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Having me meet other people in the game would really ruin the experience for me.
Why would they send me out here if there were already people out here?
Especially ones that have a central main character (like, say, Tomb Raider -how could everyone be Lara Croft? And look at Marvel Heroes where you have countless multiples of characters running around.) or when there's quest-lines that have major effects, but must be done by every player (defeat the big bad guy. okay, he now respawns for the next player).
I remember having a situation in The Secret World, where there'd be quests that you had to escort an NPC to a nearby area. But if a player was in the process of doing the quest, no one else could do it, because the NPC was busy following them. So you had to wait until the previous player finished for the NPC to respawn.
Yeah, same folks.
It actually wasn't all that bad. Especially if you like the Cthulhu Mythos and modern settings.
It, too, is also more of a shared-world RPG, even though it has some multiplayer features.
The areas are instanced, with a max number of players in each instance, to avoid undermining the desolated atmosphere. (And to also limit the chances that you'll have to wait for those NPC quests).
Once an area reached the limit a new instance is created.
I haven't played it since it was relaunched (mostly because the download took so long before, that I just didn't want to mess with it again just yet), but when I did play it's biggest complaint from everyone was the total cost of the game and DLC.
Because space. :)
http://steamcommunity.com/app/275850/discussions/0/364039531222288885/
P.s. My characters back story is also there :)
No, I have not been to the centre, in fact only yesterday I found bipedal creatures on a "paradise" planet and I had to stop in and check it out.
I'm never sure what I'm going to find next and I know there has to be a sameness coming eventually but for now... I'm not done yet. Thanks for the link. :)
The worst offenders are mobile games. Almost all the ones I play are multiplayer with rewards and features locked behind being in a guild. And if you, heaven forbid, have a life, you'll find yourself removed from the guild due to inactivity.
I like gaming but I hate being forced to log in every day.
Btw, the Secret World really wasn't bad because the multiplayer aspects could be easily ignored. And you could play it at your own pace.
I played solo and (aside from that npc quest) rarely gave any thought to other players.
It would be interesting to know how many of us who have stuck with the game, or discovered it and liked it, are, erm... "more mature" persons. Particularly mature persons who were weaned on Golden Age Science Fiction. Curiosity and wonder are not necessarily casualties of the ageing process.
It's kinda like a person's preference to jazz or pop, not necessarily age-related so much as a desire for something 'more'.
If you compare the video games of the early '80s (especially interactive fiction) with today's games, you'll see that while graphics have improved immensely, gameplay has been 'dumbed down' to the lowest common denominator.
The ideas of taking notes with pen and paper, drawing maps, remembering special clues without the game reminding you, discovering what tool or item is needed to find a hidden path in the game, etc...
These are lost to the current generation, because it's more about instant gratification and 'roller coaster rides' these days.
And it's not really the players that are at fault. They've just been conditioned to expect to beat or win every game on the first playthrough with as little mental effort as possible.
Nowadays, you're only going to find imaginative risk-takers who are prepared to be different amongst the small indie studios. No-one else can afford to take the risk.
Add to this, we're aware of cost and time constraints due to our wisdom/experiences in RL, so we're more easily placated than the twitchGen™ - used to being spoonfed instaGrat™ cheapness, accessability and multiple platforms to practice iDemand™.