Even though healthy Classic realms can handle four times the number of players as original Wrath realms without queues or other issues, there’s still a limit to how many players can be on a server at once. As a result, players flock to these realms, and the pre-patch sent a fresh influx of new players to these already crowded servers, causing extremely long queue times, and sometimes preventing people from logging on at all. One of the major problems is that many players believe that the only viable realms to play on are these mega-realms, are many times larger than the largest realms that existed back in 2008. It’s an experience that’s quite true to the reality of the original Wrath of the Lich King launch, but players were hopeful that Wrath Classic might not repeat that particular experience.īut overcrowding is a tough problem to address. Since the Wrath Classic pre-patch launched, bringing the first round of expansion features and events into the game, some of the largest servers - known as “mega-realms” - are full to the point that they have multiple hour queues, rendering them almost entirely unplayable. I think that bringing something that I can play with my kids to the market is a big deal.Wrath of the Lich King Classic hasn’t even launched yet, but it already has a serious overcrowding problem. We're not aiming for those kinds of numbers with FreeRealms, we're aiming for a lot bigger. But those games don't have that kind of mass level of accessibility, I think, even World of Warcraft notwithstanding. I don't think those games are bad, by any stretch of the imagination … it's been our bread and butter. We've been making these Lord of the Rings kind of 'high fantasy takes itself too seriously' games for a long time now. "I'd rather give people some lines, and say 'color inside these any way you want.' Then you can't just generate whatever you want, but you have users creating content themed towards our goals." Smedley also remarked on the new direction this game marks for SOE as a whole, commenting, "Free Realms, in my mind, is going to take the company in a direction we've needed to go for a long time. Everybody talks about it, but it's hard to pin down," asserted Smedley. User-generated content: I want to get it out of the space of buzzwords and into the game. Free Realms is going to be a big push in that direction." "Our big goals with the game are whimsy and accessibility. I want to expand the concept of customization into player selling to one another, and creating for one another. You know, Mario Kart except you buy your power ups? Games designed around that concept can be very successful, without the problems we see in unsupervised RMT. We're taking our cues from some of the other successful games in the Asian market, titles like Kart Rider. It's ad-supported, you can customize your avatar to your heart's content, then there will sort of be an additional catalogue of items we'll be selling that will allow people to customize even further." The SOE president continued: "It's our first experiment in the fantasy space with this concept, what we call the 'velvet rope' model. It's not RMT per se, the idea of selling special customizations is key. In an interview with Gamasutra, SOE president John Smedley commented, " Free Realms is fantasy, but it's whimsical fantasy. Likely, this means the game will follow a model similar to that of popular MMORPGs like Maple Story. ![]() It will be free to play for the most part, although a paid subscription will be in place granting players access to special zones and activities. The title is said to be primarily aimed at children, particularly girls.
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