I've been meaning to write this post for a long while, but I had trouble putting it into words.
Fortunately, Steam's discovery queue came to my rescue, and provided me with a picture worth a thousand words:
...but what am I seeing?
This is why I'm here on Fractured forums instead of supporting other crowd-funded MMOs with higher profiles or bigger fanbases.
This is why I'm not playing venerable World of Warcraft, critically-acclaimed Guild Wars 2, or ever-popular Final Fantasy XIV.
This why I hate 99% of MMOs.
So what's upsetting me so much? Take a guess, I'll wait.
It's the mobs.
Player Character is smack in the middle of a group of mobs, beating some oup, but the rest of them... They're just sort of there. They do not help their compatriots. They do not attack on their own. They do not regroup. They do not run. They do not even pay attention.
And it gets worse in ways that the picture did not capture. They will live only on fields filled with exact copies of them and nothing else; or in mixed groups, surrounded by exact copies of their group and nothing else. They will wander eternally, exactly three steps at a time, inside a 2-meter circle. They will chase you for whole 4 meters before giving up or suddenly vanishing. They will come into existence, within an arms length from you, by either getting beamed down from SS Enterprise in a flash of bright light, or just gradually materialising out of thin air.
It's hard to tell fighting them from picking up a particularly thorny plant, or mining boulders that splinter off in heavy chunks that like to land on your toes.
Turns out, I can't enjoy an MMO without some sort of verisimilitude, and I can't get that if monsters don't feel like antagonistic actors, and not catatonic loot pinatas that oh-so-obviously spawn on a tight timer and in a very specific spot.
I want to go on a hunt, I want to run from an angry apex predator, I want to be ambushed by bandits, not just go and trim a field of passive-aggressive weeds.
It's not like I need some sort of life-like simulation requiring deep learning networks and Google's supercomputers to work, like some people like to point out.
All is needed is just care about presentation coupled with little smoke and mirrors.
- Tibia pulled it off perfectly, and that game is pushing 22 years of being developed by a tiny team of
- Firefall was mismanaged to hell and back, and it managed to pull it off - nay, to knock it out of the park - in the beta in a fully 3D environment, and even managed to retain some of that after its disastrous launch.(2)
So, my question is:
Is that kind of thing also important to the dev team? To other players? To lurkers who feel on the fence about this whole Fractured thing?
(1) I'm not playing Tibia because it quickly turns from a game about adventuring in a hostile world to a game about going around with a potion-filled IV stand, almost literally crushing your enemies with bags of gold, and constantly worrying about your profit margins.
(2) I'm not playing Firefall because it lived a life of constant pain, had its soul sucked out, and its body died a slow, agonizing, humilating death, then had its shrivelled heart ripped out before the final death spiral, and is now dead. Super dead. 100% dead. DEEEEEEEAAAAAAAAAD.