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6/30/10 11:32:59 AM#141
Originally posted by Surfrider
Surfrider, do you know if MMORPG.com did an interview with 38 Studios while at E3? I've been hoping to see an article here about that, if so. Hell hath no fury like an MMORPG player scorned. |
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6/30/10 12:41:29 PM#142
Originally posted by Rohn I don't, but will check. |
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6/30/10 3:23:59 PM#143
Originally posted by Surfrider
Thanks much! :) Hell hath no fury like an MMORPG player scorned. |
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7/01/10 10:47:23 AM#144
curt, any baseball predictions for this year? |
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7/01/10 12:06:48 PM#145
Originally posted by Khalathwyr
I want to re-iterate that I, personally, prefer skill based systems to class based systems and do enjoy the features the oringal post I responed to asked for.
But: 1) That is not necessarily the majority of people 2) There ARE problems with skills based systems.
One of the problems with skill based systems is balance and polish. It is simply much easier to control and test a class system. It is easier for PvP balance. It is easier for group content balance and easier for players to form groups. You have much more of a known quantity. Structure has its advantages. Free men are not equal and equal men are not free. This is a maxim that is hard to get around. These things can be double edged swords. I think CoH has done an interesting job with its Archetypes and power sets in trying to have a bit of both freedom and constrained roles, but I don't know of any game or even RPG system that has been able to skirt that maxim.
I highly encourage people to be very very careful about what you ask a Developer to do (speaking as a software engineer). When you ask for a skill based system and then ask for PvP with a high degree of polish and balance you are setting the bar VERY VERY high. Even with Guild Wars, which is much better balanced than many MMOs, they still use classes to some degree and have hard 8 skill limit to aid in balancing skills. Extreme openended-ness rarely results in anything even resembling balance. It probably theoretically can, but its been spotty at best.
Secondly in the broader context of more recent posts I would like to say that I personally am not a huge sandbox person. I like the idea of being able to affect the world from a stroy point of view but in general for day to day fun I like to have directed activities. There are some interestng hybrid sandbox things that can be regularly fun. For example control points in Tabula Rasa were great. A sort of PvE sandbox thing that you could reliably goto and affects to state of the world to some degree. So while I prefer skills based highly customizable character building of the type you find in many sandbox games I am not really a true sandbox player I don't want all or even most content left up to the player. I just want to do things MY WAY. Also highly customizable system do not need to be skills based. CoH is highly customizable and not skill based. In some sense it is more customizable than many skills baseds system which tend to a cookie cutter effect in practice if not theory. |
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7/01/10 12:23:42 PM#146
Mr. Schilling,
I truly hope your game doesn't suck monkey-balls.
Very Respectfully,
If you got nothing else out of this thread at least you got to see attractive women in bikinis. |
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7/08/10 3:15:45 PM#147
38 Studios to Reveal Mercury at Comic Con
Please be good. No, please be GREAT. This is, after all, our introduction to the Copernicus IP. |
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7/08/10 7:28:13 PM#148
Sure is. That sound you hear is me letting a HUGE gulp of air out, finally seeing a chance to breath, and talk:) Curt Schilling |
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7/08/10 7:34:53 PM#149
GL at Comic Con Curt. |
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7/08/10 7:41:56 PM#150
Much appreciated. Going to be AWESOME to finally be able to speak to what's actually happening! Curt Schilling |
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4/29/11 11:24:21 PM#151
I am assuming that people here that play single player RPG's have heard about Reckoning since the release. If not here's sort of a one stop shop to read everything about it, Copernicus, and 38, since the reveal this year. Curt Schilling |
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4/30/11 12:14:22 AM#152
Thank you for posting the link. I had no idea the 38watch.com was even in existance until now. I'll be sure to register and continue to follow the game. Looking great so far! |
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5/01/11 4:14:33 AM#153
Originally posted by popsideath
I couldn't agree more. The story should never be told, if I want to read a story I'll pick up a book. I don't pay for an MMORPG to read a story, I pay to experience an adventure and be part of the world. Not to be told that I am this and I have to do that. I don't remember my XX Quest Based MMORPG memories by saying "Oh I remember when I was told I am the chosen one and I had to kill 10 rats" instead I remember that moment when I fell off the cursed well in Befallen and had to pay a druid to get me out or that moment when I got lost in the dark in greater faydark (my first day) and then to directly communicate with the players to find a kind druid in wolf form helping me. I stopped reading text or watching cut scene it got old... very old. It's boring, I had enough. I doubt anyone feels excited about Quest Text or Cut Scenes that are FORCED on them. It exciting the first time it was done, not anymore. Specially all the games being developed will have that. People will get enough of this thing. I appreciate World Lore that I can CHOOSE to read more about. The MMORPG needs lore but doesn't need a story otherwise it will feel restricting. Lore is like why this race lives underworld and that race lives on trees. Why Ogres hate Gnomes and why Gnomes are afraid of cat people. What happened in this ruins 1,000 years ago? it looked messed up.. I need to find out, oh there's a book.. I will read that book later but first I need to go inside the ruins and discover its mysteries. Dynamic Events, Stories, Dynamic World, Affecting the World, World Changing.. all this is just an illusion. It might sound like a brilliant idea in theory but in the end it's artificial no matter how you script it or program it. Unless you hire a dedicated person for each server doing unique and random stuff then I don't really think it will be attractive. Keep the content static but give players the "dynamic" tools. Static content is individually designed and never scripted. Unlike dynamic content which is usually generated by a computer or a script. I'd rather explore a dungeon created by a game designer with its own lore and they gave their own time doing it. Than fending off a scripted invasion. You can always make the static content a blast of an experience if it was hard and dangerous. Then you will see that adrenaline pumping and people going emotional about the experience. Also, social skills are always good I don't know why we don't see social skills anymore. It's something like Teleportaion for Druids/Wizards when they used to "Taxi" people. Or the necromancer/SK summoning corpses for people who lost their corpses. You create a community by adding such skills that other players might need.
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