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3/22/06 8:23:54 AM#21
It would be interesting if they used these cutscenes to introduce, hint at, world and local events. Instead of the text being random, GM's could use this as a way to drop hints about events they plan to run in the near future. So while you are paying your fee to ride the boat, you overhear two people talking about the new boot salesman that arrived in town last night. Jonny |
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3/22/06 8:58:30 AM#22
I forget what game it was. But there used to be one when you trasitioned to another screen youd get the time. General events for the area. Sorta like a breif newsclip. Takes alot of manpower to keep that sort of thing updated tho. In another thread I started I pointed out that involving people in there game world is often as simple as reporting whats happening in that game world. People know there going to be reported for what they do. Which leads to more events. Thriving communities require communication... also alot of time hehe. Anywho its a good idea addressing the loadscreens |
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3/22/06 2:28:23 PM#23
[quote]Originally posted by HJ-Illuminat
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss |
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3/22/06 2:42:07 PM#24
I was under the impression the world was sundered. Not blown apart into floating peices. Maybe im wrong. Anycase yeah deffinetly need a better mechanism then ship bells hehe. Heck id even stand for airships like in WoW. Didnt mind the load screens on those and had some fun parties on those airships hehe. Not to mention some sweat sea diving! |
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3/22/06 4:26:27 PM#25
Yes, and regardless if I prefer seamless, contiguous zones or separate zones, I tend to trust the good folks over at Simutronics to create an immersive fantasy world. Hmmm, also, now remembering that even EQ was able to integrate "separate" zones in a rather convincing way. The entrance to the Planes of Knowledge was through book on a lectern ... while teleportation spires were used to go to the moon ... and a magic gem hidden behind a waterfall took you to Surefall Glade. And, frankly, it seemed to make perfect sense to access those separate zones in the various manners. So, overall, I'm just going to trust Simutronics to have looked into this area and come up with some good ideas -- and many thanks to the GMs who give us responses to these various topics.
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3/23/06 5:42:31 AM#26
sun·der The world is essentially barely being held together and made hospitable. I think people will be pelasantly surprised with how travel is handled. I know I can't wait to play with the travel system conceived for the last big area we worked on. GM Illuminatis |
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5/10/06 11:34:09 AM#27
"On a hill above the incoming army was a rock pile. A wizard shot a fireball at the pile and it gave way. The rocks rolled down the hill, crushing the army and allowed us to pass unmolested. This is the kind of customization their instanced areas allowed. The quests are not imposed on areas, but rather the areas are built for the quests." What is the meaning of this? Instanced like Guild Wars?
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5/10/06 1:34:16 PM#28
More like CoH/CoV than GW. In Guid Wars, basically everything outside the towns is instanced for you or your group, only. In CoH/CoV you have different zones that are communal, where you will see alot of heros fighting random crime. Individual mission are instances though, usually having you enter a building (which brings you into the instance) and it works pretty well. It puts you into a instance in a way that makes alot of sence on a immersion level. I mean, a "secret" hidout wouldn't seem so secret if there were 400 other heroes in there too. Guild Wars did some really great stuff with cut scences for their questlines. I'm hoping that HJ will do something similar. I do understand about "loading, please wait" though, that gets really old and sucks immertion right out the window. But there are creative ways to load a zone that don't suck the life out it. Let's hope that HJ will find one that is pretty cool.
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5/10/06 1:49:35 PM#29
Oh, shame, even though I understand where you're coming from, but that would hurt my immersion even more then other people barging in. To me, all this MM in MMORPG means is I get to compete with or against others (real people), first and foremost. Well, I'm off to some FFA PVP snotty-nosed leet speaking comunity Godspeed!
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5/10/06 1:54:24 PM#30
Cannot think of any MMORPGs that I have played that do not have zones. EVE has zones. WoW has zones. GW has zones. DAoC has zones. AO has zones. CoH has zones. EQ and EQ2 have zones. PS has zones. What have you played that does NOT have zones? |
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5/10/06 2:26:21 PM#31
DAoC and WoW "zones" (where you had to load) were few and far between, There are other games like Horizons, Lineage2, SWG, SoR ect, that do not.. Both have +'s and -'s to each though.
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5/13/06 12:08:55 AM#32
While every mmorpg had zones one cannot argue the fact that WoWs world was mostly seamless due to the fact there were only a few moments when you would have to encounter a loading screen. The zones were there but they were seamlessly streamed in real time which had the sweet effect of not removing you from gameplay during travel. The few places you had actual loading screens made sense. Ship travel loading screens made sense. Dungeon entry loading screens made sense. Loading screens to get to two obviously connected masses of adjacent areas that should be visibly in front of you...does not make sense. That being said as long as the "placement" of loading screens (that remove you from gameplay in order to zone, whuch WoW's streaming doesn't do) makes sense, it's cool.
Guild Wars 2 is my religion |
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5/18/06 10:56:47 AM#33
I think you are 100% right....zoning is a horrible way to play the game....I came from the AC1 and AC2 games and to have a seemless world is very important to me....Playing EQ2 love the game...but the stupid zoning drives me nuts...
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5/18/06 7:58:02 PM#34
I don't understand the complaints about zones and instances. We're talking about 2% of your playtime tops. You guys are telling me that you would rather make that 2% more enjoyable even if it meant making the other 98% less enjoyable? Because that's exactly what would happen if they elimnated zones from HJ. Everyone uses WoW as an example but that game gets old really quickly.
It's not like Simu is making Elanthia a zone based world because they're too lazy to make it seamless. They're doing it because it will make the 98% of the time that you're playing the game more enjoyable. If the world was seamless then I don't think that there hero system would work too well. Let's take their quest from last year's E3 video for example. If that were done in a seamless world then you'd have to make the bridge "regenerate" so to speak, so everyone could do that quest if they so chose. How much fun is it to see a bridge regenerate a few minutes after you just saw it get blown up? At least with instances, that bridge will get destroyed and stay destroyed. Unless it's rebuilt of course. I don't know about you all, but nothing gives me less satisfaction in a mmoprg than to kill a quest boss, or notorious monster, only to see it regenerate 5 minutes later. So in conclusion, I think that instances are the right way to go for HJ, simply because of the journey system that will be used for this game. The 2% of the time spent zoning might not be as fun as if there were no zones, but the other 98% of the time will be a lot more enjoyable. |
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5/19/06 2:01:27 AM#35
All that comes down to what's more important to you. If some of those areas are instanced, ok, there will be no pushing or shoving, but if you take that bridge as an example, you woun't see it repaired in 2 minutes but if that i instanced, noone else would see it destroyed and you actualy didn't do anything if noone else knows about it. So it's Easy Quests vs Real Consequences in the game world P.S. I know you cant make gazillion quests in a game so that every character gets to do a unique one, but I'm kinda tired of mentality where everybody needs to do every single quest
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5/19/06 3:28:57 AM#36
Actually an even better way would be to do more like one of Simu's other games, Gemstone, and have very few, if any quests in HJ. Instead have real time events that are drawn out for weeks or even months that have a lasting effect on the entire world. That way they don't have to create a "gazillion quests" nor is everyone doing the same quest but at different times in the game. I think it works well in Gemstone but I'm not sure if it's at all possible yet in a graphics based game. As for your first point. Sure, there may only be a few, if any player characters that actually see you destroy that bridge but with the journey system, your destroying of that bridge will still have an effect on your character throught the game. I'd still rather have quests like that instanced as opposed to them happening in common areas. I take the opposite view point that you do. If you destroy that bridge only for it to regen in 2 minutes and you see someone else destroy it three minutes later then did you really destroy it? That's just my opinion and I guess we'll just have to disagree on this topic. |
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5/19/06 7:32:32 AM#37
I suspect that everyone on these boards has played some game where the list of features in it seemed appealing, but then it dissappointed. I know that has happened to me many times. What I take away from this is that there are very few, if any, make or break features in an mmo. The game is either fun or it isn't. If the game is fun, I don't mind that some aspect of the world or some feature isn't how I would have liked it. And if it isn't fun, having the features I normally like won't save it. To me, HJ looks wicked fun, so I am not hung up on any one aspect of how they put it together.
EQ1, EQ2, SWG, GW, CoH, CoV, FFXI, WoW, CO, War, and a slew of free trials and beta tests |
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HJ-DEZORIN
Hero's Journey GM
Joined: 1/31/06
ASGM HJ-Dezorin Simutronics GameMaster |
5/19/06 4:47:33 PM#38
Well... you don't have a lot of options in how you handle the massive amounts of data MMOs produce. You either have a game more like WoW, which you many would claim to be seamless, in that you can traverse common areas without a loading screen. Or you have something akin to Guild Wars, where you instance out as much as possible to provide quality gameplay.
First, WoW is not a seamless world, it is quite the opposite. It's about 130 different worlds with no loading screens from common area to common area. But if you and your friends from work started playing on different servers, you either re-roll, they re-roll, or you all re-roll. Not seamless. Guild Wars one server, yet for thousands of players to exist in one world, they've zoned out and instanced the towns and questing zones. So in a way, it's like WoW, only the 'separation' occurs after you login and start playing. I happen to like zoning and instancing rather than WoW's "pick your server and you're stuck there forever" solution. There's no physical barrier preventing me from playing with a friend in Guild Wars, we're only "slightly" inconvenienced to select the same city "district", and then join up there. Either way it goes, an area is limited to how many clients can exist within it at any given time. WoW crashes consistantly when large numbers of players attempt to exist in the same zone at a time. As would any game. HJs solution isn't so different than most games. As much as anyone would want "true" seamlessness, it just isn't feasible technologically or in design. It's catastrophic to NOT zone and/or separate because of crowding alone. Even if the technology could handle it, more than 1,000 people in any one given spot is a bad thing (think shinjuku station). Would 5,000 people standing in line to do their quest break your immersion? Would trying to play with your friends only to find they rolled on server 321 instead of your server, 125, and you can't ever play with them, break your immersion? Furthermore, would your server being down one entire day out of you the week break your immersion? I've played WoW since beta, and let me tell you, their server design is as flawed as any. I'd take a load screen any day of the week if it meant taking away an entire day offline due to patching, server queues, server's full so you can't make new chars on them, server "hopping" to try to play with friends, obsessive lag in common cities and areas, and more. But hey, if you don't have to wait 5 seconds between the Wetlands and Arathi Highlands, I guess it's all worth it! |
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HJ-DEZORIN
Hero's Journey GM
Joined: 1/31/06
ASGM HJ-Dezorin Simutronics GameMaster |
5/19/06 4:56:11 PM#39
Honestly, having taken geography in highschool and college, I was very unimpressed by how blizzard handled transitions. Just using a "gradient" effect to make scale one "climate" to the next didn't displace in me the fact that two such climates should not even exist in the same vacinity to one another. But I try to think "fantasy" and let things like that go, I guess. It's a magical world, afterall. You know, the kind where spaceships fall out of the sky and leave a new race of paladins all over. |
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5/19/06 11:14:50 PM#40
Guild Wars 2 is my religion |
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