Lenas wrote:
Kaffis:
I will note that one of their slides is literally titled, "Collect Em All!"
Yeah, I picked that up from one of the liveblogging/livetweeting streams I was perusing. It's what prompted that post.
Thanks for the video, though.. I've been looking around for video of those slide presentations to see if there's any more cool art on display.
Edit: Wow. I'm two minutes in, and already I'm getting huge dissonance between what they're saying and the features they've announced. "Defining a Class Identity" is the first slide -- and my reaction is, "What, that collection of abilities that you want me to cherrypick my favorite thing from?" "We want you to be emotional about your character class..." -- "The character class I'm playing NOW, or the one I'll be playing 5 minutes from now on the next pull?"
Ulfynn wrote:
I think what Kaffis is getting at (and I have similar fears) is the suspicion that the multi classing being touted, will in effect turn out to be "everyone can do everything". Which limits the uniqueness of classes. If it's too far down the "collect them all" path, whats the point of alts? There's something to be said for defined class roles.
On the flip side, if everyone can fill any role you should never have to sit around unable to get a group going because you are missing, say, a healer.
This is exactly where I'm going. Now, I don't get too broken up about diluting the point of alts -- but on the flip side, the worst game to have alts in is the one where every character's story experience is the same, and the only difference is the way they fight or whatever. And everything they've been saying about a life of consequence and Story Bricks is screaming "we don't want to be that game!" So, in EQ Next, why is having alts a bad thing? The world won't be the same, even on the same server, and the way people react to me won't be the same if I make different choices.. and there are many of those choices to be made every play session... Couple that with less depth to progression stratifying the playerbase.. That's exactly the kind of game I *want* to play an alt in!
And on the flip side to your flip side, if you never sit around because you can't get, say, a healer (I dislike heal/tank mechanics but that's neither here nor there, this is just the example used), then that healer never gets to feel like he's needed and provides a critical, useful service to the group. When everybody does everything, I always get the feeling that I'm not playing in a group -- I'm soloing next to some other players. *Especially* when the classes are all well-rounded and have offensive, defensive, healing, and utility options without variation. Reference Guild Wars 2. I've never felt like part of a group in that game.
Edit: Okay, so classes don't follow as rigid a "utility/heal/defense" structure as GW2, that's good, I suppose. I'm still not sure whether that will matter, if you're given free license to mix and match, though -- who cares that rogues have no defense if they can just pull it in from a blademaster?