| 80 posts found | |
|---|---|
|
11/11/12 9:28:29 AM#61
Have you guys seen Pathfinder Online (PFO) from Goblinworks? Little surprised it hasn't come up in the forums.
|
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
11/11/12 10:14:14 AM#62
Originally posted by jpnz Can you link to where you are getting that from? I don't think I've met a single dev that fits that description. Is this an assumption stated as fact, or did you actually read that somewhere? If so, please share it. 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. |
|
11/11/12 12:28:41 PM#63
Originally posted by jpnz By "developer" do you mean Smedley and his attempt to grab attention for EQ Next by using the "S" word? Yeah, savvy marketters know that in our community discussions sandbox = good and themepark = bad...so they say... stuff. |
|
|
11/11/12 12:52:16 PM#64
Originally posted by Calerxes I agree with you. If we discard the semantics and just think of enjoyable MMOs worth playing many hours in, we usually think of games with a mixture of the two flavours--with our own personal likes and dislikes thrown in but the games at either extreme tend to be not so fun.
I played Vanguard too and was equally impressed--the diplomacy thing alone was a great innovation--but then I was seduced a few months after that by a very themeparky MMO with lore that I found irresistible: LOTRO. I ain't proud of that
Vanguard was the more creative of the two by a country mile but I only played it for about 3 months and stayed in LOTRO for 2 years. But then I've also been known to wear socks with sandals on occasion.
Some of the artificial constraints placed on MMOs--e.g. no ffa PVP with full looting are in fact, better than the opposite. Being camped and ganked repeatedly by much better equipped and trained (higher level or whatever) players while you try to mine is just annoying. Only the most extreme, niche MMOs will allow it.
Prohibitting that can be characterized as sliding toward themeparkyness, as I did above to make a point, but it's also a restriction that produces a more enjoyable game.
While I wait for that relalistic, complex, world simulator with cutting edge graphics (where I'll be a dragon riding sorcerer / banker) that will, somehow, also have a great storyline and lore, I enjoy playing MMOs with a good, well-thought out mixture of sandbox and themepark elements that turn my crank. |
|
|
11/11/12 12:52:53 PM#65
Originally posted by Quizzical It takes awhile for new technologies and systems to be used in current development cycles. I am a developer but not for video games so I won't pretend to understand the all the math required for this. But it does sound like that no one really understands the true benefit of it. To me it sounds like you are expecting to get performance gain when many models are on screen or at different distances by switching the models to ones with lower or higher polygon counts(depending on distance). I have to wonder if it is really necessary though.. sounds like a cool edgecase feature if you want a game that is really pushing the boundaries of a system and you want to squeeze as many models in as possible. But computer systems get more powerful everyday... so that takes care of that issue for the most part ( except for consoles where this might be necessary) So diffculty in implementing this will slow down production and all for a performance boost that isn't really necessary anyway...
|
|
|
11/11/12 1:00:16 PM#66
Originally posted by Iselin
Actually I'm from the school of thought that thinks like you do I prefer PVP , Full loot the whole nine. But I was just saying that sandbox doesn't have to be a scary word for the carebears ( the majority ) and if a game is going to be successful it does have to somewhat cater to them otherwise it just won't have the numbers and will be a very small niche game ( nothing wrong with that but most studios don't shoot for that these days). Even a game considered niche like EVE online still has non sandbox features in about 10% of the game so that carebears can live happily in the high sec space while the more adventurous types can go out and experience 90% of the game but at a risk of course.
Also you are correct and sandbox is what you make of it. I remember on some FFA pvp servers I've played in the past you had guilds that protected the noobs from greifers and acted as guards in places where there were none. Effectively a "safe-zone" in a sandbox. |
|
|
Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
11/11/12 1:08:05 PM#67
I get the sense that the OP does not know what is behind making an MMORPG. It is a very complex piece of software which requires many experienced developers, from UI developers to physics engine developers. Then you need testers, 3D graphic artists and so on. All of this costs money, alot of money, so a small budget wont be able to afford that and then you get expected end results such as Darkfall and Mortal Online. MMORPG development is not an art project where you can just have a good idea and talent, you need money to hire people to implement that as well. That being said, I do agree that a ThemePark requires more money because the difference between a ThemePark and sandbox is that the developer has to develop tons of content for a ThemePark where as in a sandbox a developer creates a world for the players to create the content. However to create that world, which works well, is so much tougher than a developer created content so I dont see a sandbox costing much less than a ThemePark to developer, unless you hire a bunch of voice actors and such. |
|
11/11/12 1:30:46 PM#68
Originally posted by BeefMach1ne Yeah that's very cool when that happens.
Of all bloody places, I saw that also in WOW.
I played on an RP PVP server (Emerald Dream) on the Alliance side. There was this one fairly large guild that used to protect the area around Menethil Harbour. They added some authenticity and extra fun to that area since both the Alliance and Horde knew Menethil was a good place to go find some PVP. My own guild had a "quick response" team to do something similar but we went wherever we were needed. |
|
Originally posted by Apraxis The term for that isn't "sandbox", "themepark", "AAA", "indie", or any other term commonly used to describe games that actually exist. Perhaps a better term would be "impractical". Guild Wars 2 is probably about as close as is practical to get to what you're after, and I wouldn't think of that as a sandbox. The basic question is how to keep players interested for an extended period of time. The typical theme park answer is that they'll throw so much content at you that, even if no particular piece of content keeps you busy for very long, there's so much of it that it will take weeks or months to get through it all. Well, not all theme parks do that; some try to say "you'll need to do massive amounts of grinding for every little bit of content", but those are bad games. The typical sandbox answer is that they won't have massive amounts of content, but the content that they do have will be complex and have a lot of depth to it. If a little bit of content goes a long way, then modest amounts of content can keep a player interested for a long time. What you're asking for is theme park brute force quantities of sandbox complexity. Rather than needing either a large number of decent programmers or a small number of really good ones, you'd need a very large number of exceptionally good ones. The reasons why that's not likely to happen in the real world should be obvious. |
|
|
11/11/12 8:51:53 PM#70
Originally posted by Quizzical Methinks the answer is to encourage devs to create well designed, but SMALL, MMOs that focus on several important features, and then expand outwards once they have an established base, rather than start out with a huge Triple A MMO that aims at catching everyone at once, and floundering as people find out that the game doesn't do any particular group of features very well, and start leaving. Unfortunately, considering the massive number of people I've seen on this forum clamoring for a Triple A Sandbox and expecting the game to be an instant hit, I think patience is the one thing no MMO player, regardless of their tastes, has anymore. |
|
Originally posted by BeefMach1ne Tessellation is the big headline feature of DirectX 11. Everything else that DirectX 11 offers and DirectX 10 didn't is just minor tinkering around the edges. If you're not going to make extensive use of tessellation, then there's not that much of a point in using DirectX 11 at all. And it's a huge deal. Tessellation is arguably the biggest shift in computer graphics since the shift from 2D to 3D. You could argue for programmable shaders being more important, but I'd argue that the most important thing you can do with programmable shaders is tessellation. It's not just another new feature. It's a major paradigm shift. Traditionally, you had to tell the computer where every single vertex of every single model goes. If you want to animate it, you have to tell it what to do for every single vertex of every single frame of animation. Tessellation says you don't have to do that. If you want to draw a sphere, you don't have to manually break it into a bunch of vertices and tell the computer where each vertex goes. You write some shaders that tell the computer how to draw a sphere, and then after that, you can just tell it to draw a sphere and it will do it. You still have to tell it where the sphere goes and how it's oriented, but it's much easier to do that once than to have to do it separately for every single vertex of the sphere. And furthermore, the video card can draw a sphere and make it look like a sphere. The video card needs explicit vertex locations because that's how rasterization works, but tessellation lets the video card figure out where the vertices should go on its own. The video card can have not just one low polygon model and one high polygon model, but hundreds of different models that it comes up with on its own. A surface that "should" appear smooth will appear smooth, no matter how far you zoom in. And the transition from one model to another happens invisibly, so the surface looks solid and smooth as you zoom in and out and the video card is constantly switching from one model to another. I haven't done this yet, but I'm pretty sure that tessellation will make animation vastly easier, too. Rather than having to figure out what to do with every single vertex of every single model, you can break a model into a smaller number of rigid surfaces and only have to keep track of what happens to each surface. That could easily reduce the amount of stuff that you have to track by an order of magnitude. Here, let me give you two pictures. First, a high tessellation one: And then a low tessellation one: You can click on the picture to see it much larger. The latter is low enough tessellation that that the jump from one model to the next is obvious and looks bad. But the only reason to set the tessellation degree that low is for testing purposes. Even on my AMD E-350-based laptop/netbook with Radeon HD 6310 integrated graphics, the sensible thing to do is to turn the tessellation degree a lot higher, as even low end integrated graphics has plenty of power to handle it. They're basically the same scene. The door frames were a pain, because I had to specify exactly where everything went. The walls and ceiling were pretty easy, though. The walls are cylinders and the ceilings are cones. There's actually two separate cylinders for the walls, so that it can be a different color on the inside from the outside. The ceilings do the same thing, though you can't see the indoor ceiling. But to draw a cylinder, I just have to tell it where to place it (x, y, z coordinates of the center), how to orient it (a single 3 x 3 orthogonal matrix), how big to make the cylinder (x, y, z axes), which side the door goes on, how wide the door is, and some texture and lighting information. A cone is simpler, as it's basically the same thing except that I skip the door. And from that little bit of information, the video card can generate hundreds of vertex models to make it look perfectly smooth up close without bringing much of a performance hit when it's far away. |
|
Originally posted by Yamota UI developers plural? Physics developers plural? I think you're the one who doesn't understand what goes into making an MMORPG. You might have multiple people each spend a little bit of time making various portions of the UI, but if you've got multiple employees who do nothing but work in the UI, you're doing it wrong. There are some things that, if you want to make an AAA MMORPG, you hire several employees to work on full time for years. But there are also some things that you have one person work on for a few hours and then it's done. Have you ever tried to program a game? I have; see my screenshots above. |
|
|
11/11/12 9:40:28 PM#73
Originally posted by Quizzical You had me until this load of crap. I hate to break it to you but architecting and programming sandbox games is not harder for programmers. |
|
|
11/11/12 10:17:46 PM#74
It was a well thought out and well presented argument and it seems true. That said I am only going by my gut and I cannot imagine that the general themepark formula will retain it's popularity if faced with competition from better, deeper sandbox games than are currently available. Infact I think themepark games are already becoming more sandboxy. Wow adding the plots of land and farming in MoP is a good indication of this but there are more promising signs.
Now if and when (and my gut tells me that it's only a matter of time) a very popular sandbox game comes along the whole game will change. If someone was faced with the hypothetical question posed in the original post which was a choice between spending big money on a themepark project or a sandbox project and they looked at eve onlines continued success and the trend of failing themepark games the question isn't as easily solved as the op makes out. Now if and when more popular sandbox games come along, sandboxs as answers to the question will be made even easier. In addition to having successful models to make an initial funding bet, having higher quality competition raises the standards required for new projects aswell which means more manhours which can mean bigger budgets. That's what I mean by the whole game will change if and when more popular sandbox games come along and again, I think it's just a matter of time. |
|
|
11/11/12 10:24:32 PM#75
Originally posted by FrodoFragins That is a good point although when I look at it I think of singleplayer games. Common sense tells me a themepark game like neverwinter nights would be a hell of alot easier than something like the elder scrolls. Now I'm aware it's not exactly the same thing and I don't know what most programmers can do but based on that reasoning I wouldn't rule it out and certainly wouldn't call it a load of crap. |
|
|
11/12/12 8:21:49 AM#76
Originally posted by Iselin
The dishonest idea that "everybody can be the King" is one of the most pernicious effects of the massively instanced themepark games. I constantly run into people in the EVE forum who are futilely raging against the very idea that to be called Ultimate Badass Warrior, they'll actually have to put the time and effort, endure the inevitable losses while learning and actually have the talent to be the Ultimate Badass Warrior.
They're so used to having NPCs suck up to them for killing 10 rats -> boars -> wolves -> bears -> trolls -> demons -> dragons -> lich-kings -> superdoubledragons -> hyperdemons -> fuck knows what, that the idea that they can't achieve Ultimate Badass Warriorhood by smooshing enough sprites leaves them confused, enraged and discouraged. They think it's a problem with EVE that there's no way that they can get an offical "Ultimate Badass Warrior" title, rather than their expectation that they should be told that they're special for killing exactly the same 10 hyperdemons as everyone else. Give me liberty or give me lasers |
|
|
11/12/12 12:31:13 PM#77
Originally posted by Malcanis They're fantasy worlds where people go, first and foremost, for entertainment. In that sense they're not all that different from books, movies and single player games. I personally have played enough of them where we all more or less killed the same things that didn't stay dead, got the same rank and the same loot, that I want to take my chances in one where I didn't get to kill the dragon that almost destroyed this village. I've heard the stories, seen the destruction, I even know someone who was there... but that dragon is dead and that event won't happen again. Mind you, I sure as hell want to be the one who does participate in some other equally fun event somewhere else. I'm OK with uniqueness... but only if I have a good chance to get mine too.
It's actually more dishonest to believe that everyone does not want to be the main character who has interesting shit happen to him, kills the dragon and gets the girl. This is what developers cater to. You may be a part-time warehouse worker at Wallmart in RL, but here you're the main man. It's just human nature to fantasize a heroic alternate life for yourself. I'm not a psychologist but I'm sure that matters more to some than others--it may even be related to their RL status. But I'm also sure it matters to everyone at least a bit.
MMOs can be more or less an acurate simulation of RL status with its symbols and social ranking. But the more realistic you make it, the larger the portion of your player base that will be dissatisfied with their status... Some will be motivated by this and work harder at it to take your stuff, but a lot will just say "fuck it" and go try to be the main man somewhere else... some place where all the NPCs will suck up to them and make them feel special... and that's how you get instanced personal stories.
It's all well and good to want an MMO where you gain your unique status as Ultimate Badass Warrior through real talent at figuring out the game system, the quick reflexes to go with it, the unlimited amount of play time and the foresight to get "early access" to the game. You'll be a happy camper sitting at the top of the heap...and you'll wonder why others aren't having as much fun as you and are leaving the game. You'll probably even call them names like "noobs", "carebears", "content locust"... but they won't hear you because they're in a thempark somewhere else killing the dragon and getting the girl.
I mean, why the fuck would anyone stick around a fantasy where they're "the loser" with all the other fantasies they could be at?
|
|
|
11/12/12 12:42:35 PM#78
I've seen oither posters here make the same point in a few sentences..
And actually, at the end, I find myself wondering what I just read.
Okay, MMORPG's are hard to make, and some are harder than others. Having a bigger budget doesn't always ensure success, and success is relative to the 'bang for your buck'.
Until we get a big budget company making a sandbox game, you can't really comment on whether having a bigger budget matters. No matter how much thought you put into it. It's just theorycraft.
|
|
|
11/15/12 10:53:30 PM#79
It's still new technology and very successful engines are built without having this tech in mind ( Possibly hope for the new Unreal?) Develeopment is obviously focused on Xbox 360, Wii, PS3 generation of consoles still. Maybe with the next gen Xbox and Playstation we will see some console dx11 support and a shift in the way developement is done. If it is really as big of a revolution as you say it is it will take time before it really gets adopted. It still begs the question though do we really NEED this right now in gaming.
If im a publisher all I see is $$$ wasted on increased production time for a feature most gamers wouldn't notice... who cares if that can on the ground stays smooth while your running past it? ( Not me taking here but the publishers). Just many other factors that will make progress for this go a lot slower than you anticipate but programmers not being smart enough to do it is most likely not the real choking point. |
|
|
11/15/12 11:39:08 PM#80
Why sandboxes tend to be small budget indie games?
Because big companies don't have the foresight to want to make something that's niche and lasts.
Big gaming companies, like big oil or big investment firm, has to justify their year to year balance, which in turn tends to not allow a lot of room for long term and unproven projects. Themepark with the backing of a major franchise is a safe bet to making early money.
|
|