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12/08/11 2:26:54 PM#81
Originally posted by Lobotomist
Three engines I'd be looking at are Hero, Big World (not sure if they still work with Indies), and one I only recently learned about which is Esenthal. I stumbled into videos from it looking for information about shader coding. Seems quite high-end for the price and it's designed ground-up for MMO creation. Personally I think that's a huge advantage over converting FPS engines for MMO use. You know about The Repopulation? Very cool. They actually worked with the engine I'm using until they jumped to Hero. Solid team and their stuff looks good. Although the reputation of Indie sandboxes has been somewhat tarnished by incomplete development and questionable management, eventually there will be a major hit that will rock the market. Good luck to Pathfinder, perhaps it will be them that makes a big splash. |
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12/08/11 2:28:20 PM#82
Originally posted by Distopia Completely agree. This was one area where SWG fell far short. The Galactic Civil War could have been great and done a lot more to grow the the game. Even the NGE missed that boat. |
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12/08/11 2:35:38 PM#83
Originally posted by Distopia A straight SB game will lack in explorable story related content, a TP will lack in community, by being only what they are, they're leaving a lot to be desired. The biggest issues I see with going hybrid are that players from one side or another could find design decisions awkward. One example is classes versus classless / skill based. A typical sandboxer might find classes too restrictive, while a typical themeparker might find classless too unstructured. Another area would be PVP. Part of sandboxing, at least in some definitions, is the building and destruction of player created structures and implies open world PVP. In themeparks, PVP is often tucked away in instanced battle grounds.
Trying to make everyone happy might end up making noone happy. Spoken from experience at the making noone happy part. Been there. |
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12/08/11 2:52:38 PM#84
I'm wary of this mindset that says a sandbox needs little content. If your sandbox has no sand, or lacks plastic shovels and toy buckets to interact with sand, then your sandbox is a failure. |
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12/08/11 3:00:22 PM#85
FFA-pvp sandboxes simply doesnt work because they do zip to attract prey so PKs just get bored and quit. Times of games like UO are long gone, why would PvE'ers play FFApvp games when theres so many pve games to choose from? and without variety on the community, sandbox isnt a sandbox...its just pvp themepark.
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12/08/11 3:14:25 PM#86
Let's get back on topic and stop the namecalling. |
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12/08/11 4:02:01 PM#87
Thier ideas don't sound bad in concept...although I do wonder about the execution. I think limiting thier initial audience....starting small and gradualy building up thier numbers is actualy a good plan for the type of game they want to make and the resources they have. Sandbox games tend to be much more oriented toward community then themeparks. Starting with a small core group and gradualy building onto that group is actualy alot more effective in building community then throwing everyone in feet first at once....it also lets the Dev's play a more active role in building community. It also does allow them to take a more phased approach to building out other things....like infrastructure, customer service teams, the game world itself, even game mechanics. Alot of the growing pains happen with a smaller more dedicated (and presumably more tolerant) group of players before the masses get exposed to them. It's actualy not a bad plan for a company that doesn't have any previous experience in running MMO's. It lets them build up operational experience slowly...instead of being thrown directly in the deep end. Of course there are some dangers to the approach as well. - Word of mouth means alot....so if the game has a rough start...even with only a small player base it may never get the opportunity to grow that base...as reputation travels and people write it off before ever giving it a try. Also people may pass up joining it 6-12 months down the road simply because it doesn't have the new/shiney factor anymore. - There is such a thing as "economy of scale"....so they are going to have to plan on loosing money every month for quite awhile before they build up enough critical mass to be proffitable....at least if the want the game to be well supported and actual grow they will. This is not inherently a bad thing...as lots of companies take a few years to build thier business before the become proffitable....and MMO's are certainly used to running up pretty hefty bills up front before they see a dime back in income....but they definately need to account for that in thier planning. - There is another issue of scale, in that software/hardware or game systems that work well when you are dealing with a small group of users don't neccesarly scale up very well when you start to reach certain thresholds.....and there is a real cost involved in trying to scrap and redo architecture to accomodate a larger volume of use then if you hand planned and tested for that volume from scratch. It's definately an issue they'll need to be carefull about.
Again, not a bad approach....but it definately has it's pitfalls as well. I'll be watching this with interest. |
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kakasaki
Hard Core Member
Joined: 6/11/06
"Gentlemen, you can't fight in here! This is the War Room!" |
12/08/11 4:05:59 PM#88
Originally posted by GrumpyMel2 Well said and I agree with most of your points. Heck, I give them credit for being willing to think outside of the box and try to do things differently... A man is his own easiest dupe, for what he wishes to be true he generally believes to be true... |
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blackcat35
Advanced Member
Joined: 2/05/07
Developers of MMORPGS nerf us today so they can sell us tommorow what we had yesterday. |
12/08/11 4:34:00 PM#89
Looking forward to the game. I have alot of the pathfinder books and would be fun to play a mmorpg based around them. ========================== |
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12/08/11 4:53:22 PM#90
Originally posted by ActionMMORPG You do bring up a good point, execution of bringing these hybrid designs would be key. IF your game is fundamentally a Themepark, you do have to make sure you're offering what that playerbase wants. And of course the same goes for a fundamental sandbox game. Picture a Themepark with all the trimmings you'd expect in one, that also offered a lot of community building features such as player cities, guild keeps, etc. Picture a Sandbox with all the trimmings that also had many layers of story content, and what goes along with that. These would be my ideal MMO's. That doesn't mean they'd be for everyone of course. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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12/08/11 8:45:53 PM#91
Found this in the FAQs: Is Pathfinder Online going to be a direct adaptation of the Pathfinder Roleplaying Game Core Rulebook? No. MMOs have different needs than a tabletop roleplaying game. Pathfinder Online will retain the spirit and flavor of the Pathfinder RPG, but it will not be mechanically identical." That's all I needed to know. Thanks :) - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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12/08/11 9:40:06 PM#92
Originally posted by Gdemami
Secondly, Distopia, from his/her words, most certainly is the target audience. Anyone who actually read the blog sees that they plan to implement sandbox tools for players to create content, as well as dumping a ton of the exisiting lore into the game. They don't need to "create" it, it has already been created. They just have to move it into game. They also stated that they will introduce themepark elements, which is content via the adventure modules that have been put out for Pathfinder. No, they are not going to flood the game with this type of content, but it will be there. And the way they allude to incorporating it it will not be on the scale of your typical themepark. Which means they don't have to spend as much time or money as themepark only games. On that note, I'll take my leave of this thread. It has drawn certain attention which prevents me from making further comment.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
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12/08/11 10:04:28 PM#93
Originally posted by Khalathwyr Yeah his post seemed to be a dig at you rather than a reply to me so i left it alone. You're right from their description thus far I am certainly in the target range of this game. I'm excited to see where this project goes. I'm unfamiliar with the IP, but at the same time; I've been looking for a good sandbox that fits my taste for a long time. This may be it if they can deliver on the direction they're taking. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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12/08/11 11:11:24 PM#94
Well, Sandboxxy will be different change of pace, from the last few years. Don't know if it's going to be good or bad at this point, I can only speculate and I'm not going to do that. Goblinworks, please hit one out of the park. |
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12/09/11 1:26:33 AM#95
I think they are being extremely intelligent in their approach. Are they going to try to be all things to all people? Hell no! Are they going to limit themselves like letting someone like EA take the reins and demand certain concepts and design steps in the game? I sure as hell hope not! Are they going to build this game under a mountain of debt that would require them to take “the safe road” in game design? Apparently not!
I wish them the best of luck in this endeavor. We all know they will need it, and will need some support in the process. Or we just settle for another themepark/big publisher MMO.
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
12/09/11 1:29:46 AM#96
10 pages... looks like this game and Goblin are gonna provide u with 4 years of discussion if nothing else lol and oh yeah... Pathfinder + sandbox + realistic market aims and expectation = yes please. |
Originally posted by vesavius Agreed, but a Pathfinder MMO is one of the few games I actually wants to see levels in. The pathfinder system is very flexible as it already is, we use it for Forgotten realms currently and my Lvl 5 bard, lvl 2 rogue and lvl 1 Gunslinger is maybe the most customized character I ever had in a P&P game, and I played a lot of P&P during many years. Pathfinder is a great system, really good balanced unlike D&D (any version) and messing with it is risky. The market aims is realistic but I am not so sure the budget really is, it is not easier to create the tools for the players to make their own stuff compared to the devs making it even if once you done it you wont run out of content. Still, I really hope they succeed, Pathfinder is really great. :) |
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12/09/11 2:55:53 AM#98
Looks good, although "weeks" for just one guy to go from a traditional plan to a revolutionary plan seems cheesy. I hope he is a genious. |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
12/09/11 5:29:44 AM#99
Originally posted by Loke666
Right there with you, I have been with the game since testing :) |
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12/09/11 5:31:36 AM#100
Originally posted by AlBQuirky It is the Pathfinder setting only. The mechanics will be regular MMO fare. If you poke around the Goblinworks page you will find the information. |
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