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Tatum 3/27/08 12:54:47 AM
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Elite Member
Joined: 7/27/07 |
So, this is a term that gets tossed around pretty often on MMO forums (I know I'm guilty), but what exactly makes up a dynamic game world? Is there a specific list of "must have" features or does the term mean something different for everyone? More important, is this even viable for current MMO's? For me, there are at least a few features that would be absolutely necessary for a dynamic world and I know that some of them have been done before in past MMO's, so I do think it's viable. All we really need is someone to put it all together and build a game around it. I'm interested in seeing what features everyone else will come up with, so I'm not going to list any, but I will give my idea about how a dynamic world would play out. Basically, I could log on and feel NO urge to level or grind or what ever. Just experiencing and interacting with the game world would be entertaining enough. Sure, you can do this in any current MMO, but is it really that entertaining (in most cases)? I would say no, but I couldn't explain without listing features So, what do you think? |
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Plasuma!!! 3/27/08 2:09:45 AM
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Novice Member
Joined: 9/19/05
''Silence is golden and talk is cheap. I''m poor, so make with the discussion.'' |
For the record, 'dynamic' means "continually changing". What you're describing is a highly detailed digital sandbox-ish world. Or something to that effect. I'm rather confused as to what you want to discuss. |
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| -Plasuma!!! o_O |
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mulcher 3/27/08 2:15:02 AM
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Novice Member
Joined: 4/28/06 |
Id suggest you read this. Very very interesting and I personally can not wait till we have MMORPG's of the same depth as the one described in the link. http://www.guildcafe.com/Vox/04073-Smith-Dynamic-Worlds.html
edit *fixed the link* |
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Tatum 3/27/08 10:07:57 AM
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Elite Member
Joined: 7/27/07 |
Originally posted by Plasuma!!!
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Adamantine 3/27/08 11:41:50 AM
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Novice Member
Joined: 1/07/08
War is not the ultima ratio, but the ultima irratio - Willy Brandt |
Well, I would expect a dynamic MMO world to be everychanging, mainly:
In other words, the players interact with a simulation of a more or less realistic world. |
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Tatum 3/27/08 11:53:26 AM
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Elite Member
Joined: 7/27/07 |
Thanks for the link mulcher. That was an interesting read, sums it all up pretty well. Adamantine, I like your idea of a quest system. If the game has to have quests, I'd prefer to see them implemented in some way similar to that. |
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MMOman101 3/28/08 9:41:33 PM
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Apprentice Member
Joined: 2/05/08 |
Originally posted by mulcher I read the information in the link. It was very good until the end where the writer broke from simple explanation to their own personal opinions. Thanks for the link though. |
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kamdickerson 3/29/08 12:21:56 AM
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Apprentice Member
Joined: 10/21/06 |
"As the Internet and gaming communities continue to grow, gamers are taking an increasing interest in plugging the community itself into the game world in such a way that everyone can experience a world that follows one rule: what you do means something. Meaning is what everyone searches for in everything they do and is exactly where the spirit of all these details becomes apparent."
This is what i describe what a dynamic world is. Every player wants what they do to actually MEAN something and will affect EVERYONES gameplay from there on. For example, some guild in some game decides to attack a major city to an opposing faction. They win. This would mean that EVERYONE from the opposing faction would be affected various ways like they would lose specific benefits like rare ores or something.
The quote is from the link that was posted above. If you follow that link, the writer will tell you what you need to know about that topic. Also thx mulcher for posting a VERY useful link on this subject. I've been thinking about dynamic worlds lately and this post gave me all the answers! I hope this helped you as it help me!! |
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ironore 3/30/08 11:33:49 AM
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Advanced Member
Joined: 6/24/05
Forging the Future |
I suppose it would be a sin if I didn't post something in a thread with the word 'dynamic' in the title. I don't know if there are any specific features that I would need to see in a dynamic game world, but all features implemented should enhance the overall design goal of having a dynamic gameplay experience. I agree completely that the ability of players to change the world through their actions, no matter how small is of the utmost importance. Player interaction either cooperatively or competitively on whatever scale (large or small) is the vast untapped potential of the MMORPG genre. Given the right tools in the right system these interactions varying from the simple to the complex would create dynamic content of every imaginable kind with no need for generic quests, instancing, and updated story content. Instead any updates could focus on improving aspects of the game that provide more depth. One thing that I think is vital to a dynamic game world is to have a dynamic natural economy functioning in the basic ruleset of the game world before any players even begin to interact with the environment. I have posted on this subject and others related to dynamic worlds many times, so I won't go into detail here. Just click my name and find other places I have posted or threads I have started if you want to know more. With the stagnation of the market with so many copy-cat same old/same old grinds out there, I anticipate something more dynamic coming along soon. It really is the future of online gaming imho. :)
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| IronOre - Forging the Future |
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Tatum 3/30/08 4:24:41 PM
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