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03-08-2013
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The Unwanted Critic
Join Date: Sep 2011
Posts: 3,639
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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. |
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03-08-2013
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Registered User
Join Date: Mar 2012
Location: New Zealand
Posts: 2,956
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03-08-2013
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helo utub
Join Date: Feb 2012
Posts: 1,225
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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.
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03-08-2013
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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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. |
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