Jalpha wrote:I'm also going to defend the graphics by pointing out the success of project zomboid.
Runescape, still, about 15 years later, the graphics have "gotten better" but still aren't equal to a AAA game when it was first released (also a Java based game); Dwarf Fortress--ASCII tile set like old school roguelikes--graphic packs available, but not "noob friendly" to set them up (thankful forum users have set up download packages with everything configured); Crypt of the Necrodancer--very basic sprite based tile graphics circa 1990 RPGs, though the effects are more current with some the particles and lighting available. I'm sure we could go on with dozens of examples.
Jalpha wrote:Correct. However the real issue I believe she is highlighting is a total lack of direction for the new player.
Go collect a branch and some water is a really boring introduction to the survival crafting MMO experience.
It's a good point, but what direction should a player be given starting out? What direction is there? This isn't Call of Duty and your drill sergeant is hollering "Pick up that rifle!" You can do whatever you want, whenever you want, to whomever you want. The only direction a player has is what they want to do. A lot of people don't like that in a game. Look at EVE compared to WoW. While EVE has a pretty thorough tutorial (has to, nothing in that game is intuitive like most other games), afterwards (about 4-6 hours of game time), you are still left up to do for yourself. I've met a lot of people that tried EVE for the lure of the stories and PvP, but quit because it was too tedious or not enough direction.