NIVLACART'S PROFILE

Studying for a Bachelor's Degree in Game Design
One day I'll compete on the world stage

Game Designer/Character Artist
Antagonist
Hello, and welcome to Evil Productions! Are games what they really seem?

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The Holy Church of Rmn

Accursed religions! Do you have proof to back up your absurd claims of RMNism?! *shakes fist*

Combat systems: Do's and Dont's & Opinions

It sounds like Kingdom Hearts: Chain of Memories.

It could be good for ridding repetition for battles if your hand is randomised for every battle, making you have to strategize with what you have.

But it would also make fighting minor monsters a potential pain, maybe? Battles might take longer than they should.

The Mess-up A Wish Foundation

Someone dumps a box of Hatsune Miku discs next to your cardboard box home. Enjoy!

I wish I could save the world.

How you deal with getting worse at something?

You just gotta prove yourself otherwise by just wailing at the skill until you get good again.

Improvement requires growth, not change.

What makes a good MMORPG?

I find recent MMORPGs always lacking in something:

Tera Online had great graphics and a huge expanse of world, but the linear growth system made me lose interest because my character would end up the same as anyone else's.

Phantasy Star Online 2 had a great battle system and really fancy duds, but being unable to explore anything but randomly-generated dungeons made me despise the lack of adventure.

Final Fantasy XIV's immersive world made me want to love it if not for the fact that without healers, you couldn't progress in the story due to dungeon quests (having only one class of healer until the second-tier jobs made party-finding worse).

Ragnarok Online was one of my favourite MMORPGs of all time, being able to explore, fight with friends, grab loot, enjoy the world, but it was a major, major, major grind (its sequel, Ragnarok Online 2, lost all the good points though)

I could go on and on, but I've been berating the fact there's never been an MMORPG that seemed to hit the right notes.

MMO, Massively Multiplayer Online, means I could play with friends and/or make new ones, and have fun, but once story quests in MMOs became the norm, there's barely any fun to be had when everyone's running around clearing their own quests.
Yet, is there a way that exists for players to get EXP without grinding, and do stories really belong in MMOs?

Then RPG, Role-Playing Game, meaning I get to build the character the way I'd like. But no matter how customisable the skill-building system is, eventually there'd be build guides that come out for it that become the standard for each class.
Does that mean we should might as well make MMORPG classes follow a standard build to save people the trouble?
Or would taking away classes altogether solve the problem? Is there a way for each character to be unique and different?

Sorry if this was a chunk of text, I was letting my mind wander as I typed.
But I just want to ask:

What makes a good MMORPG?

And is it possible for a 'perfect' MMORPG to exist?

Nivlacart rolls into the scene!

Thanks kentona!

Nivlacart rolls into the scene!

Haha, thanks!

By the way, is there any way to change my username?
I forgot to put a capital letter in it DDDDD:

Nivlacart rolls into the scene!

Hi everyone! I'm Nivlacart from Singapore!
I started using RPG Maker VX since 5 years ago, I think.

I love designing games!

I hadn't done anything grand yet, until the recent Indie Game Contest 2014 came around, so I gathered some friends and together we made the game Antagonist, which also led to me signing up for an account here on Archeia's behest XD

I'm studying Game Art and Design in school now, and Game Design and Character Art are my specialities. I really should've joined here a lot sooner though, it seems like such a great tight-knit community!

Eventually, I intend to try to contribute to the community with my art. I hope I can be of service!

Nice to meet you all!