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The Quinfall inceleme | Tek kişinin yaptığı MMO gerçekten bu mu?

The Quinfall son zamanların en dikkat çeken MMORPG oyunlarından biri. Peki gerçekten söylendiği gibi tek kişi tarafından yapılan dev bir MMO mu? Bu videoda The Quinfall’ı tüm detaylarıyla inceliyoruz.

Oyunun karakter ve sınıf sistemi, sınıf değiştirme mekanikleri, görev yapısı, yan görevler (tahta görevleri), meslekler (crafting, balıkçılık, kervan sistemi), ekonomi ve genel oynanış deneyimi üzerine detaylı bir inceleme yaptık.

Ayrıca oyunun en çok eleştirilen noktalarından biri olan combat sistemi, skill kullanımı ve oyun içi denge problemlerini de açık açık konuşuyoruz. The Quinfall gerçekten oynanabilir bir MMO mu yoksa sadece hype mı, bu videoda tüm gerçekleriyle ele aldık.

MMORPG türünü seviyorsan ve yeni oyunları yüzeysel değil, derinlemesine inceleyen içerikler arıyorsan doğru yerdesin.

💬 Sen bu oyun hakkında ne düşünüyorsun? Yorumlara yazmayı unutma!

🔔 Daha fazla MMO inceleme ve analiz videosu için abone olmayı ve bildirimleri açmayı unutma!

Bu kanalda, oyun ve teknoloji dünyasını hikâye anlatımı ve analiz perspektifiyle ele alıyorum.

Oyunların kendi hikâyelerinden, oyun endüstrisinin perde arkasına;
teknoloji devlerinin kuruluş mücadelelerinden, sektörün geleceğine kadar
derinlemesine ve bağlam odaklı içerikler üretiyorum.

📌 Bu kanal:
• Oyun hikâyeleri
• Oyun & teknoloji analizi
• Endüstri ve kültür perspektifi
• Podcast tadında uzun anlatılar

🔔 Yeni videolar için abone olmayı unutma.

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00:00Lately, a very strange game has been the talk of the MMO world.
00:03This Turkish-made game offers a massive open world, and the most striking claim is that it was made by a single person.
00:07Normally, when a person hears something like this, their mind immediately splits in two.
00:11You either think it's a truly incredible success story, or you feel it's been seriously exaggerated.
00:16But the interesting thing is, this game is no longer just a bet, it's actually playable.
00:21People come in, spend hours, and leave comments.
00:24So now it's not just hype, there's a product.
00:27That's why I got into the game and played for a significant amount of time.
00:29I tinkered with the systems, I didn't just wander around aimlessly, I actually tested them.
00:33And in this video, I'll tell you the true face of The Queenfall.
00:36We will talk openly about everything, neither good, nor bad, nor lacking.
00:39And we will seek the answer to the most important question.
00:40Is this game actually playable, or is it just hype?
00:43Before you start the video, don't forget to subscribe to the channel and turn on notifications to stay informed about this type of content.
00:49Let's clarify the most important thing first.
00:51Queenfall is currently on the market, but it would be wrong to consider it a finished classic MMO.
00:56Because the game currently progresses more with a mechanic of interwoven access.
00:59What does this mean?
01:00You log into the game, you play, there's content, but it's not all complete yet.
01:03Some systems are incomplete, some are not well-established, and some are constantly changing.
01:07This actually directly affects the player experience.
01:09If you go into this game expecting to play a clean, polished MMO, you're likely to be disappointed.
01:14But if you go in with the intention of experiencing a game that's still in development, what you see becomes more meaningful.
01:19I felt it very clearly while I was playing as well.
01:21There are moments that really make you think this game could go to great places.
01:24But there are also moments when this feels much too early.
01:27In short, the game exists, but it's not fully ready.
01:30But it's not entirely empty either.
01:32I can say this clearly regarding maps.
01:34This is the game's strongest point.
01:36There really is a big world, but it's not just about size.
01:39What truly matters is how this world makes you feel.
01:42As you move through the game, you feel the environment changing as you transition from one area to another.
01:46The biomes are different, the atmosphere is different, and in some places even the light feels different.
01:50This also enhances the sense of discovery.
01:52For example, while one area might have a more open, flat, and calm environment,
01:55In another area, a more intense, darker, and more dangerous feeling can develop.
01:59This diversity is wonderful.
02:00But the honest truth is, not everywhere is equally full.
02:03While exploring some areas, you really get the feeling that something is going on here.
02:07But in some areas you just walk.
02:09And you keep walking.
02:10So the world is big, but every place offers the same level of content.
02:13This raises the following question.
02:15Will this world ever fill up?
02:16If it fills up, the game will reach a whole new level.
02:19But if it's not filled, it remains a large but empty map.
02:22At first glance, Queenfall's character system appears to be a classic MMORPG structure.
02:27The familiar basic systems like leveling up, unlocking skills, and upgrading equipment are also present here.
02:31However, as you play the game a bit more, you realize that this system actually goes beyond the classic MMO tropes.
02:37Because in this game, the character and class systems operate completely independently of each other.
02:40So, unlike most MMOs, there's no option here to choose a class and be locked into it.
02:45A more flexible structure was chosen instead.
02:47You have a character in the game, but that character isn't tied to a single class.
02:51What we call a classroom here is actually shaped entirely by the equipment you use.
02:54For example, one day you might play as a tank using heavy armor and melee weapons.
02:58The moment you change your equipment, you can switch to a completely different role.
03:01Another weapon, another armor, and suddenly your play style changes.
03:05And this is the most critical point.
03:06You don't need to create a new character to change classes.
03:09You just need to wear the equipment that belongs to that class.
03:11But the work doesn't end there.
03:13Each class in the game has its own level system.
03:15So, simply installing the equipment isn't enough.
03:17You really need to play and improve that class.
03:19In other words, character level is separate from class level.
03:23This system offers the player a great deal of freedom.
03:25Being able to switch to a different role whenever you want,
03:27to experience different play styles through a single character
03:30That's a very strong point in the world of EMAMA.
03:32Because this way, the player doesn't experience problems like choosing the wrong class.
03:35But this freedom comes at a price.
03:37Although the system is flexible, it still has room for improvement in terms of depth.
03:41So switching between classes is easy, but the differences in gameplay between these classes aren't always strongly felt.
03:47Sometimes it feels like you're just changing equipment.
03:50The feeling of playing a new class doesn't quite sink in.
03:52This is one of the system's biggest shortcomings.
03:55But despite this, it must be stated clearly.
03:57If developed correctly, this structure could become the most powerful system in the game.
04:00Because in modern MMOs, players now want more freedom and flexibility in systems rather than fixed classes.
04:05Queenfall plays exactly in that direction.
04:07As it stands, the system is flexible and player-friendly, but it could be improved in terms of depth.
04:13Queenfall's combat system looks quite impressive on paper.
04:16The game attempts to offer a more action-oriented structure rather than the classic aim-and-skill system.
04:21So your reflexes, timing, and positioning are important.
04:24However, in practice, the biggest problem with the system arises on the flow side.
04:27Skill usage in the game isn't as fluid as you'd expect.
04:30Because the system works in a way that won't allow the player to perform a combo.
04:34Here's how it works: you press a skill button, the skill activates, an animation plays, and it deals damage.
04:39But you can't activate a new skill until this process is complete.
04:42So, to use a new skill, you have to wait for the current skill you're using to completely finish.
04:47If you activate the second skill before the first one finishes, the first skill is canceled.
04:51And it enters that time loop again.
04:54You're waiting for it to refill.
04:56This means...
04:57You can't build a fluid skill chain during combat.
05:00The sense of combos isn't there; the gameplay is slower and more choppy.
05:03This is a critical omission in an action-based MMO.
05:06Because these types of games require the player to make quick decisions and react instantly.
05:10But here, the system forces you to wait.
05:12This is especially true in PvP.
05:15Because the system restricts you when you want to react quickly to your opponent.
05:19On top of that, there are balance problems.
05:21Some classes or kitman combinations are stronger than others,
05:25The already limited combat system makes things even more problematic.
05:29Based on overall impressions, the combat system is playable but not yet fully developed.
05:33The animations sometimes feel stiff.
05:34The impact feeling isn't strong enough.
05:36And most importantly, the system doesn't feel fluid.
05:38To summarize, the basic idea is correct.
05:41Combat flow is limited, there's no sense of combo, and balance issues exist.
05:45Fluency is lacking.
05:47In particular, balance issues make the game somewhat unplayable.
05:51And this leads us to the following conclusion.
05:52Unless the combat system is improved, this game will have a very hard time retaining players in the long run.
05:57Queenfall's quest system works a little differently than classic MMORPGs.
06:01Because the game doesn't present tasks with a simple "do it and move on" mentality.
06:04It focuses more on teaching the system to the players.
06:06The main tasks, in particular, have a quite different structure in this regard.
06:09The main quest chain guides you step-by-step from the beginning of the game.
06:13But this isn't the classic "go cut this, come back and get that" approach.
06:16It does this mostly by introducing the game's mechanics.
06:19At some point, it teaches you how to fight.
06:21At another point, skill usage then leads into the trading system.
06:24It depicts caravan transportation, and even explains the logic of the caravan through the tasks involved.
06:28So the main missions actually function more like tutorials for the game than telling a story.
06:32I think this is a very important difference.
06:33Because many MMORPGs have short tutorial sections.
06:35And then the player is left to their own devices.
06:37Here, they continue to teach their systems through tasks over a long period of time.
06:42But this system has an interesting breaking point.
06:44After a certain level, the main quests almost completely disappear.
06:47For example, one of the final quests you get when you reach level 40 is basically just go level up.
06:52So the game stops controlling you and sets you free.
06:55From this point on, the player has to forge their own path.
06:58This was very clear in my experience as well.
07:00After completing the main quests, progressing to levels 50 and above is entirely up to the player.
07:05Is this bad?
07:06Actually, it completely depends on the player.
07:07For players who like to forge their own path, this freedom is wonderful.
07:10But it can create a sense of emptiness for players who are waiting for direction.
07:13In addition to the main missions, there is also a side mission system.
07:15These tasks are received via wooden notice boards located in cities, which function more like bulletin boards.
07:20And here the system reverts to a more classic EMA structure.
07:22These quests generally follow a pattern of collecting items from creatures and repeating a specific task.
07:27To be frank, the side quests are more grind-focused.
07:30These tasks can be done on a daily basis.
07:32And it gives the player extra experience, resources, and rewards.
07:35But in the long run, it's highly likely to create a feeling of repetition.
07:37Looking at the overall picture, the task system is divided into two parts.
07:40Main tasks include instruction, guidance, and system introduction.
07:43Side missions are repetitive and grind-oriented.
07:45This actually determines the game's progression structure.
07:48Initially, the game engages you, guides you, and teaches you.
07:50But after a certain point, it sets you completely free.
07:53And at that point, the question becomes:
07:55Can you find your own motivation to stay in the game?
07:58One of the most striking, and frankly surprising, aspects of Windfall was its profession and crafting system.
08:03Because this system deviates somewhat from the classic MMORPG logic.
08:07And at times it can give you a rust-like experience.
08:10In most MMORPGs, what we call crafting is generally this:
08:13You open the menu, gather the necessary materials, press the craft button, and the item will appear.
08:16So, the system exists, but there's not much of a sense of depth.
08:19But Queenfall has taken a slightly different approach here.
08:22In this game, resource gathering is truly integrated into the gameplay.
08:25You're not just doing tasks while exploring the map.
08:27You're also constantly monitoring your surroundings.
08:30You cut down trees, you mine minerals.
08:32You're collecting different materials from different regions.
08:34And there's an important detail here.
08:35Not every resource is available everywhere.
08:37So, for some materials, you really need to do some exploring.
08:40This, combined with the game's open-world structure, creates a great synergy.
08:44We're exploring the map not just for quests, but also for resources.
08:47I felt this especially while playing.
08:49I'm not on a mission right now, I'm literally farming.
08:51This isn't actually a bad thing.
08:52Because, if set up correctly, this farming period is one of the most important things that keeps a player engaged in the game.
08:56When we move on to the crafting side, things get a little more serious.
09:00The materials I've collected have the potential to directly impact the economy.
09:04This means the items you produce can be valuable not only to you, but also to other players.
09:07This also opens the door for a market to develop within the game.
09:09If this system works properly, the following will happen.
09:11Players gravitate towards specific professions.
09:13Not everyone can do everything.
09:15The players become interdependent.
09:17And this is exactly where what we call an MMO begins.
09:19But there is a critical point here.
09:21The system currently has the potential to be good, but it's not fully established yet.
09:24Some crafting processes are too simple, while others can produce unnecessary green light.
09:28So the balance hasn't been fully established yet.
09:30But the basic structure is correct.
09:31And then there's the Rust feel to it.
09:33The sense of gathering, crafting, and using resources in the game in a survival-like cycle really does resemble survival games at times.
09:40You experience this feeling particularly acutely when traveling alone, taking risks, and gathering resources.
09:44You can also see Rust-style houses built haphazardly on top of altars as you navigate the map.
09:50This is what sets Queenfall apart from classic MMOs.
09:52But I repeat, the system is well-established but incomplete.
09:56There are many shortcomings.
09:56If developers deepen this system, balance the economy, and strengthen trade between players, this game could survive even through crafting alone.
10:04But if this system is left as it is, after a while it will become just a side activity for players.
10:10The game features both PvE and PvP.
10:12This is good, but the issue of balance is still problematic.
10:14At times, PvP can feel very dominant.
10:17PvE at times.
10:18This could divide the gaming community.
10:20In an ideal MMO, these two systems are in balance.
10:22Here, that balance is still being sought.
10:25The game contains microtransactions.
10:27There's a cash shop.
10:28But for now, the game isn't overtly pay-to-win.
10:30But this doesn't mean that.
10:31It won't happen in the future.
10:32We don't know.
10:33If you look at the history of MMOs, most games fall short here.
10:36Therefore, this issue is currently in a gray area.
10:38But it could be critical in the future.
10:40Performance is a serious problem.
10:42There are FPS drops, lag, and optimization issues—it's all there.
10:46This is especially noticeable in crowded places.
10:49This directly impacts the MMO experience.
10:51The number of people who can play the game on ultra graphics settings is either zero or very small.
10:55I was able to play it on minimum system requirements.
10:59This game doesn't seem like a one-person game.
11:01There's a studio behind it.
11:02Most likely a small team.
11:03So this statement sounds a bit like marketing to me.
11:05Looking at the overall state of the game, the picture that emerges is neither entirely bad nor entirely good.
11:12But one thing is clear now.
11:13This game hasn't yet been able to translate its potential into performance.
11:16The game's advantages include its large and diverse open world.
11:19The game's map is really large, and the different regions enhance the sense of exploration.
11:23This is the game's strongest point.
11:24There is a flexible character and class system.
11:26Being able to play different classes with a single character is a huge advantage.
11:29It offers the player freedom and increases replayability.
11:33Professions and crafting system.
11:34In particular, the resource gathering and production aspects have the potential to add significant depth to the game.
11:40If developed correctly, it could become the backbone of the game.
11:42The educational nature of the main tasks.
11:44The main tasks focus on teaching the game rather than classic quest logic.
11:48This also provides a good starting point for new players.
11:50On the downsides, the combat system isn't fluid.
11:53The inability to perform combos while using skills, the need to wait for each skill to finish.
11:57And the overall lack of fluidity directly affects the gameplay.
12:00Class balance problems.
12:02The fact that some builds are stronger than others creates an unfair experience, especially in PvP.
12:08Performance and optimization issues, FPS drops, and technical problems.
12:12It significantly diminishes the gaming experience, especially in crowded environments.
12:16Completion of main tasks early.
12:18The game's tutorial system starts off well, but completely falls apart after a certain point.
12:22And the player is left to their own devices.
12:23Side missions becoming repetitive.
12:25While board quests might be effective in the short term, they only increase your Grinch in the long run.
12:30Queenfall is currently a game with a solid foundation, but the superstructure is incomplete.
12:34Queenfall is at a crossroads right now.
12:36Either it will truly develop and establish a solid place for itself in the MMO world.
12:39Or, despite its great potential, it will gradually be forgotten.
12:42There's no middle ground.
12:43The most important thing about this game is this.
12:45Everyone sees something different.
12:46Some see potential, others see shortcomings.
12:48But the real question is this.
12:49What do you see in this game?
12:50Write your comments and let's discuss.
12:52Do you think this game will be successful or will it remain just hype?
12:54If you're looking for games like this, don't just look at them superficially, examine them in depth.
12:58If you enjoy the content, don't forget to subscribe to the channel.
13:01Turn on notifications so you don't miss the next video.
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