| 76 posts found | |
|---|---|
|
1/10/13 12:12:02 PM#41
Originally posted by Quizzical I was more thinking the "good loot" is the mountain full of precious metals you find and then have to build your camp and dig your mining shafts/tunnels and then defend them from raiders and clear out the monsters you find in the dark caverns so you can keep gathering your minerals to create better weapons and armor and fortify your camp into a fort into a walled city etc. etc. etc. The good loot is IN the ground, after all :) The "treasure" is what you use to make the stuff you need. The reason to fight is to keep your control of the treasures. The reason to "escape" for the bad people is find additional sources of resources instead of having to fight to take over one someone else has already claimed. But because you can't just teleport around all across the world you can really only explore out so far before you're "off the map" enough if you get into a tight spot you have no chance of making it work - and no one to trade with even if you are successful. The "civilized world" expands as far as their are players willing to find something versus those more interested in fighting over and/or working with what's already established. MMO History: |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
1/10/13 12:14:12 PM#42
Originally posted by BadSpock I want to subscribe to your newsletter, sir. 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. |
|
1/10/13 12:14:20 PM#43
Originally posted by BadSpock Then teh fun gameplay is to set up camp and defend it. The "exploring and finding it" part is just filler, and non-fun. Why not just skip the exploring, and go to the defending part? And who say you cannot teleport? It is a game. Anything can happen. I bet (at least for me) it will be more fun to add a button to say "hit this and you will be teleport to teh new depsoite, and now you job is to set up camp and defend". |
|
|
1/10/13 12:15:11 PM#44
Oh and another reason why Minecraft works? Night and day. You only have X amount of time to "get ready" and defend yourself before the night comes and the world gets a whole lot more dangerous. Would work in a MMO too - used to be that way in the classic MMOs. You could spend the day exploring and pushing the boundries of the "known game world" but you don't stop and set up camp or find a safe place to hide/log out before night comes you are in real DANGER and if you're "off the grid" a death means going allll the way back to where you started your exploration adventure. These kinds of mechanics WORK and could be put into a MMO environment. MMO History: |
|
|
1/10/13 12:19:29 PM#45
Ultimately, I think that in order to make random content work, you need a lot of stuff to be player-generated. The trick is to do this without giving players ways to unbalance things. Suppose that you had a highly versatile character-creation system, both in graphics and in function. And then part of the terms of services agreement is that the game can take your character and use it for monsters that you fight out in the game world. If you can get players to make a huge variety of characters, then now you've got a huge variety of monsters for players to go fight. While it could be disturbing to fight your doppleganger, imagine if there were multiple servers and characters created on one server could only appear as monsters on other servers. Now, a company may need to filter this somewhat, and not stick everything that players create into the game world. But a ten second look at what a player has done for a thumbs-up or thumbs-down is a lot faster than the half an hour that it took the player to create and customize his character. |
|
|
1/10/13 12:19:31 PM#46
Originally posted by nariusseldon You ever played Minecraft? One of the best parts is digging through a wall and all of a sudden "BAM" a wide open cavern FILLED with monsters and precious metals. Securing it from danger and building the neccessary utility to fully explore and mine out the area is a hell of a lot of fun too. But in a MMO, the resources wouldn't be "one and done" as they are in Minecraft. They'd be more like resources nodes are in MMOs - they respawn. Hell a big part of the gameplay could be creating the tools/facilities and then STAFFING them with players/NPCs in order to gather resources at the highest possible rate. Like if a particular resource area has a gather rate of 10 unit per minute you'd need the facilities, tools, and personel to gather at 10 units per minute which would require skill levels of X and / or level Y in that Trade etc. etc. And you'd have reason to defend your investment into the area and continue to build it up. That right there serves as a limiting factors to the exploration elements, and creates "content" just by giving you, the player, resources to gather and the tools to gather them and build infrastructure to maintain them and increase efficiency. MMO History: |
|
|
1/10/13 12:21:41 PM#47
I'd love an ever-changing, ever-expanding world. Even if I couldn't impact change that much myself, just the idea of a game world changing in some way makes the explorer in me happy. At this point, I want my MMO experience to be as unpredictable as possible!
Enter a whole new realm of challenge and adventure. |
|
|
1/10/13 12:22:24 PM#48
Originally posted by Quizzical Yeah, that's really what it comes down to. Random generated without player made means repeatable missions and such like we've seen in SWG, EvE, and they do get super boring for most people after a time. But the answer to longevity IS always going to be "other people" but the big problem I think is that most if not all sandboxes have really only explored the possibilities of giving us access to "other people" by poking them with a sharp stick or shooting at them. Cooperative sandbox elements are of PARAMOUNT importance, and that aspect of sandbox has been VASTLY underdeveloped. MMO History: |
|
|
The1ceQueen
Hard Core Member
Joined: 1/02/08
"Always borrow money from a pessimist. They won't expect it back." |
1/10/13 12:28:40 PM#49
I'm all for exploration, but going somewhere just for xp or hopping around in the air on blocks to do puzzles is not my idea of exploration. There were plenty of places to explore in games like Ultima Online, Asheron's Call, and Dark Age of Camelot, that was part of the fun, roaming about and seeing areas off the beaten path you hadn't seen before, I didn't need a reward for finding it, the reward was finding those wonderful places.
What happens when you log off your characters????..... |
|
1/10/13 12:31:11 PM#50
Most of the time in the MMO world these days if you see another players it's all about "what can this person do for me?" the next step of evolution in this genre is going to be a game where people start thinking "OK, what can we do for each other?" But how do you get there? I think exploration and discovery only goes so far - you have to have reason to work together and build together - and unless you are the rare couple % of people that want to climb the mountain just because it's there, people need reason to climb it.
MMO History: |
|
|
1/10/13 12:33:09 PM#51
Originally posted by Tayah Well, back then worlds were built not just zones. MMOs designed with zones will always be checklists to complete when talking about "exploration." MMO History: |
|
|
1/10/13 12:49:22 PM#52
Originally posted by BadSpock Every large game world is split into zones. In fact, they're typically split into zones in several different ways. It doesn't have to have a sign posted saying, "You have crossed a zone boundary!" Zone boundaries can be invisible to the player, as they often are. |
|
|
1/10/13 12:57:53 PM#53
Originally posted by Quizzical Well you know what I meant Quiz... The typical MMO zone with tons of invisible walls and impassible barriers and 2-3 entry/exit points. Exploration is always a checklist in those types of zones. Doesn't matter if there is a loading screen or not between areas. MMO History: |
|
Originally posted by nariusseldon I don't think anyone is saying there wouldn't be any combat. The great thing about the idea is that you could face combat at any moment, possibly even PvP combat. A raid or dungeon (ruin?) could be tucked into the zone at some place as well. The thing that the idea does bring, however is variety. You might need to solve a puzzle at one point, defend a location at another, deal with terrain effects in another, retrieve resource nodes in another. Someone else stated somewhere else that no one would travel to the zone unless there were great rewards -- there certainly would be those as well, but there simply wouldn't be the one true path to them (e.g grind and repeat) evey time.
By the way, great discussion and ideas on this. For those interested, here is the original thread: |
|
|
1/10/13 7:40:20 PM#55
Stitching the zones together would be a challenge, but I don't think it would be the biggest challenge. Minecraft adds extra space one 16x16 chunk at a time, but the terrain does not stick to the 16x16 square rule. It should be possible to add larger zones to an existing map in a similar way. I keep bringing Minecraft up because they've done a lot of the same kinds of things being discussed. If Mojang hasn't, then people writing Bukkit mods have. Bukkit mods like TerrainControl and Dungeon could almost create what the OP is talking about, or at least a framework that could be built up to what the OP is talking about. I think it's better to use the term "Procedurally Generated" rather than "Random". Minecraft really is random, and sometimes it shows. You get some really neat stuff, but you also get some really nonsensical stuff. The OP's idea would need to be a lot more procedure, and a lot less random. It would be a good bit of work, adding things that could show up, making sure they make sense and then testing them, but what you'd get is a much larger area of content added to the game. I like the open world idea myself. Especially if players can earn the right to own chunks of land and possibly defend that land from other players. Maybe they can setup rest stops on their land or something similar. Things like this aren't really viable using instanced content. Join the League For Gamers. |
|
|
1/10/13 7:48:02 PM#56
Originally posted by Ortwig Still confused about how this is an alternative to raiding.
|
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
1/10/13 8:12:11 PM#57
Originally posted by lizardbones Agreed. It's not a challenge. Not a challenge or even a concern compared the the greater task of managing the continuity and gameplay experience of a persistent multiplayer world. That's what I'm trying to tell you but you keep going back to drawing terrain. That is the simplest and least worrisome part. 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. |
|
1/10/13 8:34:39 PM#58
Originally posted by BadSpock None of this has anything to do with exploration. It would work as well without exploration at all. |
|
Originally posted by Loktofeit The hard part would be creating chunks of content that make sense together. Random map making is not really the full idea, but rather varied *rational* content within the context of the world at hand. I'm thinking you would place together a module/chunk/node -- it could be a village, a piece of challenging terrain, a weather event, a puzzle, a raid or dungeon, a mob encounter. But the various pieces within that module is where the variation would take place. These pieces could be the kinds of things that get updated in a DLC with new challenges and could always be mixed and matched to create challenges that aren't the same every time. The hard part is getting that rational piece down so it's not just, as you say, a random terrain generator. |
|
Originally posted by nariusseldon I think the term "exploration" refers to traversing unknown terrain. Unknown in the sense that you're not sure from encounter to encounter what challenge you will run into. |
|