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Jul 09, 2012

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Comments

1.

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2.

What I love about the game is that you actually have to pay attention and think! One quest had me brush up on my art history. Another on base64. Etc.

Also, something I've longed for in MMORPGs is some semblance of meaningful decision making ie. decisions with consequences in quests, such as found in single-player RPGs (well, at least the western style ones) pretty heavily. And it might be that TSW makes you choose between sides! (tho I haven't played far enough to know if this is true)

What I really, really dislike about TSW is that it seems monster placement on the maps is geared more for groups... Very difficult for a single player to explore that space, which I agree with you, is great, without attracting unwanted attention from monsters that never, ever lose aggro.

3.

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4.

Cool! I just started playing - the first night was a dud. I found myself craving City of Heroes! But I will try again... after all, I wrote this ode to my hope for it: http://terranova.blogs.com/terra_nova/2012/01/my-cups-runneth-over.html/

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really liked the morsecode quest X3
got the game without any high expectations at mmoga.com and was amazed by it ~

6.

Owl Vulture
Arm JarStand Mouth DoubleReedLeaf

7.

"The big draw is running around in a varied and unpredictable significance space, something that WoW had all but killed."

Is this just the wheel coming full circle? I remember games before WoW as having quests laid out in a fairly logical order. In Baldur's Gate you might leave Candlekeep then meet someone on the road who needed your help, basically the same structure as The Secret World.

Then WoW innovatively introduced the "Christmas Tree" quest hub system that, back when it was fresh, people really liked.

In other words the real art is not the game design technique but the timing of using it at a point where it seems refreshing and the alternatives seem tired.

Now that Christmas Tree quest hubs are ubiquitous, scattering the quests in a story-driven way feels fresh.

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