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2/07/11 9:31:40 PM#61
Originally posted by MMO.Maverick
When I have time (dig up some old HD's) I will see if I have any of the old data from 2004'ish..
Even though the emperical data is gone, I still know the derivitives of all those years of research. The many arguments, community efforts and even debates on how to gether such info is old news. (ie: Been there, done that) I'm 41 and the "why?" of the matter, no longer matters as only to give a rough estimate... What I can tell you is how each game world and it's perspective technology (ie: server farm/IT make up) direcly influences what type of game it is and how developers fool people, or hide their limitation & functionality, etc.. Mind you... I am more concerned with moving MMORPG forward in technologies and least concerned with petty businessmen, looking to make their $$, using the cheapest form of subscription plan to maximize their profit & not your experience.
I have beta tested 23+ MMORPG's, starting with Ultima Online, up to Aion/Conan/Darkfall era.. In that time I can tell you how interplay between each game's mechanics worked, or that a game's "world size" -does not equal- To me, MMORPG need to move to this format and stop maximizing profits using the WoW/EQ format of zones. Coincidentally, gIven ur comments (above), you didn't grasp/comprehend the importance of that statement, as most wouldn't. Simply because they don't look @ MMORPG in terms of how it's delivered to them, only about graphics and animations, etc. (ie: superficial). I didn't say "seamless", I said open world (360 degree content). AKA Darkfall, Vanguard, Mortal Online, etc... DAOC & WoW are seamless, but that only means as you travel between zones, there is no loading screen, or need to "zone-in", such as there was in Everquest. An open world CAN have load times (ie: hitching), but that open world has no artifical boundries and the vista is real. That's important. For one reason, each individual person is a story within the world and not just a character in a module. For example: the epotome of cheapness (design and server cost/structure) & the most un-inspiring game world within any MMORPG, would have to be Turbine's Dungeon & Dragon's Online. The entire game world consist of ally's, docks, marketways, with "instancing" everywhere. There really is no world to play in. It is just cheap arcade action, not really a MMORPG. On the exact opposite side of the spectrum, you have Mortal Online. Which is an incredible endeavor and bring back traveling as an adventure. Given the size of a simple WoW "battlegrounds", a player in MO could get lost... because it is a true 360 degree of content, with no zone walls, no funneled content, etc. So, I really do think you should try and differentiate world size into catagories (open world & zoned). Because Everquest is still the biggest (no EVE can't touch it) and it would take you days just to run through half of the zones, but you'd hardly get lost exploring. And that is why 360 content (real world) is important technology.
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Originally posted by Phelcher I disagree that it wasn't possible to go exploring or to get lost while doing it in EQ. Open worlds with seamless transitioning feel more like a real world, of course, than zoned MMO's. It can be that some MMO's hide their artificial boundaries cleverly or the fact that you're funneled into a specific access point to the next area to make it happen that it can load in the background. Still, the run speed and crossing time are clear contributors to how large a world feels, next to world and map design.
What do you mean with 'map size', do you mean level of texture detail? I guess that the more graphics-rich MMORPG's like AoC have of course a higher level of detail in its textures, thus having a higher pixel count in width than length than the same are would have in MMO's that are lower in texture detail like WoW. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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2/08/11 1:18:55 PM#63
Originally posted by MMO.Maverick
There is no disagrement. Don't fret the non-essential communicators. I didn't include "as easily" or, "as much" when refering to getting lost, because I am speaking in terms of derivitives, or deltas. My comments were not meant to suggest that getting lost in EQ couldn't happen. But hardly... as compared to the alternative. Most people won't get lost in EQ, where as, within something like MO, they will. Because it is 360 degree content.
Secondly, it seems you are not grasping the dymaic involved when discussing game world size. I can't make it any simpler than this; Game world size just doesn't matter, (to you, or anyone), what the exact size of a game world might be. Only as long as there is enough, right? What is more important, is what technology the game developer uses, when designing and making their game world..! It's the year 2011, we are done as consumers, paying a premium for outdated game technology. WoW should cost $5/month. Because they are unable to deliver a game world where I am able to traverse the game world, and am stuck to Blizzard's map. And that is my second point. The story...
Once you realize that games like WoW funnel you, then the story (the game) is no longer about you and exploration, but about the developers and what they would like you to do & see. It becomes about pulling strings and how many hoops they can make you jump through, with rewards.
"Map size" simply refers to the areas in which you can actually play on/traverse. It's a map of the game... which isn't always the map of the world. Game map, or what you allowed to see in the mini-map. The Game world is the whole server, the whole virtual (physical) game world, including the areas that are zoned wall'd off. Artifically making their game map bigger, but not their game world. Which, ironically comes down to your Opening Post of " How large are MMO worlds now Really? " I'll use World of Warcraft as a very simple example of game map -vs- world size. Grab ur character and head to Darkshore's Auberdine. Then time yourself on how long it takes to goto Felwood's Whisperwind Grove. When in all actuallity, it's a 5-6 minute run. But Blizzard placed an artificial barrier so you must be funneled the longer route... thus ARTIFICIAL increasing World of Warcrafts game's size. Or.. hiding the fact of how small their game world is.
So in essence, does the game world matter, or does travel distance matter? Or does none of it matter, except the technology implored when making the game.? That is my point. A game's world size is vastly different, given how (what technology) is used when making the game. So I do think you should take that into consideration, when fact finding and doing your research. |
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Originally posted by Phelcher Hmm, I get what you're saying, I myself would classify world design and its underlying technology used under 'world design', not 'world size', but that's just semantics. Thing is you can't measure artificial barriers and other design tricks used even if it influences someone's perception of a world, while you can measure in concrete, unchanging figures results like the run speed, or the crossing time from one place to another. As a base that works rather well to get a feel of the size of an MMO world in relation to other games, a foundation after which you take into consideration other less measurable factors like available fast-travel and teleportation means, cluttered or non-cluttered with mobs and barriers, and so on. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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2/08/11 2:20:19 PM#65
Why no Vanguard?
Vanguard would smash all of thoses games for land mass and ocean. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/08/11 2:40:51 PM#66
Originally posted by NightAngell Vanguard is also one of the few where this data would be applicable because you actually can both cross and utilize the land. 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. |
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2/08/11 2:43:40 PM#67
vanguard is quite definitley massive ![]() |
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Originally posted by NightAngell I'd be most happy if there were people that could provide that data, because it's gotten me curious as well. I myself am not playing VG so I can't do tests in it, and so far I was unable to find any info on the internet, nobody who has done sortlike tests to figure out the worldsize and crossing time from one end of its main continent to the other end for Vanguard. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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2/08/11 9:10:20 PM#69
Originally posted by MMO.Maverick That wouldn't work in EVE. If you started just normal flying to another planet persay, it would take hours as the way the game's server works, the planets are actually distanced by astronomical units. Also you cannot fly between systems, as that requires a jump. 4 hours of warping/jumping sounds a bit off, but not too much.
Also the largest MMO is Dark & Light at 15000km, and the largest game is Elder Scrolls 2: Daggerfall at 487000km. |
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2/09/11 12:20:46 AM#70
Planetside has 10 landmasses all about 16km x 16km, + its cave system. SKYeXile |
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2/09/11 11:07:31 AM#71
Darkfall has one of the biggest single, non-instanced world map no idea about the speed here is the map http://feylines.net/yourmom/ |
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2/09/11 11:14:21 AM#72
Originally posted by MMO.Maverick
The work was done. Your method is not new... it was orignated many years ago. And I don't envy you for the hard work ahead, if you really are trying to make a mmorpg atlas of worlds. Back in the day, we had some 25+ people doing this, taking measurments, then rechecking. Tedious stuff, because you can't have any buffs on while running & multiple games needed to be checked. Many people trying different paths, with different data, within different games, etc.
Coincidentally,... Thestra, one of the continents in Telon (ie: Vanguard), was roughly 2x the size of all of WoW when VG was released. Then you still have one other major continent Qalian and an the Kojanese Archipelago. Anyone who has played Vanguard can tell you, that the game is played out in a premium world, with great expanse not only is one Continent massive, but when you consider the whole world (Telon as whole) it boggles the mind of all the content placed within that world, it big enough for anyone. The the other two Continenets (which you can travel to by boat, or teleport) makes Vanguard a sprawling, giant living world. Also, given the context of the game, anything bigger would be pointless... because SOE/Sigil (ie: Brad Mcquaid) did a marvelous job of filling the world with believable factions, wild life and dungeons everywhere.. some you might not even know are there. Here: Thestra Notice the Trial island on the far left of the map?
Some of the newer game might have a bigger world, but they won't touch the content that Vanguard offer's within it's world. That is why it is unanimously consider one of the largest. You could be in a field and have no idea a sprawling dungeon is benieth your feet... which is why open worlds (again) are bigger than what measurements can dictate. |
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2/09/11 11:26:42 AM#73
The game world of LoTRO is about 375 times* bigger than WoW. Content wise, I'd guess WoW has more content than LoTRO. I know it's not the point of the thread, but the size of the world by itself doesn't seem to be that relevant to the amount of enjoyment you get out of it. Join the League For Gamers. |
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Agricola1
Advanced Member
Joined: 1/30/06
"The one you call messiah is a lie"--- Gary Numan |
2/09/11 12:14:27 PM#74
The largest seamless open worlds I've actualy played in are,
1: D&L 2: Darkfall 3: Earthrise 4: Mortal Online 5: Shadowbane
EVE & SWG are both zoned, EVE the more so, the games above are open worlds without zoning or instancing listed in order of size (if memory serves me right). EDIT: Forgot to add the largest of all these would bw WW2OL which had a map of western europe to scale, it was just too huge. "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience" |
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~Oblivion~
Novice Member
Joined: 7/23/04
"From my rotting body flowers shall grow, and I am in them and that is eternity." -Edvard Munch |
2/09/11 4:54:45 PM#75
When I played Asheron's call I once ran from the Southern most point of Dereth to the Northern most. Granted, I was running across terrain which puts a damper on efficiency, but I had my run speed buffed. AC was one of the few games where you could buff your run and jump to ridiculous levels, to the point where you could jump on top of buildings and run as fast as mounts fly in modern games like WoW. To put that into perspective, if AC's speed was normalized like most MMO's are today, it would have taken me a significantly longer time.
It took me approximately 2 hours of non-stop auto run and some trekking past collision mapping and hills to get from South to North. One thing that must be accounted for in Dereth is the Sea in the middle, it was unusable land, so must be subtracted from the total. |
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@phelcher: thanks, that sure helps a bit
@lizardbones: that picture and figures on it is wrong, the creator used incorrect data. LotrO and Nightfall are far smaller than that. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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2/09/11 6:21:22 PM#77
Didn't one of the developers at Arenanet say that the world would take several hours to cross, not just 40 minutes? |
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2/10/11 12:36:29 AM#78
Not sure if these are 100% correct (drag into new tab). |
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2/10/11 2:06:50 AM#79
In regards to Vanguard: Saga of Heroes... According to Silky Venom, each "chunk" is 2km x 2km. Thestra itself is 13 chunks wide and 9 chunks high. Kojan is roughly 5 chunks wide and 12 chunks high. Qalia is 11 chunks wide and 9 chunks high. There are also many underground cities and dungeons that take up quite near entire chunks worth of space. I'll try to do the run speed tests and math tomorrow, but it definitely seems like Vanguard is a major contender here. However, should the trial "island" (6km x 6km) and areas of ocean that really offer no content count towards the total world size? "I am a biotic god! I think things... and they happen!"
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Originally posted by Tallyn Thanks! Is there a map where those chunks can be seen (is it like a raster grid?
Btw, there's no way that the trial island can be 3 by 3 chunks (6 km) if that's the little island in the west of the map in Phelcher's post and if Thestra is only 13 by 9 chunks. Personally I usually measure North to South coast and West to east coast, that seems a more accurate estimation. Of course is the measures of a specific worldmap are known the size the landmass can be deduced accordingly. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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