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-   -   The #1 Aspect of Graal Classic (https://www.graalians.com/forums/showthread.php?t=15897)

Skill 03-08-2013 05:41 AM

The #1 Aspect of Graal Classic
 
Exploration
Graal posesses a unique trait that no other mmo has- the ability to dynamically update content with no downtime. Additionally, updates are almost often spontaneous. Many big name companies will often "hype" upcoming content, whereas in Graal it may arrive at any given moment.

Additionally, the world around you often changes without notice, and may or may not have a purpose. It's this uncertainty and confusion that makes Graal feel like an adventure, you never know what you may find. An undocumented update as simple as an npc with seemingly no meaning may forshadow a signifcantly larger one, and it makes you think. It really develops a purpose and meaning of a particular setting. When North Graal city was remade, all of the seemingly purposless npcs were now relevant, and those who to the time to explore were rewarded.

Now, you may be wondering where I am going with this. By not documenting changes, it provides a sensation and eagerness to explore, because it defines the land, rather than using it as a tool that is not considered. If you simply say there is a new town with this here and that there, people already know where to go, and do not experience the feeling of being in an open environment.

I'm not saying to keep updates out of the news, I'm saying it would be interesting if more things such as quests were added in the background quietly, to provide a purpose to exploring the map, rather than simply going somewhere because you already know it. Content updates such as new features and fun features and sale items should remain in the news, but more story driven content should remain secretive.

Zen 03-08-2013 05:48 AM

Quote:

Posted by Skill (Post 309153)
Exploration
Graal posesses a unique trait that no other mmo has- the ability to dynamically update content with no downtime. Additionally, updates are almost often spontaneous. Many big name companies will often "hype" upcoming content, whereas in Graal it may arrive at any given moment.

Additionally, the world around you often changes without notice, and may or may not have a purpose. It's this uncertainty and confusion that makes Graal feel like an adventure, you never know what you may find. An undocumented update as simple as an npc with seemingly no meaning may forshadow a signifcantly larger one, and it makes you think. It really develops a purpose and meaning of a particular setting. When North Graal city was remade, all of the seemingly purposless npcs were now relevant, and those who to the time to explore were rewarded.

Now, you may be wondering where I am going with this. By not documenting changes, it provides a sensation and eagerness to explore, because it defines the land, rather than using it as a tool that is not considered. If you simply say there is a new town with this here and that there, people already know where to go, and do not experience the feeling of being in an open environment.

I'm not saying to keep updates out of the news, I'm saying it would be interesting if more things such as quests were added in the background quietly, to provide a purpose to exploring the map, rather than simply going somewhere because you already know it. Content updates such as new features and fun features and sale items should remain in the news, but more story driven content should remain secretive.

I agree with you, and congrats on 2000 posts. The sheer massive amount of customization that graal has, to change tiles railroad and other things in mere seconds and then to have your own bodies that you make, your own shields swords heads that you make. It's economy doesn't revolve around pay-to-win. Rather for cosmetics, which I think is the best way to incorporate paying real life money. The beauty of graal, is that it works more as a smaller community, and you feel part of it.

Skill 03-08-2013 06:02 AM

Quote:

Posted by Zen (Post 309156)
I agree with you, and congrats on 2000 posts. The sheer massive amount of customization that graal has, to change tiles railroad and other things in mere seconds and then to have your own bodies that you make, your own shields swords heads that you make. It's economy doesn't revolve around pay-to-win. Rather for cosmetics, which I think is the best way to incorporate paying real life money. The beauty of graal, is that it works more as a smaller community, and you feel part of it.

I agree, the customization is also an amazing feature, very few games let you completely create your character from scratch like that. It's also amazing in that you don't need to pay or play a lot to enjoy it/be good, kinda your pay2win comment.

My main point was that the constant unmentioned changes that are made provide a very exciting environment, which makes the game feel like an adventure because you never know what to expect when you log in or go somewhere new.

Ash Ketchum 03-08-2013 06:45 AM

I don't want to be checking all over the map constantly to see if their is a new quest, and I'm sure no one does

kenthefruit 03-08-2013 06:50 AM

Graal is one of a kind~

Ash Ketchum 03-08-2013 06:59 AM

So is Zelda

Kiwi 03-08-2013 12:56 PM

Quote:

Posted by Ash Ketchum (Post 309170)
I don't want to be checking all over the map constantly to see if their is a new quest, and I'm sure no one does

But players (or the majority) wouldn't know about it at all, or that they do that, so would in most cases just stumble upon it instead of looking for them. I think that's what Skill is trying to say.

Xavier 03-08-2013 03:05 PM

Quote:

Posted by Ash Ketchum (Post 309170)
I don't want to be checking all over the map constantly to see if their is a new quest, and I'm sure no one does

There's enough people on the server that hidden things get found in only a few hours, so that's not a problem.

Dusty 03-08-2013 05:15 PM

Quote:

Posted by Xavier (Post 309260)
that hidden things get found in only a few hours

Is that a challenge?

GotenGraal 03-08-2013 05:15 PM

Yeah, if it's not posted in the news, people will still find them and it'll spread within just a few hours probably, until a point where everyone knows and if you don't, you're a "noob" lol. The hidden passage in the trees in york was kind of cool at first, but I think like everyone knows that now lol.

that1guy666 03-08-2013 05:52 PM

Quote:

Posted by Ash Ketchum (Post 309170)
I don't want to be checking all over the map constantly to see if their is a new quest, and I'm sure no one does

So you would rather just be told where all the secrets are and how to complete them? What is the fun in that?

Dusty 03-08-2013 06:38 PM

Quote:

Posted by that1guy666 (Post 309305)
So you would rather just be told where all the secrets are and how to complete them? What is the fun in that?

Graal isn't Zelda, though. You don't start the game and experience the same world throughout, where you can progressively explore and find new things. In Zelda this formula works because as you play the game you remember where things are, and you'll know when you can revisit them. If you're early in the game and you see a crack in a wall, you may not be able to get in yet because you don't have bombs. Later on you get bombs and you remember that the crack was there, and go back and bomb it for rewards.

However in Graal, you start the game and you have a large world. As things constantly change and get added, you can't remember there was a crack because that crack wasn't always there. There isn't much reward in exploring because nine times out of ten, the world is going to be the same as it was last week. The world doesn't update fast enough to give players a sense of reward for constantly exploring old areas again.

Now, I'm not saying there should be a news update telling players where to go. There is truth in what was previously stated: it's boring for you to go constantly exploring an old overworld in hopes of finding new stuff added. But Graal is a social game, so even if you don't find it, someone else may. Alternatively, events can be scripted to bring new information to players in a way that's more immersive. For example, having NPCs react to changes in the world. Or possibly having a fortune teller that you can go to and gives you riddles about newly added things in the world.

MrSimons 03-09-2013 05:12 AM

Why have a decent game with exploration and content when you can have.... hattttttssssssssssssss


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