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News & Features Discussion  » [Preview] Trove: Trion's Next Big Thing

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156 posts found
  bbbb42

Apprentice Member

Joined: 10/16/12
Posts: 295

11/17/13 7:56:42 AM#141
I can't stand marketing talk, omg -_____- so fraking tired of marketing talk what makes it even more annoying is the background music that is played.

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5366

11/17/13 8:10:47 AM#142
Originally posted by wowclonez
Thought it was April 1st already, need to get some sleep I guess. This is just horrible, rip off Minecraft and Cubeworld and brand it as your own. I don't care how unique or different the gameplay is, this is pathetic Trion, not to mention ugly. No worries,  as they will fire most of the staff in the first few months of release.

Again this is where you are mistaken.

Trove is an experiment in new type of community led development as players will be in early alpha in a couple of weeks.

If the majority of the playerbase says "kill this, its beyond saving" - they'll can it and move on, as its only 11 devs who are all internal Rift devs who go back to Rift development.

So it won't be any kind of a major financial loss - which is why they are letting people so early on, nor did they hire massive staff (like they did for Defiance) 

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 10635

I think with my heart and move with my head.-Kongos

11/17/13 8:16:08 AM#143


Originally posted by SoMuchMass
The game is a clone of a game made by a single developer.  Cube World's creator did tweet that he "was angry at first", but said his vision is something they can't steal.

https://twitter.com/wol_lay/status/401959767121207296

If a Chinese company  pulled something like this off, most people would be upset.  When WarZ pulled this off they were looked upon as evil and that stigma has stayed with them to this day.

You can argue and discuss this all you want, but now Trion will be looked upon with a different light.  And Trove will always be known as the Cube World clone.

When I first heard the news, I felt it was extremely wrong for a big company like Trion to literally plant their flag on a one man dev team.  That is a terrible move and you will never live this down.




Game ideas moving from developer to developer and getting iterative changes is a constant in the gaming industry. It's one of the things that makes the gaming industry great. The only thing that anyone finds the least bit off about what it looks like Trion is doing is that the developer they are glomming off of is a small, indie developer.

Then again, there's no guarantee that CubeWorld will ever release, or that CubeWorld will do the stuff that people want it to.

Still, it's hard to be a little disappointed in Trion going from the underdog vs Blizzard to the popped collar rich kid glomming off of the poor kid's ideas.
:-(

**

Trion is also including the community in the development of the game in a big way, so they are doing something a bit different. I'm signed up for the beta, but I'm not going to cheer Trion on just yet.

For every large, complex problem, there is a simple, clear solution that also happens to be absolutely wrong.

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5366

11/17/13 8:28:32 AM#144
Originally posted by lizardbones

 


Originally posted by SoMuchMass
The game is a clone of a game made by a single developer.  Cube World's creator did tweet that he "was angry at first", but said his vision is something they can't steal.

 

https://twitter.com/wol_lay/status/401959767121207296

If a Chinese company  pulled something like this off, most people would be upset.  When WarZ pulled this off they were looked upon as evil and that stigma has stayed with them to this day.

You can argue and discuss this all you want, but now Trion will be looked upon with a different light.  And Trove will always be known as the Cube World clone.

When I first heard the news, I felt it was extremely wrong for a big company like Trion to literally plant their flag on a one man dev team.  That is a terrible move and you will never live this down.




Game ideas moving from developer to developer and getting iterative changes is a constant in the gaming industry. It's one of the things that makes the gaming industry great. The only thing that anyone finds the least bit off about what it looks like Trion is doing is that the developer they are glomming off of is a small, indie developer.

Then again, there's no guarantee that CubeWorld will ever release, or that CubeWorld will do the stuff that people want it to.

Still, it's hard to be a little disappointed in Trion going from the underdog vs Blizzard to the popped collar rich kid glomming off of the poor kid's ideas.
:-(

**

Trion is also including the community in the development of the game in a big way, so they are doing something a bit different. I'm signed up for the beta, but I'm not going to cheer Trion on just yet.

 

Krausnick and Cortland wrote Trove engine in their spare time before Cubeworld existed - they said they worked on Trove in their own spare time because they were both huge MC fans.

I see trove as 2 Rift devs staring a small project that is their passion inside of a large company - Cubeworld similarities are not something intended IMO. Also the scope of Trove is far beyond cubeworld with ability to jump worlds.

Vanguard players may remember Krausnick as Avarem - he is the guy who created Ancient Port Warehouse raid in Vanguard - which I loved :)

  syriinx

Advanced Member

Joined: 9/24/13
Posts: 941

11/17/13 11:36:27 AM#145
Originally posted by DMKano

Krausnick and Cortland wrote Trove engine in their spare time before Cubeworld existed - they said they worked on Trove in their own spare time because they were both huge MC fans.

I see trove as 2 Rift devs staring a small project that is their passion inside of a large company - Cubeworld similarities are not something intended IMO. Also the scope of Trove is far beyond cubeworld with ability to jump worlds.

Vanguard players may remember Krausnick as Avarem - he is the guy who created Ancient Port Warehouse raid in Vanguard - which I loved :)

http://www.rockpapershotgun.com/2012/01/23/its-hip-to-be-cube-world/

Here is an article about Cubeworld thats nearly 2 years old.  There are even older out there.  Trove most definitely does *not* predate Cubeworld.

 

And the 'ability to jump worlds' really = zoning.  You could jump worlds in SWG, and those worlds held a shit ton more than 40-100 people.

 

 

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5366

11/17/13 11:50:01 AM#146
Originally posted by syriinx
Originally posted by DMKano

Krausnick and Cortland wrote Trove engine in their spare time before Cubeworld existed - they said they worked on Trove in their own spare time because they were both huge MC fans.

I see trove as 2 Rift devs staring a small project that is their passion inside of a large company - Cubeworld similarities are not something intended IMO. Also the scope of Trove is far beyond cubeworld with ability to jump worlds.

Vanguard players may remember Krausnick as Avarem - he is the guy who created Ancient Port Warehouse raid in Vanguard - which I loved :)

http://www.rockpapershotgun.com/2012/01/23/its-hip-to-be-cube-world/

Here is an article about Cubeworld thats nearly 2 years old.  There are even older out there.  Trove most definitely does *not* predate Cubeworld.

 

And the 'ability to jump worlds' really = zoning.  You could jump worlds in SWG, and those worlds held a shit ton more than 40-100 people.

 You could view it as zoning - but SWG wasn't a voxel game was it? What other voxel game has this feature?

Also in my history of all MMORPGs I played since Ultima Online in 1998, later EQ1 - 99% of all guild activities was done by less than 40 people in one zone.

Heck look at ANY MMO today, which one has content that requires *more than 40* people together?

 

 

Here's a post from Krausnick on reddit, as you see they never played Cubeworld - it wasn't out - I'll put relevant parts in green

http://www.reddit.com/r/Trove/comments/1qojcx/who_are_we_why_are_we_making_this_game_and_why/

Hey!

My name is Andrew Krausnick, I'm Creative Lead on Trove, and I think it's time we started talking about this game of ours.

If you've reached this page you've probably already been introduced to Trove in some form or fashion (and if you haven't been, do check out our website - it has a great quick rundown of what we're all about).

And now that you've heard about Trove, I'm going to assume that since you've stuck around you want to know more. Who are we? Why are we making this game? And why should you be along for the ride? If you've asked those questions - this is for you.

Who are we?

We are a small team at a big company. This project kicked off with just two dudes with a room and an idea (myself and Courtland - you'll see us in the video on the site) and has grown this year to be a team of 11. And although we've grown, we are still just as scrappy, and we're all super excited to start sharing what we've been working on. I'm going to leave the detailed introductions to later, but you'll be seeing all of us around quite a lot, because this isn't just a new type of game for us at Trion, this is a new way to make a game.

Why make this game?

I anticipate this is a question we're going to get asked a lot, and fortunately for us the answer is a simple one. We hit a point after working on Rift for years where we were asking ourselves what it would look like to make a game in one year instead of four. We didn't want to leave behind the things we like about online RPGs (playing with friends, logging in from anywhere, classes, exploration, loot, dungeons!) but we also didn't want to spend another 3-4 years building something that felt like the same game we had just finished. We had been playing a ton of MineCraft, Terraria too, and Cube World wasn't yet released but the potential was clear. The whole voxel builder space was looking like not just a one-off but a genre that had legs, and one that we were really enjoying. Long story short, we thought (and think!) that there are some seriously untapped spaces in the voxel builder/adventure/explore arena and we want to play, and make, the game that brings those elements together. Consider just a few of those ideas: practically unlimited dungeon variations, MMO style worlds with the mutability of a voxel world, and being able to log in week after week to new content hidden in fresh worlds. Add to that the thing that we knew we had the background and tech to do (connected online play with persistence and progression) and we have a game that we think will stand out and is worth making.

Why you should be along for the ride

If you haven't heard yet, this game is in early development. We have some silly bugs, we don't have some basic features, but we do think we have enough to start getting people like you involved. The game is already fun to play, and we're just going to keep adding more all the time. We see this as an opportunity to make the right decisions early, connect with our community, and even start to involve you guys in being a part of the development of the game (more on that to come later). We think that not only is it going to make a better game, but it's also just going to be a more fun way to make a game. We've been given the green light and encouraged to expose anything about the game we want to. We'll be showing new pieces of the game constantly through our twitter accounts, reddit (I'm a new to posting here, so you'll note this one will be my first one), and interacting in-game and through live streams and the like. You'll also note that we won't have an NDA from the start, so as new players start playing they'll be able to talk about it too.

In Conclusion

This box is small and I'm certain I've said more than enough, so feel free to leave any questions in the comments and we'll answer them as best we can. We have a lot more to talk about, and a lot of work to do, and I can't wait to get started.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 10635

I think with my heart and move with my head.-Kongos

11/17/13 12:22:05 PM#147

@DMKano - that comment in green makes it fairly obvious that they knew about CubeWorld, and thought they could do better.

Again, this is something that the gaming industry thrives on. All of our games get better and better because of it. I don't believe there's an industry on this planet that can compare to the gaming industry in terms of progress.

It just sucks that CubeWorld may get overshadowed by Trion's thing. On the other hand, maybe CubeWorld will get lots and lots of press, making them tons of money.

**

It's also possible or even likely that Trion will do a better job than von Funck. That's better for consumers, but still isn't great for von Funck.

For every large, complex problem, there is a simple, clear solution that also happens to be absolutely wrong.

  syriinx

Advanced Member

Joined: 9/24/13
Posts: 941

11/17/13 12:41:14 PM#148
Originally posted by DMKano
Originally posted by syriinx
Originally posted by DMKano

Krausnick and Cortland wrote Trove engine in their spare time before Cubeworld existed - they said they worked on Trove in their own spare time because they were both huge MC fans.

I see trove as 2 Rift devs staring a small project that is their passion inside of a large company - Cubeworld similarities are not something intended IMO. Also the scope of Trove is far beyond cubeworld with ability to jump worlds.

Vanguard players may remember Krausnick as Avarem - he is the guy who created Ancient Port Warehouse raid in Vanguard - which I loved :)

http://www.rockpapershotgun.com/2012/01/23/its-hip-to-be-cube-world/

Here is an article about Cubeworld thats nearly 2 years old.  There are even older out there.  Trove most definitely does *not* predate Cubeworld.

 

And the 'ability to jump worlds' really = zoning.  You could jump worlds in SWG, and those worlds held a shit ton more than 40-100 people.

 You could view it as zoning - but SWG wasn't a voxel game was it? What other voxel game has this feature?

Also in my history of all MMORPGs I played since Ultima Online in 1998, later EQ1 - 99% of all guild activities was done by less than 40 people in one zone.

Heck look at ANY MMO today, which one has content that requires *more than 40* people together?

 

 

Here's a post from Krausnick on reddit, as you see they never played Cubeworld - it wasn't out - I'll put relevant parts in green

 We had been playing a ton of MineCraft, Terraria too, and Cube World wasn't yet released but the potential was clear. 

You think that Trion doesnt pay attention to what other games are in development?  They never said they hadnt heard of cubeworld, just that it wasnt released.  You can be inspired (or even copy from) an unreleased game

And as for your above green part...how boring would MMOs be if they were only populated by your guild?

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5366

11/17/13 12:49:27 PM#149
Originally posted by lizardbones

@DMKano - that comment in green makes it fairly obvious that they knew about CubeWorld, and thought they could do better.

Again, this is something that the gaming industry thrives on. All of our games get better and better because of it. I don't believe there's an industry on this planet that can compare to the gaming industry in terms of progress.

It just sucks that CubeWorld may get overshadowed by Trion's thing. On the other hand, maybe CubeWorld will get lots and lots of press, making them tons of money.

**

It's also possible or even likely that Trion will do a better job than von Funck. That's better for consumers, but still isn't great for von Funck.

This is true - current Trove devs are all seasoned MMORPG developers who even prior to Trion's Rift have worked on major MMOs (Vanugard for example), I don't know what Von Funck's dev history is but it will be pretty hard for them to compete with 11 Trove devs. And then consider that Trion already has a mature platform (for account and billing services) and their own infrastructure and operations/datacenter teams.

That is very hard to compete with when you are only a team of 2 without all these other teams.

But here's the thing - whose to say that another dev company throws out 80 seasoned MMO devs to outdo Trove and all the rest?

Like you said that's the reality of gaming industry (and entertainment industry in general)

I think the reason why other big companies won't bite is that they don't see this as a huge $$$ - and I don't think that Trion sees this as something that will bring them $100million like Rift - which is why they have an 11 person team doing the whole game.

I think it's nice one on hand to see a small scrappy team as a part of a big company do something they are passionate about, and at the same time if I were a 2 person team that had a game in the same genere/space competing with their platform/datacenter/and all other established teams - yes I can see how it would suck for me.

 

  DMKano

Elite Member

Joined: 6/17/11
Posts: 5366

11/17/13 12:52:53 PM#150
Originally posted by syriinx
Originally posted by DMKano
Originally posted by syriinx
Originally posted by DMKano

Krausnick and Cortland wrote Trove engine in their spare time before Cubeworld existed - they said they worked on Trove in their own spare time because they were both huge MC fans.

I see trove as 2 Rift devs staring a small project that is their passion inside of a large company - Cubeworld similarities are not something intended IMO. Also the scope of Trove is far beyond cubeworld with ability to jump worlds.

Vanguard players may remember Krausnick as Avarem - he is the guy who created Ancient Port Warehouse raid in Vanguard - which I loved :)

http://www.rockpapershotgun.com/2012/01/23/its-hip-to-be-cube-world/

Here is an article about Cubeworld thats nearly 2 years old.  There are even older out there.  Trove most definitely does *not* predate Cubeworld.

 

And the 'ability to jump worlds' really = zoning.  You could jump worlds in SWG, and those worlds held a shit ton more than 40-100 people.

 You could view it as zoning - but SWG wasn't a voxel game was it? What other voxel game has this feature?

Also in my history of all MMORPGs I played since Ultima Online in 1998, later EQ1 - 99% of all guild activities was done by less than 40 people in one zone.

Heck look at ANY MMO today, which one has content that requires *more than 40* people together?

 

 

Here's a post from Krausnick on reddit, as you see they never played Cubeworld - it wasn't out - I'll put relevant parts in green

 We had been playing a ton of MineCraft, Terraria too, and Cube World wasn't yet released but the potential was clear. 

You think that Trion doesnt pay attention to what other games are in development?  They never said they hadnt heard of cubeworld, just that it wasnt released.  You can be inspired (or even copy from) an unreleased game

And as for your above green part...how boring would MMOs be if they were only populated by your guild?

Point taken on both accounts ( Cubeworld inspiration and guild only content).

 

  SnarlingWolf

Novice Member

Joined: 6/23/09
Posts: 2728

11/18/13 10:19:41 AM#151

Was nice knowing you Trion. You've been digging your grave as quick as you can with unoriginal crap like this.

 

At least when they were going to tackle End of Nations it was a genre that was severely underrepresented and they could have made a splash. But naturally, that was the first project they canceled when the budget got tight. So they announced they may change that into a, wait for it...... MOBA with vehicles instead of fantasy characters. Now they announce another game in yet another flooded genre.

 

That company had potential once upon a time, but it won't be long until it isn't even around.

  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 12258

Currently playing EVE, SMITE, Project Gorgon, and Combat Arms

11/18/13 12:55:27 PM#152

This is a really great monster of a thread to look back at when talking about unquantified audiences for a particular type of game be it sandbox, old school or otherwise. Even when something has a list of features that people do want, a single feature (ex: I can only see 40 people at a time) can cause people to summarily reject the entire game.  One would think that these forums would have the most avid fans of a game like this, but we have people who pined for a Minecraft style MMO complaining it's just a Minecraft clone, and people who would otherwise like a game like this rejecting it because of the developer or because the developer is just following trends by making this (Conformist!) and other reasons that on-the-surface seem rather odd. 

Y'all are a really hard crowd to please, don't you think?

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  syriinx

Advanced Member

Joined: 9/24/13
Posts: 941

11/18/13 5:29:55 PM#153
Originally posted by Loktofeit

This is a really great monster of a thread to look back at when talking about unquantified audiences for a particular type of game be it sandbox, old school or otherwise. Even when something has a list of features that people do want, a single feature (ex: I can only see 40 people at a time) can cause people to summarily reject the entire game.  One would think that these forums would have the most avid fans of a game like this, but we have people who pined for a Minecraft style MMO complaining it's just a Minecraft clone, and people who would otherwise like a game like this rejecting it because of the developer or because the developer is just following trends by making this (Conformist!) and other reasons that on-the-surface seem rather odd. 

Y'all are a really hard crowd to please, don't you think?

well, since this is mmorpg.com then yes, 40 person per world is a HUGE deal.  It means one of two things:  tiny worlds or you never see anyone.

Trion also gave atrocious pictures for the game.  A fat yellow ant thing with floating legs?  And this after weve seen what EQN can come up with its voxel engine graphically.  I get that this was done originally by rwo people, but Trion isnt an indie developer and this article isnt treating it like an indie game.

And i think many people want an MMO with Minecraft elements, i dont think there has been a huge clamor for Minecraft: the MMO.

  Netspook

Advanced Member

Joined: 3/01/07
Posts: 1440

11/18/13 5:35:39 PM#154

Trion...

The masters of overhyped and boring games.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 10635

I think with my heart and move with my head.-Kongos

11/18/13 7:48:12 PM#155


Originally posted by syriinx

Originally posted by Loktofeit This is a really great monster of a thread to look back at when talking about unquantified audiences for a particular type of game be it sandbox, old school or otherwise. Even when something has a list of features that people do want, a single feature (ex: I can only see 40 people at a time) can cause people to summarily reject the entire game.  One would think that these forums would have the most avid fans of a game like this, but we have people who pined for a Minecraft style MMO complaining it's just a Minecraft clone, and people who would otherwise like a game like this rejecting it because of the developer or because the developer is just following trends by making this (Conformist!) and other reasons that on-the-surface seem rather odd.  Y'all are a really hard crowd to please, don't you think?
well, since this is mmorpg.com then yes, 40 person per world is a HUGE deal.  It means one of two things:  tiny worlds or you never see anyone.

Trion also gave atrocious pictures for the game.  A fat yellow ant thing with floating legs?  And this after weve seen what EQN can come up with its voxel engine graphically.  I get that this was done originally by rwo people, but Trion isnt an indie developer and this article isnt treating it like an indie game.

And i think many people want an MMO with Minecraft elements, i dont think there has been a huge clamor for Minecraft: the MMO.




The graphics are a matter of taste. They don't look like they do because the developers couldn't come up with anything else, they look like they do because they are reminiscent of 8 bit games and because it fits with the idea of "voxels".

You might be surprised at the number of people who want to play Minecraft the MMO. The problem is all the people. Too many people without restrictions and the worlds turn into cancerous eye sores. Too many restrictions and it's not a 'sandbox' any longer. Trion is getting around the problems by limiting the number of people per world, and recycling the worlds. Players have persistence through their AnchorPoints. Sony is doing it by having 'safe' areas and having the world heal itself so that changes are not permanent. Large Minecraft servers do it by limiting where people can destroy things and by resetting the server's maps periodically. *shrug* 40 people per world is one way to go with it. It's more than enough people for an MMO per world, especially since the worlds themselves are going to be recycled. It's not an MMORPG after all.

For every large, complex problem, there is a simple, clear solution that also happens to be absolutely wrong.

  Thupli

Advanced Member

Joined: 7/25/11
Posts: 408

11/20/13 12:28:27 AM#156

I thought Cube World was not destructable and modable?  Why do people keep saying that it has these things and is like minecraft?  It is nothing like minecraft.

 

When did Cube World get this creative power?  I can't find anything about it on their website.  People keep saying that Trion is ripping this off, but Cube World doesn't have this, it only has procedurally generated landscapes (and potentially quests).

 

 

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