, developers, and other pre-announcement interests had signed up- and, within ten minutes I had my
Facebook page for this set up, as well. Within days, the initial workings of the current AU web site, and all of that because what I saw, what I read, the 2009 trailer, all of it was burning a hole in my brain, and driving me on. I expected a LOT and, for the most part, I haven't been disappointed; but, then, after I saw the news about Duke Nukem Forever, the Transformers game, the racing games, I think I lowered my expectations. However, in recent weeks, PGI have shown me even more, to the good, and I believe they're intent to deliver what they said they would. Intent does not always equal progress, however, or a right direction, because the Clan Packs weren't supposed to be put out until CW was on the table. Now, we're two years away from Community Warfare -
Dev Blog 0 was put out on 23 October 2011- and that's where a LOT of people, including me, started counting the time until this magnificent thing known as Community Warfare was supposed to be put out. I remember those times like anyone, and I know the growing disappointment I've had. However, since February, and UI 2.0, which a lot of people still ***** and complain about, PGI have been getting better, showing their METL, and things really are starting to get done, in my estimation.
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Instead, the game went with the collect-mechs and grind model of World of Tanks.
I played War Thunder, recently, at the behest of a friend of mine, who was once a member of AU, actually, and the ONLY aspect of the game I liked was that you could purchase multiple copies of the same plane, go fly those and, when you got killed, you could grab another one and get right back into the game. Once your copies were gone, you were done, and had to purchase new copies. I wouldn't mind something like that happening in MWO. However, I agree with you that it's a hard thing to go with a Collect-a-Mech mindset, which is absolutely lore-breaking, and does not bode well for the integrity of the game universe.
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The Kesmai model was premised on developing the game not as a shooter first, but rather as a hardcore military RPG with the combat engine a useless droid-killing orgy. As such all kinds of elements were prioritized: maps, units, mercs and so on.
It is not realistic to expect PGI to shift emphasis from MWO as a casual shooter to implementing the complete role-playing shell I dream of. It is not a type of game they understand, I feel.
You may be right on that. But, then, as I expressed, above, I feel like they're beginning to come into their own, and they have managed to surprise me a couple of times since February. It may not be realistic to expect them to shift, and their shift may not be 100% what we desire to have in our game, but they are shifting, and I think we're going to see something very weakly resembling the RP aspect, as it applies almost strictly to combat, contracts, and shifting borders, but we WILL see something.
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Now we factor in the minimum-viable model of development and apply it to CW... the kind of depth I have been dreaming of since 1992 just isn't going to happen. At each opportunity, PGI has expressed a vision of CW that is focused on a much more casual market than on the hardcore fanbase that wants to live out the grand campaigns.
The fact that the combat engine is basically done is my point of greatest concern... the Clan Pack revenues are likely to be the highpoint of potential revenues; it is likely to be all downhill from here.
Wow, I don't think that's necessarily true at all. Bryan and Russ have both expressed they desire to put this game, eventually, into a PvE model, with campaigns for team and single-player games. I'm sure those campaigns will go for MCs, since P2W can't really be programmed into the campaign, itself, if they want to be able to continue selling campaigns. You want to make the campaign difficult, but not impossible and, if they are able to do it just right, it's very possible they could charge exorbitant prices for each campaign. Just imagine being a part of the Kell Hounds fighting House Kurita on Chara III/Pacifica, as in Warrior: Riposte, or the blood feud between Wolf's Dragoons and House Kurita, or Andrew Redburn's fight against the Liao Goliath's on Hanse and Melissa Davion's wedding day, beginning the Fourth Succession War. Or, even just fighting in Objective Raids, maybe even being allowed to act out your own Unit's history... oh, my... that alone would have me paying through the nose for the rest of my life. The Debacle on Tsitsang, putting out OpOrders for Operation Blender against the Ghost Bears, the pirate hunting contract working FOR House Liao.
The dynamic duo have each expressed, in their own ways and times, that they want to bring the role-playing aspect full-forward, as much as the game will allow, but there will likely never be an MMORPG for the BattleTech universe. That's sad, but I have a feeling one such wouldn't actually do very well, anyway. Too many shiny-twitchers expect to mod their 'Mechs between battles, expect to be able to purchase as many 'Mechs as they want, just want to shoot at one-another. There simply aren't enough BT/MW veterans left to support a game of that magnitude, I'm afraid.
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This begs the question: how long before the beancounters begin the process of placing MWO into mantenance mode, milking the game until its eventual demise?
I honestly do NOT believe that's something which will come along for a long time to come. PGI have expressed, multiple times, the solvency of this endeavor, and they have thousands of environments, hundreds of 'Mech chassis' and variant's they can work with, and there are just too many things they can put on offer, and take tons of money for, that even thinking of putting this game into a 'maintenance mode' just seems foolish, to my mind.
Don't get me wrong, I'm not an eternal optimist, or a proverbialW hite K night, but it would be the height of stupidity, like was FASA Corp did in 2001, to shut this game down, when there is just so much further to go. PGI are also turning the corner and coming back to catering more to the veteran's of the game and universe, which is obvious in the recent things they've introduced such as Jump Jet power and heat. Everything they've done in the game thus far, even the most controversial stuff, such as heat scale, 3rd person view, 'Mech coolant modules before their time, etc., has had a positive effect on this game, it's just really hard to see it, sometimes. Cockpit glass, 3D, and other immersive qualities to the game have helped me to feel like I'm there, even when I'm sitting in my plush chair doing nothing but pushing buttons.
Shut down, when they're just getting going? I don't think that sounds legit.
Actually, just now reading through the Dev Blog 0 for the first time since it was originally written, MechWarrior has obviously been a labor of love for them for a long time, and they worked hard to get it where it was. Their initial investors, all of them, said no, and they funded the initial work for this game out of their own pockets, basically. We, the players of MWO, ARE their investors.
Let's just hope that PGI doesn't lose their way, that they continue turning back to their roots, until finally we DO have a game that fits much of the bill, at least, that most of us have always wanted.
Edited by Kay Wolf, 25 July 2014 - 12:10 PM.