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2/22/11 6:42:02 AM#101
Originally posted by Quirhid You (and a couple others) seem to be arguing it as though it's an "either/or" situation. If that's not the case, then I'd stand corrected. However, "solid gameplay" and "unique, interesting features" (fluff according to you, interesting and engaging content to others) are not mutually exclusive. I absolutely agree, a MMO should have established, solid core gameplay first, then everything else adds on to that. However, I would not agree that either has to be done at the expense of the other. If the goal, however, is to make a world sim with game-like elements included, then it seems they're right on track with Xsyon. If their goal is to make a game first with sim-like elements included... then they may not be. |
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2/22/11 6:50:44 AM#102
If thsoe aren't part of the "making money formula" then whatever they doing now it is not either. None of this last AAA mmos have survive all they get is box sale and die. |
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2/22/11 7:56:06 AM#103
Originally posted by Anzie Agree. This "money grubbing capitalists" vs "idealist starry-eyed kids" cliche has grown very old.. In order for a game to pay it needs to be a good game at a right time. And it's quite easy to miss the right time.. It's that simple. If you guys think that all the AAA devs are without any ideal or vision or that indie devs don't care about the money at all then you're very mistaken. The thing right now is that "themepark" market is bloated and it takes more and more money to launch a product that might compete. On the other hand "sandboxes" are pretty much open. So if you have a limited budget and want to make a game you'll be in a much better position to compete in sandbox genre than in themepark. If sandboxes were the norm and mainstream today (which could have happened) you'd have "idealist" indie devs trying to create a themepark mmo despite the "popular wisdom" that these things cannot draw a popular appeal. As to why the big AAA publishers and developers still don't believe sandbox could be a lucrative sub-genre of mmos... I have no idea why this is so. Just look at EVE, or those awful Zynga games, or the pre-mmo "god-game" genre which is the predecessor to sandboxes just like single player rpgs and ultimately super mario are predecessors to themeparks. |
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2/22/11 8:06:28 AM#104
That "awful" Zynga and its games are worth 10 billion dollars. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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2/22/11 8:09:28 AM#105
Originally posted by Quirhid That's exactly right. And now I want someone to tell me with a straight face that sandbox genre is not financially viable. From the cloud that i'm sitting on I'd say that it is those "kill dragon, follow a hero story" games that are niche while "I water my garden and breed chickens so I can decorate my house" that are the real mainstream. |
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2/22/11 8:52:57 AM#106
Originally posted by Pilnkplonk You're comparing apples and oranges. Apples and oranges are both fruits, just like Video Games and Facebook Games are games, but the similarities stops there.
Facebook games requires very little time investment, are inexpensive, it is not required for the games to be top quality nor have a huge world. In most cases, it's merely a large mini-game with a Cash Shop. If the game doesn't work very well, they can easily trash the game and release a new one. They're very easy to release and, Facebook being an international platform, is supported everywhere in the world.
MMOs on the other hand, requires several years to make, are extremely expensive, if they do not offer Quality from the get-go, they're doomed (HellGate, APB, etc). The games requires a large amount of content, have a good quality graphics, a design that catters to a specific market. MMOs requires some rather expensive materials, need to cover server cost, repay investments, and keep a constant team to work on all aspect of the game, and future content..
The implications are entirely different, the needs of the markets are entirely different, the methods are also completly different. You just can't compare them. ------ |
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2/22/11 9:19:38 AM#107
Originally posted by Teala Nonsense. Total and complete nonsense. Let me point out the ways - Studios hire people with degrees? Go figure... game studios hire people based on their portfolio of work, work experience, and skill set - just like EVERYONE else. The difference between now and "back in the day" is that there were no game schools back in the day. It's a relatively new phenomenon. People went to school for programming or Art and got into gaming on their own time or through connections they made in the "business" world of computers. The idea that people who go to these schools now are not "real" gamers is ridiculous and niave. If anything, they are more true to their art as their degrees with be useless in the non-gaming business unlike a Computer Science degree from a major university which could get you in a lot of doors in a lot of places. Game devs are not rock stars and millionaires by any means. 99% of people at game development studios make comparable salary and benefits as your same-level IT or business counterpart. The other 1% are the CEO's and GM's and producers/directors and they make less then someone in a similar level of hierarchy in the business/finance/professional fields.
As for investors/publishers, you have to be logical. If I ask you for a million dollars to make a game, I'd expect that when that game is finished not only will I pay you the million dollars back, but more back in interest and profits. That's how business works. That's how home loans work, business loans, car loans, student loans. They have a right to step up and say "hey there, I don't think your game is going to be popular enough to make your loan payments after release. This is a problem for you, and for us." True Indie is the Minecraft guy doing it all himself. Or people making iPhone games in their basement etc. It is niave and foolish to think anyone who makes games professionally for a living wants to make bad games or games that won't be successful. MMO History: |
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2/22/11 9:30:42 AM#108
Originally posted by Pilnkplonk
Depends on what you mean by "sand box". From what I've seen, that translates to gank fests like DarkFall and Mortal Online. Such games have a very limited appeal in the modern western market. As for farmville... Well, what ever makes people happy I guess. They do seem to make a lot of money from it. |
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2/22/11 9:54:27 AM#109
Originally posted by MadnessRealm You have to look at publishers like EA and Funcom for that answer. EA "can" take a hands off approach, but as a general rule they are the decider on what makes it in, when it gets released and etc. more often than not. AoC was pretty much hung out to dry by funcom, everyone new it wasn't ready, many features were promised that never saw the light of day and most of it came down to the publisher having the reings. CO and STO, while Cryptic isn't my fav dev house for many many many reasons they still didn't deserve the rap they got from CO and STO. Both of those games came down to Atari making some bad decisions. Atari has Cryptic developing MMO's in a 12-18 month time frame with little to no room for error.
Don't get me started on anything involving Lucas Arts.
Devs don't have nearly as much control over there own projects as people think when working with the larger publishers.
The problem is for many Devs a publisher isn't just someone that gets the games on the shelves. They become investors of a sort and have a staked interest in the game making money. This leads to bean counters running a show they have no business being involved in. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/22/11 9:55:09 AM#110
Originally posted by Wraithone
The studio that makes a 3D non-PVP or at least minimal PvP sandbox-focused MMO will probably end up with more cash than they know what to do with. People like toys and creative tools, and they like sharing/showing they things they made. What most people don't like is someone ambushing them while they are playing, beating them about the head and face with a stick and then smashing or stealing all their toys. It jsut seems like devs looking to make sandbox worlds are either a) looking for ways to make impactful, immersive, deep exeperiences in rich world environment to follow the UO/EVE route or b) maximize the customer experience, through synergistic synthesis of Web 2.0 engagement and a strategized emotional brand awareness to follow the Farmville/MobWars trail
Basically, sandbox-focused devs seem to either follow the lead of the god-complex development team or the buzzword-addled marketing team, but rarely the actual gameplay that they see players enjoying in the games that they are trying to emulate.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/22/11 10:05:50 AM#111
Originally posted by Wraithone Because a true sandbox experience requires no grind. No MMO has gotten this right since Ultima Online.
Think of it in terms of the sandbox analogy- What is a sandbox? It's literally a box and in that box there are tools/toys to play with. Maybe in one corner there is a shovel and in another a toy truck. Do you have to spend hours/days learning how to use a shovel in order to have fun with that shovel? No, you pick it up and start playing. You don't have to spend weeks at a driving school to pick up the toy truck and start playing with it. That is the big problem with post-UO sandbox games. So much grinding. A true sandbox has no grind. But then would it be a RPG? And FFA PvP is simply a cop-out. A "feature" used by inexperienced and short-sighted developers who have no idea how to foster a strong community and long-term play experiences that are fun and engaging without simply turning every one against each other in a dog-eat-dog world and seeing what happens. Positive online interactions can only be fostered by some sense of structure and order for the vast majority of players. Does this mean FPS style "matches" that directly neuter the open world experience of MMO games? Not at all. I think battlegrounds/warfronts etc. are a MASSIVE step backwards in MMO design and should be left to their FPS/console counterparts. No MMO has ever gotten an alignment/morality system right and as such FFA PvP gives far too much power and freedom to those who would self destruct their own communities for the sake of a "quick fix" gain or rush. MMO History: |
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2/22/11 10:16:18 AM#112
Originally posted by DaxPierce {Mod Edit}Originally posted by gauge2k3 {Mod Edit} {Mod Edit}
Edit: To the op: some of those features are cool and would fit nicely in an AAA TP. |
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2/22/11 10:19:02 AM#113
Originally posted by Badaboom Because they have nothing to loose on trying... Since they can not beat the AAA games at their own game. This have been a good conversation |
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2/22/11 10:23:25 AM#114
Thats nice that xyson has all of those features but what is the point....this seems like a more complex farmville to me |
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2/22/11 10:26:32 AM#115
Originally posted by Seffren Agreed. Personally I think the golden combination is a themepark/sandbox hybrid MMO, that manages to combine themepark elements and sandbox elements successfully. That way you have something that can keep MMO gamers of all kinds of different tastes happy. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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Benthon
Apprentice Member
Joined: 1/11/07
Even if you can't hear me, you're still wrong. |
2/22/11 10:28:39 AM#116
Originally posted by andrewattheU What's the point of any game? Oh yeah, to have fun. XD He who keeps his cool best wins. |
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2/22/11 10:38:40 AM#117
Originally posted by GrayGhost79 Read the Bill Roper interview on Gamasuta yesterday, provided some good information on Publisher/Investors. Great timing and very insightful interview.
Also, be carefull with giants like EA. In most cases, EA buys the actual studios rather than just publishing/investing. At this point, they are not only publishers, but have a much deeper involvement with the projects, unless it's an independent like Blizzard is to Activision. ------ |
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2/22/11 10:47:27 AM#118
Originally posted by Badaboom Because Xsyon looks like this: http://www.youtube.com/watch?v=GwYUEGvFeRI And we live in a very superficial world. |
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2/22/11 10:48:30 AM#119
Originally posted by MMO.Maverick I guess its just the way of things. New stuff will allways be implemented first by the indies. Only when it is received positively and gets a lot of noise, the bigger companies will implement it in their games. So here's hoping Xsyon will be a success so the AAA's can take over the good stuff. ... only downside is the elitist pricks will start screaming bloody clone again. |
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2/22/11 11:43:28 AM#120
Originally posted by ZDPhoenix Xsyon is a niche. And beside, this probably doesn't help the game either: http://www.youtube.com/watch?v=rlKcPzF2d5g I don't think it's because we live in a superficial world either. Look at Minecraft, it has the lowest quality graphics there is, yet is a major success. Of course it's not exactly an MMO, but still. ------ |
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