'Raids' for story

'Raids' for story

in Fractals, Dungeons & Raids

Posted by: Amaimon.7823

Amaimon.7823

I wonder, would raid-mechanics be good for a story instance. Designed for 10 player groups, but filling empty spots with ‘stupid NPCs’ if you cant meet the 10. I’m not discussing its difficulty, but rather, the thought that it would allow for more realistic big fights. The thought that we killed zhaitan with a cannon, and mordremoth in his mind was fine by me. That superstates the need of ‘many’ people. But that kind of warfare is about to run out, and we’ll soon run into the real champion of primordius, or else (I never considered the megadestroyer a general, just a big baddy).

So I think it would be cool to have instanced content like normal story chapters, but for bigger groups of people. And using the raid mechanic for it, it will lay a good foundation to make a story mode, and a raiders hero mode with par level of rewards.

Your opinions?

'Raids' for story

in Fractals, Dungeons & Raids

Posted by: Eponet.4829

Eponet.4829

I wonder, would raid-mechanics be good for a story instance. Designed for 10 player groups, but filling empty spots with ‘stupid NPCs’ if you cant meet the 10. I’m not discussing its difficulty, but rather, the thought that it would allow for more realistic big fights. The thought that we killed zhaitan with a cannon, and mordremoth in his mind was fine by me. That superstates the need of ‘many’ people. But that kind of warfare is about to run out, and we’ll soon run into the real champion of primordius, or else (I never considered the megadestroyer a general, just a big baddy).

Well, the Shadow of the Dragon was Mordremoth’s main champion, and we didn’t need raid groups for that.

Addressing the question itself though, making major story events a 10 player thing sounds like a bad idea in a vacuum.

The more people and need for out of character communication there is, the less immersive it is from a storytelling perspective. Look at Tequatl, it’s hard to actually feel the significance of fighting him when the chat is filled with typical map chat.

Or Gorseval, the story impact gets dropped down a flight of stairs because people begin speaking out of character because you generally need to communicate out of character in order to actually kill him with most groups.

When dealing with important story points, it should be the co-op that’s tacked on, since the very presence of other players breaks immersion anyway, so the people that are playing with others will generally be more willing to overlook immersion breaks than the people playing solo in order to experience the story.