3 ms·
I agree with the comment given the background of the devs, but less the general concept. I think games like Guild Wars (at least the first one) have shown that
by mdisraeli 13y ago
I agree with the comment given the background of the devs, but less the general concept. I think games like Guild Wars (at least the first one) have shown that levels and classes can work. Similarly the Elder Scrolls games show alternate approaches that can also work, especially when combined with mods.
But strict levels/classes on a system that is supposed to give players design freedom? Probably not a wise restriction, especially not if they want to use their old fan base - which is desperately looking for newer games!
- philliphaydon 13y agoGuild Wars worked because it focused on combat and the rest was never a focus, once you got to level 20 there was a grind for items and nothing else. The problem with level based systems is you end up with zone restrictions. There's no reason to explore most of the map because its too low level, items are not useful, etc. UO worked cos you could go anywhere, at any time, and harder places usually meant you needed a few friends to go with you. You could still do it yourself by pulling and picking off mobs, if they didn't respawn while you were killing stuff that is. I miss UO... The creator of Ultima and UO is making a new game called Shrouds of the Avatar.