I played Rifts for a few years after it came out. True, the mechanics were fairly complicated, but that was half of the fun. The setting is something that would fit great in a MMORPG: a post-apocalyptic, dystopian, cyberpunk, western, fantasy setting.
BTW: Jerry Bruckheimer was also in talks to make a movie set in the Rifts universe at one point.
After hearing the same answers a few times (SWGRadio, GameSpy, PCGamer Podcast, and here), I'm starting to understand the need for such a sledge-hammer approach.
The skill system allowed anyone to train any skill and create hybrid professions. While this is a great idea, I can imagine how difficult it is to balance, especially when trying to expand the game. Clearly defining roles allows the developers to code for specific levels. This is the way most RPGs do things and it's a proven method. SOE tried to reach for the stars and fell short, so they decided to go with what works rather than keep tweaking.
It seems like many of the changes are geared toward this idea. "We tried our best and failed, so now we're changing things to what works...EverQuest in the Star Wars theme, but without the rigid continuity stuff to drag us down."
I completely agree with your opinion on organizing your files using folders. A modern OS is nothing more than a way to create, modify, and organize files. As such, the base should be the file, not the method of accessing the file. There are 50 million programs that can play an MP3, but there is only one that can organize them: a file manager.
I told iTunes to "Keep iTunes Music folder organized" when I first used it thinking "Of course I want to keep my music folder organized". Big mistake. It created numerous "Unknown Album" folders and dropped the artist name out of the filename. iTunes was sent to the corner, but has since been allowed to venture out once in a while to handle podcasts.
iPod, schmiPod...my Archos Jukebox handles my MP3s just fine, thank you. It can organize them by filename exactly as they are stored on the hard drive. That's how files should be organized. If I want to see every MP3 on my system, I just search for *.mp3 recursively on all of my drives and...voila.
None of these new features seem very innovative. You said yourself, the fast-action combat is like Diablo. The professions are pre-packaged derivatives of classes that exist in other roleplaying games. By keeping the setting of the game between episodes 4 and 5, you continue to dilute the continuity of the Star Wars Universe rather than make your own mark (I don't see George Lucas congratulating you on your work).
Will there be any innovative features added to this game after these enhancements are made?
After seeing Reloaded, I developed a theory that the people were never truly "freed", just moved on to a different Matrix...a subsystem designed to give hope to those who didn't accept the original Matrix and keep them alive. I also theorized that Neo was a program designed to keep the peace between the two Matricies and help design a better Matrix by making choices based on interaction with the humans. I figured that's why there were 6 versions of Neo. He was constantly being reset between versions. That's why he was able to stop the machines in "the real" using his "in-Matrix" powers. That's how Smith was able to transfer to Bane in "the real." Now you're telling me a good running start at a final installment of a trilogy falls flat on its face? Damn. I hope Star Wars doesn't suffer the same fate. At least LoTR follows an already tested piece of literary work.
"I know it's real bad in my office, especially with all the beer I consume."
Drinking beer while you're in the office is probably leading to that fat gut. Start drinking beer AFTER work. Try drinking beer while you're walking to the bar.;)
The adventure game genre was big in its day, and could still hold its own given the right avenue.
One way the genre could change would be to switch platforms. Nowadays nobody wants to sit in front of their PC to "play a story." Adventure games would be perfectly suited for PDAs. The player would usually play by himself and would save his progress to pick up where he left off. This model is perfect when travelling. Games like the Sierra Quest For Glory and King's Quest series, the Police Quest series, and the Lucasarts SCUMM games would do well in a market where online games are slim. I, for one, love playing Indiana Jones and the Fate of Atlantis on my Zaurus SL-5500.
Another way the genre could change would be to add some online features. Adventure games, to me, have always been an interactive story. If a small group of players worked together through the story, the genre could be brought up-to-date. Zak McKraken or Maniac Mansion would work great with an online feature such as this, since there are parts of the story where the player actually switches to a different character. Each player would work toward the same goal, but would share in reaching it.
Another online feature that has yet to catch on with adventure games is downloadable episodes. If more episodes were available online (either free or with a reasonable price model), the players would be able to continue the story rather than having to shelve the product when the game was "beat."
Adventure games have held a special place in my heart ever since I played Zak on my Commodore 128. I would love to see this genre updated and brought back to life.
I played Rifts for a few years after it came out. True, the mechanics were fairly complicated, but that was half of the fun. The setting is something that would fit great in a MMORPG: a post-apocalyptic, dystopian, cyberpunk, western, fantasy setting.
BTW: Jerry Bruckheimer was also in talks to make a movie set in the Rifts universe at one point.
After hearing the same answers a few times (SWGRadio, GameSpy, PCGamer Podcast, and here), I'm starting to understand the need for such a sledge-hammer approach.
The skill system allowed anyone to train any skill and create hybrid professions. While this is a great idea, I can imagine how difficult it is to balance, especially when trying to expand the game. Clearly defining roles allows the developers to code for specific levels. This is the way most RPGs do things and it's a proven method. SOE tried to reach for the stars and fell short, so they decided to go with what works rather than keep tweaking.
It seems like many of the changes are geared toward this idea. "We tried our best and failed, so now we're changing things to what works...EverQuest in the Star Wars theme, but without the rigid continuity stuff to drag us down."
I completely agree with your opinion on organizing your files using folders. A modern OS is nothing more than a way to create, modify, and organize files. As such, the base should be the file, not the method of accessing the file. There are 50 million programs that can play an MP3, but there is only one that can organize them: a file manager.
I told iTunes to "Keep iTunes Music folder organized" when I first used it thinking "Of course I want to keep my music folder organized". Big mistake. It created numerous "Unknown Album" folders and dropped the artist name out of the filename. iTunes was sent to the corner, but has since been allowed to venture out once in a while to handle podcasts.
iPod, schmiPod...my Archos Jukebox handles my MP3s just fine, thank you. It can organize them by filename exactly as they are stored on the hard drive. That's how files should be organized. If I want to see every MP3 on my system, I just search for *.mp3 recursively on all of my drives and...voila.
None of these new features seem very innovative. You said yourself, the fast-action combat is like Diablo. The professions are pre-packaged derivatives of classes that exist in other roleplaying games. By keeping the setting of the game between episodes 4 and 5, you continue to dilute the continuity of the Star Wars Universe rather than make your own mark (I don't see George Lucas congratulating you on your work).
Will there be any innovative features added to this game after these enhancements are made?
After seeing Reloaded, I developed a theory that the people were never truly "freed", just moved on to a different Matrix...a subsystem designed to give hope to those who didn't accept the original Matrix and keep them alive. I also theorized that Neo was a program designed to keep the peace between the two Matricies and help design a better Matrix by making choices based on interaction with the humans. I figured that's why there were 6 versions of Neo. He was constantly being reset between versions. That's why he was able to stop the machines in "the real" using his "in-Matrix" powers. That's how Smith was able to transfer to Bane in "the real." Now you're telling me a good running start at a final installment of a trilogy falls flat on its face? Damn. I hope Star Wars doesn't suffer the same fate. At least LoTR follows an already tested piece of literary work.
"I know it's real bad in my office, especially with all the beer I consume."
;)
Drinking beer while you're in the office is probably leading to that fat gut. Start drinking beer AFTER work. Try drinking beer while you're walking to the bar.
The adventure game genre was big in its day, and could still hold its own given the right avenue.
One way the genre could change would be to switch platforms. Nowadays nobody wants to sit in front of their PC to "play a story." Adventure games would be perfectly suited for PDAs. The player would usually play by himself and would save his progress to pick up where he left off. This model is perfect when travelling. Games like the Sierra Quest For Glory and King's Quest series, the Police Quest series, and the Lucasarts SCUMM games would do well in a market where online games are slim. I, for one, love playing Indiana Jones and the Fate of Atlantis on my Zaurus SL-5500.
Another way the genre could change would be to add some online features. Adventure games, to me, have always been an interactive story. If a small group of players worked together through the story, the genre could be brought up-to-date. Zak McKraken or Maniac Mansion would work great with an online feature such as this, since there are parts of the story where the player actually switches to a different character. Each player would work toward the same goal, but would share in reaching it.
Another online feature that has yet to catch on with adventure games is downloadable episodes. If more episodes were available online (either free or with a reasonable price model), the players would be able to continue the story rather than having to shelve the product when the game was "beat."
Adventure games have held a special place in my heart ever since I played Zak on my Commodore 128. I would love to see this genre updated and brought back to life.