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11/20/12 12:21:24 PM#41
Originally posted by Icewhite There are two different ideas clashing here: the idea of an RPG world and the idea of an RPG published module. RPG modules were prepackaged stories with set encounters and set storylines which will be the same for every group that enters the dungeon. These are the historic inspiration for themepark MMOs. RPG campaign worlds on the other hand were/are a completely different experience - once the world is set in motion, multiple groups can be playing through the story arc from different angles, sometimes even visiting the same areas even the same dungeons, but the state of the world isn't same each time. Once a monster is killed, it's killed. Once a ring is found, it's found. These are the historic inspiration for sandbox MMOs.
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11/20/12 12:37:42 PM#42
Originally posted by maplestone You're right. There was second "divide" also. When I was young and was also playing tabletop rpg's once in a while in group of people I was playing with, 95% of times we were not following pre-bought campaign / module. Usually GM (there were few of them) made whole 'meeting' / play himself. So my group was creating situations/ games/stories itself most of the time rather than using bought external stories made by game creators or someone they gave license to. Game like Warhammer Fantasy Role Play or others were just providing setting, world, mechanics and basic rules. Rest was filled by GM and our imagination. Some GM's also were improvising alot. Bought stories were miniority. Campaign thing also happened. Exactly like you said. When other players actions could affect you indirectly, because they took something or dewstoyed something in a game you were not even participating but you in next game wanted to get it. (but it was taken by other player). Just an example cause that is not only about items ofc. This group I was playing with did alot of things and creativity and tried to have cohesive and persistant world. I was playing with them only semi-casually or if you prefer semi-hardcore. |
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stayontarget
Guide
Joined: 10/04/08
Girlfriends come and go but Epic battles are Soulbound |
11/20/12 12:44:56 PM#43
Originally posted by mmoDAD Probably not the best comparison to use. Stories in books are never about the reader, but I understand where you are coming from. Games need to have the story unfold around the player and not always have the player as the main plot in the story. Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries... |
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11/20/12 12:45:13 PM#44
Your second example is an unrealistic expectation. You can't scale that kind of interactivity to hundreds of thousands of people. Even thousands of people would be pretty impossible. Nobody could afford to pay the number of people it would take to keep updating the world's content to keep up. That doesn't happen in sandbox MMORPG either. The changes happening in the games are changes to other players, not permanent changes to the status of the world itself. I think if you want to avoid the special snowflake effect, you have to go with sandbox mmorpg though. So long as the game is dependent on quests or story for progression, you're not going to avoid being the hero of the story. Something like NeverWinter might be the ticket...but that remains to be seen. There will definitely be player made content, but I don't know how much of a shared world that content will occupy. I'm pretty sure you won't be able to be a farmer though, because it will still be a theme park type game. Join the League For Gamers. |
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11/20/12 12:52:49 PM#45
Originally posted by stayontarget
OTOH, maybe that's a big part of the problem. When they pose things that way, the game is about the character they're making me play, rather than a character that feels like my own. It becomes more like reading about a hero in a story, rather than authoring my own story.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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11/20/12 1:01:02 PM#46
Originally posted by Icewhite I don't agree - I think it's all in how your structure the world and database-editting privilages. You can create a data structure that allows that same small-game customized feel all the way up into millions of players, but you have to allow the world to grow and you have to formalize who can edit what and when a little more.
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11/20/12 1:08:43 PM#47
Originally posted by Uhwop Agreed most of the interview has nothing to do with the point I was trying to make, I was referring to this passage: "Well, one of the great things about solo player games is that you get to be the hero that saves the world. Every door you unlock, every feature you see, you experience it special as if you’re the first and only person who’s ever seen it…because you’re blissfully unaware of your next-door neighbor who’s playing the same game. The wonderful thing about an MMP is that you don’t have to go alone. You can actually go with your friends, which everyone has always wanted to do. The problem is that you can never get rid of everybody. Everybody is with you all the time, and so you go into a dungeon and people are qued up to kill the troll king and you just wait your turn." |
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11/20/12 1:09:36 PM#48
Originally posted by Vhaln Why is that a problem? It is just a matter of preference. Lots of hit single player games have the player play "their character" instead of yourself. This includes highly rated RPGs like FF7. There is no reason why MMO cannot have this as well, if it is done well. In fact, the new Marvel Heroes will be completely different from other MMOs in this aspect, and allows you to play marvel characters instead of your own. I think it is a refreshing change. |
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11/20/12 1:10:40 PM#49
Originally posted by dancingstar You don't have to. That is what instances are for. No waiting. It is as-if you are alone (with your group). |
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11/20/12 1:26:09 PM#50
Originally posted by lizardbones With respect, I disagree. Creating dynamic plotlines and accumulated history is a matter of having good simulations and good database designs. No, it's not easy, but neither is the complexity of animation that games have today - but iternation by iteration we've gotten more and more dancing avatars. I feel that when it comes to making better plot, ecology and event generation, MMOs haven't even scratched the surface of what's possible. If anything, I think we're reached a point where it's impossible for devs to keep up with the stories they want to see unfold. Take WoW for example: there's a war breaking out between the Horde and the Alliance. How much of that do you actually see in the world? It took them months to create a single scenario around a single battle. The rest of the world is completely unchanged. There simply isn't enough time and money to manually update the world around every plotline in progress. Because the stories they want to tell are not a part of the mechanics of the game they have created, every single event has to be manually redrawn. It's horribly inefficient.
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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 :) |
11/20/12 1:26:43 PM#51
Originally posted by DavisFlight
Since you felt compelled to correct him, could you share what you are basing that on? Hopefully it's not some weak "just look around" crap and that there's actual meat to your reply. It would be great to hear from an industry insider like you rather than from some armchair developer that talks out his ass on topics he doesn't know a damn thing about.
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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11/20/12 1:35:21 PM#52
Originally posted by nariusseldon Yeah, pretty much in the next sentence he describes instancing as a way to deal with that. For the most part I choose to live with or ignore the absurdity, and accept that when I leave the instance after killing the troll king the game world will still be infested with trolls who will carry on like nothing has changed. |
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11/20/12 1:43:31 PM#53
Stupid find the ring quests will always exist and with set dialogue options the format really becomes static. However, I agree, I don't want my character going on political rants and dropping knowledge I have yet to aquire. It makes me feel like I'm possesing someone, not being them. If a system like that needs to be in place, there should be more choice in the personality and behavior of your character. I still think you can do the simple yes or no format though and just work in different dialogue options, similar to an Elder Scrolls game or an older Bioware title. That's always been the best system. If you're going to do voice acted cut scenes that give the player no control at least make interesting characters...that's how the FF series always got away with it.
http://thewordiz.wordpress.com/ |
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11/20/12 1:48:55 PM#54
Originally posted by Loktofeit in WoW game tells to player that he should be happy now. in RPG your own decisions makes you feel happy. |
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11/20/12 1:55:59 PM#55
... because the alternative is thus far pretty much impossible to program and maintain. The answer is NOT 100% player to player interaction with zero NPC's or developer crafted anything because 75% of players are morons and the game would end up like Second Life. The answer is ridiculously complex multi-layered AI but the complexities of the sytem neccessary to make it work in a MMO is.. staggering to even try and explain on this forum. MMO History: |
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11/20/12 2:04:27 PM#56
Originally posted by mmoDAD It was never "you" or you're doing something wrong. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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11/20/12 2:11:19 PM#57
Originally posted by BadSpock Im just playing this unnamed game,theres lots of sand in the box and theres lots of quests also and i mean like alot,anyways,Im feeling quite heroic there,since im not killig that girl because she was so good looking,i didnt kill that grand father because i felt that his wife would be sad,i didnt kill that dog because it felt wrong etc.. i didnt care about rewards ,i just did what i felt is right. Theres plenty of ways.
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11/20/12 2:12:53 PM#58
Originally posted by ForumPvP What game would that be? MMO History: |
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11/20/12 2:22:46 PM#59
As an experiment, try designing some dynamic plot lines on paper. Completely ignore the technical details of how it would happen and focus on what would actually happen for the player. Create a pool of resources for the system to pull from, and then walk through the scenarios. Do a story board kind of thing. The number of options you have to have available will escalate quickly because the system will not be intelligent enough to create those options on the fly like a person would. Once you've done that, think about scaling the process up for an entire game. The source options for a small town are not going to be the same source options for a large city and they won't work for the bandit camp either. I do not write game software, but I do write business software, and one of the things I've done is simulations. One thing simulators have going for them is that they tend to simplify the processes involved, and the things they simulate are repetitive. That's the advantage of using them, instead of waiting for thousands of calls to come in, you can model it using SimPy and have an idea of what those thousands of calls are going to do in a couple seconds. If the behaviors are not repetitive, the simulation doesn't work. You have to write a new set of rules for each stage of the simulation. I can see how this might be possible in a game environment, but I can also see how easy it would be to bork the whole thing with a player doing something unexpected. I can see how much work that would be in a game because the behaviors being modeled are more complex than what usually get modeled too. The desirable process is a simple model that yields complex results. In a game, you would have a complex model that would yield complex results. You might have a complex model that yields simple results...who knows. I don't think anyone is doing this so it's hard to say. Anyway, I think the systems required would be an order of magnitude harder to produce than a quest engine, and you'd still have to produce at least the same amount of content to feed into the engine so that it can feed the content to the players. Even a "Choose Your Own Adventure" style system escalates quickly. I thought this would have been awesome for SWToR, but after I worked out some possible story branches, I realized how much additional work it would be to give each class two options at a couple different points in the story line. It was both ridiculous and disappointing. If the story lines didn't merge back together quickly, you went from doubling the amount of content to have eight or ten times the content after a few choices. It comes down to the scale of what you're doing and whether it relates to quest type story content. If you don't have the story dependency, it becomes a lot more possible. Players might come across a town that is being attacked by zombies. The zombies seem to be organized and they're coming from a cave, so the players can go to the cave and realize the source of the zombies is an intelligent zombie that once killed, makes the rest of the zombies easy to kill. While the town is free of the zombies, prices in the town go down, more resources become available for sale, the town prospers. If the players move on, eventually the zombies return because they like the cave and eventually the town is back to its original sad state. This whole thing is dynamic, depending on the players, but it's also repetitive (cyclical), making it possible. It's a far cry from actually being truly dynamic or a simulation though. For one, it's one, tiny part of a game world. All of the rules for that one town won't work in the next town, or the city across the continent. Every scenario would have its own rules and its own scripts. It's probably exponentially easier to make a bunch of cr@ppy quests, sell 2 million copies of your game and then write another one. Join the League For Gamers. |
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Slampig
Elite Member
Joined: 12/29/03
Whatever you do, do NOT speak ill of Asheron's Call 2... |
11/20/12 2:29:58 PM#60
Originally posted by mmoDAD Haha, you know you are talking about RPGs, right? Quests have ALWAYS been personalized, back to the pencil and paper versions of these games. *sigh* That Guild Wars 2 login screen knocked up my wife. Must be the second coming! |