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Originally posted by Martie
Id argue wow had guild politics, drama and allaince pre TBC and TBC on pvp servers, so dont start ur cap about guild politics and drama, yes they may be more exagerated in Darkfall, but wow had and still has some of this to this day on the pvp servers. Even for a so callled carebear noob shit game. I don't know if anyone's picked up on this, but sorry sweetie, if you think that trying to be the first to unlock a new instance is 'guild politics' you are mistaken. I have a fair bit of experience in one of the most drama heavy games out there, EQ2, and even that doesn't have guild politics. As far as I can tell, Darkfall and EVE are currently the only places to see real interplayer politics, including emergent gameplay techniques typical of so called 'sandbox' environments. And let's be clear, EVE is always gonna do it better. |
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Originally posted by Swiftblade13
Actually it did early on... before they started to stray from the vision... It was supposed to be the "Spiritual successor to EQ1" with corpse runs, xp loss on death, massive open world etc.
I know mate. I was there, in the forums, with all the other EQ1 classic trilogy fanboys, hoping we'd found our new home. And I was there when every update and new piece of info after a while pointed towards the game becoming easier and more forgiving. And I preordered it, played it on launch, and was as disappointed as I've ever been. |
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It might be a bit awkward for the first few days. Whenever I scan the title, I always read: "power up your arse." Ooops. |
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Runes of magic brings the best together with the best
MMORPG Game Concepts « Developers Corner 11/14/08 7:44:08 PM
You're right. Player housing can have immense function, as SWG and UO attest to. But think of it this way: there's no point in having a shop in your house if there's a central auction house; there's no point in houses being a safe haven if there are safe havens all over the place. Figure out the function of player housing, and direct it from there. |
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What do you look for most in a game?
MMORPG Game Concepts « Developers Corner 11/14/08 7:40:10 PM
Gameplay congruence. |
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Also worth noting, in many parts of the world, and depending on context, the term "oriental" can be consindered offensive or insensitive. |
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Originally posted by Mitara I'm sorry, but neither of those statements are true. Procedural generation of content has been used for a LONG time. Do you think there were no artists working on Spore. Or Elder Scrolls II? Do you think Infinity has no artists? Of course not, artists work with good art direction, whether they're "controlling everything" or not. Similarly, artists are perfectly able to replicate a great gameworld. The exploration in GTAIII was fun. Shit, I loved exploring in Everquest. Plenty of games with carefully and deliberately crafted universes are plenty fun to explore. Artists understand asthetics. Therefore, they can create a convincingly asthetic world, and because the player doesn't understand every single detail of creating a world, or is willing to suspend disbelief over the tiny details (read: every player ever), then we're in business. PS: Procedural quests is something I've long worried about. Sure, it's fine for "Kill X of Y," but can it handle something a bit more complex convincly. PM me when you're writing your procedural quest generator, I'd like to see how you go about it. I'd encourage you to make it complex. I remember in Freelancer writing down some pseudocode for how I imagined they generated the quests. I was later proven to be right on the money. No convincing system can be that transparent. |
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My preference is not random, but generated procedurally based on naturally occuring phenomena, and using algerithms that reflect their functioning, then touched up by artists to make sure every single frame is as amazing as looking out your window. |
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Originally posted by Saerain Yeah, because Vanguard really pushed against Blizzard's trends. |
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Runes of magic brings the best together with the best
MMORPG Game Concepts « Developers Corner 11/13/08 5:24:43 PM
There was player housing from the very beginning with tons of customization in Everquest II, and it was, at best, a bullshit feature. If the only reason to go into someone's house is to look at how well they've arranged their furniture and take a look at their "special trophies" then no-one's going to do it. For player housing to be a useful feature, it needs to have a significiant impact on the gameplay. Very few MMOG players get off on moving furniture about, as proven by EQII. Some people got into it, but at the end of the day, the majority of people got a house that could give them the most broker slots (gameplay impact), and did little to customize (beyond the primary impact). In SWG, because player housing was important for crafting and economy, people were more concerened with it. The same will apply for Runes of Magic, no matter how many customization options there are. |
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Originally posted by DuraheLL Holy shit.. I started that wiki article. |
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Originally posted by iv00w You're both wrong and right, mate. He'll definitely need some great coders, and also he'll need to at least have the knowledge of how it all works, which means knowing a bit of programming theory at the very least. However, several engine packages can make the experience much, much easier. |
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Material Attachment to Virtual Property
MMORPG Game Concepts « Developers Corner 11/12/08 3:21:18 PM
I currently don't spend on MMOGs beyond subscription, but mainly because I've never had to. If I was really, really involved in a game that had an element of risk and it was important for my faction/guild/team/whatever that if I died/lost cash/lost items/whatever that I was up and running again quickly, and the only feasible way to do this was though real currency use, then hell yeah, I'd do it, and I'd probably spend quite a lot. Time is money, and if I worked the amount of time I spent playing when I'm deeply involved in an MMOG, then I'd be a lot richer, so clearly I'm willing to forfeit a decent amount of potential cash for an MMOG. I would ask though, where would this money come from? |
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Originally posted by iv00w You claim it's been done already, then claim it's impossible no a design level. Strange. It hasn't really been done before, a truly complex online fantasy sandbox doesn't exist, with Wurm being a slight exception, though it does have alot wrong with it besides graphics. That said, you'd need a big budget to even have a chance to pull this off. Unless you've got about $10,000,000 kicking about and a very skilled producer, you don't really stand a chance. And this is from someone who is hugely in favour of indie MMO development. |
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Originally posted by igamer I know this is supposed to be encouraging, but at this stage, I'm not sure if you're a seriously naive request for help, or a troll parodying such a request, and that's potentially going to be a problem when it comes to recruiting people. Okay, let's get this clear. It sounds like you're an MMORPG fan who wants to make your own MMOG. That's fine. But there are a LOT of you. A LOT of you. And 100% of you fail and end up with no MMOG. Yep, as far as I know, it's 100% of people who go from being a fan of the genre to trying to lead a team making one have failed. You say you're different? 100% of people do. And the guys you're trying to recruit are some of the most cynical people alive, because they've seen all these bright eyes team leaders come and go, and they've wasted time on different projects at different times before, and have nothing to show for it. You have to prove to them that you're different, and that means being able to answer ANY question convincingly, and really prove that you know exactly what you're talking about, and have the knowledge and drive to follow this shit all the way through. So, questions... How much money does this project have? What technology are you using? Why don't you have a website yet? Why are YOU only doing "storyboarding" and quest dialogue? How is this game going to be different from other MMOs out there? Do you know everything that goes into developing an MMORPG? How are you planning on publishing this, online, retail, free? What do you know about server architecture and how are you planning on paying for servers? |
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Unique game approach on soloing and grouping .. would you try it?
MMORPG Game Concepts « Developers Corner 11/03/08 1:38:50 PM
I don't ignore your posts because I think you're trolling. I ignore them to watch the dejected tears slide silently down your face. |
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Unique game approach on soloing and grouping .. would you try it?
MMORPG Game Concepts « Developers Corner 11/02/08 6:01:04 PM
If it was tacked on top of what I'd currently expect to play, hell no. But if it had a well tailored game surrounding it, with it making sense in terms of gameplay and setting why this was happening, sure, why not? Basically, what Paulscott said. |
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Why WAR represents a defining battle over the future of MMOs
MMORPG Game Concepts « Developers Corner 11/02/08 1:41:35 AM
Nice idea. What developers don't realise is that if a game came out to cater to Camp B, then it'd get most of Camp B playing it (see EVE) and become ridiculously profitable, probably more profitiable than the WoW clones which flop because Blizzard do it better(tm) (see Vanguard and LotRO). |
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Smedley is unfairly singled out. World of Warcraft changed the genre. It will never be the same again, as the market grew far beyond anyone's expectations. Now there's some real money to be made, you bet Smed doesn't have a choice but try to cash in on it. EQ2 became more and more like WoW as time progressed until Ruins of Kunark, where they're virtually indistinguishable. This might be Smed's choice, but you can bet your bottom dollar that even if Smed wanted to make a sandbox niche title, or EQ: Hardcore Once Again it still would never go anywhere. |
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Well, I'm currently working on a design document, which, if my plan works (fingers crossed), will see the light of day, and it doesn't have any NPCs at all, let alone hostile ones the players are meant to kill. |
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