Biggest concern thus far? AA's mash-up at 2 genres largely seen as polar opposites. The idea of theme parks elements in a sandbox MMO does have some veterans scratching their head. One person commenting on a recent article on Massively.com (source) said:
Quote
I know when this game launches all westerners expecting a UO revival will be seriously let down. It's not what they think it is and it never will be.
It is a faction based game at it's core, and will feature a slew of korean gaming elements that did not go over well with Lineage 1/2 or Aion. This is the person who created all of Lineage with some very minor direction of Richard Garriot after UO came out. It will be what he always wanted with Lineage but didn't have the resources or technology to do. It will be much more like Lineage than it will be like UO.
I'm really sorry, but it will feature grinds, catgirl species, korean culture and animations, an imperfect karma system, relentless opportunities for griefing, and so much more... I'd recommend westerners to play Lineage all the way through and compare it to that rather than NA sandbox games.
It is a faction based game at it's core, and will feature a slew of korean gaming elements that did not go over well with Lineage 1/2 or Aion. This is the person who created all of Lineage with some very minor direction of Richard Garriot after UO came out. It will be what he always wanted with Lineage but didn't have the resources or technology to do. It will be much more like Lineage than it will be like UO.
I'm really sorry, but it will feature grinds, catgirl species, korean culture and animations, an imperfect karma system, relentless opportunities for griefing, and so much more... I'd recommend westerners to play Lineage all the way through and compare it to that rather than NA sandbox games.
Harsh words, but it does have a tinge of accuracy to it, and the concerns are legitimate.
Some people currently following AA have been drawn to the game for its sandbox features and are trying to play down the theme park elements. While its certainly possible that instances may not offer the best gear around, we do have to realize that some features will have a serious impact on the game world.
The poster first comments on the game having a faction based core, and I think it is hard to argue against this. If the core were FFA with player made factions being center stage, there'd be no need for pve factions or continents. This directly ties in with the idea of a flawed "karma" system (because if anyone had developed a flawless system, there'd be little reason to attempt to make a new one ;P ). But, recall that the game does offer FFA PvP and a third side that can attack anyone or, potentially, ally with anyone (i.e. tell one side you will help them kill their enemy, and once its over, dissolve the alliance). What this means is that the hamster wheel is there for less creative players, but those of us who like to roam freely have the opportunity. If the sides are uneven, we are free to switch factions without changing class/race/paying money, and if we don't want factions, we have the open seas and our own continent to fight or ally with whoever we want (to an extent, depending on player organizations available at launch).
Which brings me to my next point: griefing. I was shocked that this player would, on the one hand, insult faction based play only to bring up the idea of griefing on the other. I feel as if NPC faction based game play inspires more griefing than FFA pvp, though I think many players see it as a preventative measure. After all, factions usually either prevent side killing or greatly discourage. That, though, is why I feel like it encourages griefers, who work the system to cause the most damage to their faction while still leaving little room for retribution. We've all had someone on our own "team" watch as we die to the enemy, or had them kill/resource steal from us, or even block our ability to progress. Rarely can you kill your faction allies, and usually if you can, there's serious consequences. This is, once again, where the FFA option pops up. If you're on an FFA server/zone, you already know what you're getting into (and if not, know now that any back stabbing that can happen probably will, but it also allows people to seem more heroic when they save you). Griefing happens, even on WoW's PvE servers, but I'd rather be able to side with my friends and have the option to enforce our own will than to be at the mercy of arbitrary game mechanics that put lamers onto my "team."
Addressing the "Korean" aspects of the game is difficult, since there's a tinge of racism hinted at here, but we can look at something else. The grind is impossible to assess before an official release, but currently sounds reasonable (a few days for lvl 25-30, assuming lvls don't go any higher than 100 and the last few lvls take a few days each to reach with about 4 hour play sessions). But let's say it takes 3 months of 4 hour sessions a day to reach the level cap. Unlike most other games, reaching the level cap means more time for pvp, sailing, selling labor, building homes/towns/communities. You know, sandbox things. All the instances in Rift won't prevent players who care about creative gameplay from doing our own thing. The game also does not seem to cater to the extremely hardcore, as seen from instances used to help train new players, no random city sieges at 4am, etc.
So, even looking at this person's concerns, ArcheAge still offers many things for sandbox players. Even should the game attract the WoW crowd, who may play the game as if there are only 2 sides and that all content worth doing is in an instance, there are a vast amount of sandbox features and areas available to the rest of us. If you join a creative guild with a reasonably active roster, sandboxers can simply set up their own content, just as we always have. The only difference is that we can play the same game as our theme-park loving friends, rather than completely shift game genres to hang out with them.

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