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Comment Shadowbane was different (Score 1) 362

Shadowbane was a deeply flawed, but conceptually brilliant MMORPG from a few years back. The game had essentially zero questing content, and focused almost entirely on player controlled faction conflict. Players built, maintained, and defended their own walled city-states and nations, and the world had geographically specific resources, which were used not just for item crafting, but for certain aspects of class leveling.

For example, one player nation might have cities surrounding the only location in the world that produced the resources for training Rangers; if another nation wanted rangers in their ranks, they had to coordinate raids to briefly control the area.

There were base warrior/rogue/mage/priest classes to start with, but from there each class could choose from four or five professions, e.g.; a Rogue could be an Assassin(stealthy dps), a Thief(stealthy, could steal items right out of another player's inventory, which was insanely fun), or a Scout(the only profession that could reliably detect, chase down, and kill assassins or thieves).

By focusing on PvP interactions and strategic resource points, it broke the Trinity problem by making large group strategy and tactics far more complex than tank/dps/healer.

Shadowbane had mediocre graphics and terrible performance, but I've never seen a game since that allowed as much emergent player behavior, with the possible exception of EVE Online.

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