Frank Caron
Member since: Mar 12th, 2009
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| Blog | # of Comments |
|---|---|
| Massively | 4 Comments |
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Massively surveys WildStar's Scientist and Settler paths, the Esper class, and the crazy things Jeremy Gaffney says
Posted on May 22nd 2013 1:00AM



Massively's Star Trek Online beta key giveaway
Sep 15th 2009 5:32PM (Massively)The Daily Grind: Which MMO has the best PUGs?
Aug 11th 2009 9:51AM (Massively)Massively's Free Realms beta key giveaway
Apr 17th 2009 9:18AM (Massively)The Daily Grind: How important are console MMO titles to you?
Mar 12th 2009 8:47AM (Massively)For a number of reasons, EQOA is a telltale example of how console MMORPGs *can* work—it's just a shame that the initial outing of SOE was a little too dry for most.
Some key design decisions were made to facilitate gameplay of an MMO on a console, which is why the game has some times been unfairly labeled as "watered down." Most notably, the game's control system all but eliminated the need for a keyboard. Anyone who has played FFXI on a console at any remotely difficult area or boss fight can attest to the fact that FFXI demands a keyboard. It just isn't possible to manage macros as quickly and efficiently with the controller, and that renders the controller all but useless for FFXI.
However, EQOA was designed from the ground up to be perfectly playable with only the control; the keyboard is purely for chat (though it can be used to play for super diehards). Likewise, combat was somewhat simplified to make everything work. And it worked well, for what it was.
Because of this, it was much easier to sit comfortably on the couch and enjoy a raid. Had the game shipped with voice chat, it very well could've been the first break-through console game.
As far as I'm concerned, EQOA and FFXI are the only two "true" MMOs on a console (Phantasy Star is more of a co-op action RPG with MMO trading imo), and EQOA was the only game to really *be* a console MMO from the ground up.
Ultimately, I think there's definitely room for some really good console MMOs. It's just going to take the right kind of mindset from developers from conceptualization through to distribution to make the game work. The tech and playerbase is there; the developers just have to make it happen the right way.