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f13.net General Forums => MMOG Discussion => Topic started by: Ratman_tf on November 22, 2011, 01:45:58 PM



Title: Pathfinder MMO
Post by: Ratman_tf on November 22, 2011, 01:45:58 PM
Paizo, the company that makes the Pathfinder TTRPG announced an MMO today.

http://paizo.com/

https://goblinworks.com/


Title: Re: Pathfinder MMO
Post by: Rendakor on November 22, 2011, 04:06:10 PM
That's the modified 3.5E D&D ruleset, right? Or is this a different Pathfinder?


Title: Re: Pathfinder MMO
Post by: Fordel on November 22, 2011, 04:06:44 PM
Correct. 3.55++ or whatever.


Title: Re: Pathfinder MMO
Post by: Malakili on November 22, 2011, 04:10:40 PM
Correct. 3.55++ or whatever.

3.5 + actually viable classes across the board.

I actually really like Pathfinder enough that I bought a hard copy of the beta handbook when they were still writing it  :oh_i_see:  That being said, I don't think I'll be playing this.


Title: Re: Pathfinder MMO
Post by: Fordel on November 22, 2011, 04:11:49 PM
That's REALLY fucking debatable, the 'viable classes' thing.




Title: Re: Pathfinder MMO
Post by: Evildrider on November 22, 2011, 04:15:29 PM
Too bad it's 3rd edition  :awesome_for_real:


Title: Re: Pathfinder MMO
Post by: Ard on November 22, 2011, 04:26:35 PM
Heh, go read the faq on the developer's site.  It's pathfinder/3rd edition in name only.  They've even removed levels.  I have no clue where they're going with this.


Title: Re: Pathfinder MMO
Post by: Fordel on November 22, 2011, 04:30:21 PM
I just want to start a 3.5 vs 4e fight again.  :why_so_serious:


/not really


Title: Re: Pathfinder MMO
Post by: Ghambit on November 22, 2011, 05:19:52 PM
Heh... this still gets funding even though Neverwinter is on the plate?
Unless it's turn-based it's vapourware.


Title: Re: Pathfinder MMO
Post by: Ingmar on November 22, 2011, 05:22:05 PM
It isn't surprising they've stripped all that stuff out. Among the things the original OGL specifically did NOT allow you to do, was make computer games using the rules.


Title: Re: Pathfinder MMO
Post by: shiznitz on November 23, 2011, 07:15:50 AM
Maybe this will be the next UO!   :drill:

From FAQ:

Quote
How is Pathfinder Online different from World of Warcraft or any other fantasy MMO?

Most fantasy MMOs, including World of Warcraft, are "theme park" games. In theme parks, you're expected to work your way through a lot of scripted content until you reach the end, and then you play end-game content while you wait for the developers to release more theme park content so you can continue to advance your character.

The other end of the MMO spectrum is the "sandbox" game. In sandboxes, you're given a lot of tools and opportunities to create persistency in the world, then turned loose to explore, develop, find adventure, and dominate the world as you wish. You and the other players generate the primary content of the game by struggling with each other for resources, honor and territory. There is no "end game" and no level cap.

Pathfinder Online is a sandbox game with theme park elements. You'll be able to create your own place in the world of Golarion, complete with complex social and economic systems. You'll form ad-hoc or permanent groups ranging in size from small parties to large settlements and even huge nations, and interact with others in your world in a realistic, unscripted fashion. You'll also be able to participate in scripted adventures, though, with the outcome of those adventures helping to determine the shape of your world.

They are looking for accredited investors with a $100,000 minimum.  For those that don't know what accredited means, it means an institution or "proven rich guy" basically.  You can read the official definition here:

http://www.sec.gov/answers/accred.htm


Title: Re: Pathfinder MMO
Post by: Stormwaltz on November 23, 2011, 07:51:45 AM
They sent out a press release type of thing to their newsletter subscribers today.

Quote
Paizo Publishing, LLC has licensed the MMORPG electronic gaming rights to its smash-hit Pathfinder Roleplaying Game intellectual property to Goblinworks, a Redmond, Washington game developer and publisher that will create Pathfinder Online, a next-generation fantasy sandbox massively multiplayer online game. Founded by Paizo co-owner Lisa Stevens (Pathfinder RPG, Vampire: The Masquerade, Magic: The Gathering), game industry veteran Ryan S. Dancey (Dungeons & Dragons Third Edition, EVE Online), and experienced MMO developer Mark Kalmes (Microsoft, Cryptic Studios, CCP), Goblinworks is an independent company that will work with Paizo Publishing to bring the award-winning world and adventures of the Pathfinder Roleplaying Game to the online gaming market. The process has only just begun, and there is plenty of opportunity for gamers to get in on the ground floor of this exciting new project. Paizo and Goblinworks are committed to solicitin g player feedback about the Pathfinder Online project, and more information can be found at goblinworks.com.

Pathfinder Online will cast players as heroes in a unique online fantasy world filled with sword & sorcery adventures and kingdoms inhabited and controlled by thousands of competing players. Players can explore, develop, adventure, and dominate by playing fighters, rogues, clerics, or any of Pathfinder's many character classes, or they can go beyond the standard options to create nearly any type of character imaginable. Find lairs, ruins, and caverns filled with monstrous creatures and incredible treasure. Build glittering cities of castles and bustling markets. Take to the battlefield with vast armies to seize and hold territory. Players change the world and create new stories as they compete for resources, land, and military might. The possibilities are endless.

It sounds like a pipe dream, though a lovely and appealing one.


Title: Re: Pathfinder MMO
Post by: Ratman_tf on November 23, 2011, 08:30:41 AM
They sent out a press release type of thing to their newsletter subscribers today.

Quote
Paizo Publishing, LLC has licensed the MMORPG electronic gaming rights to its smash-hit Pathfinder Roleplaying Game intellectual property to Goblinworks, a Redmond, Washington

Oh, cool. Goblinworks is in Redmond. I'll toss them my resume for shits and giggles.


Title: Re: Pathfinder MMO
Post by: Ingmar on November 23, 2011, 08:45:03 AM
So that's what Ryan Dancey (architect of the OGL) is up to these days. Should be interesting to see what happens.


Title: Re: Pathfinder MMO
Post by: Modern Angel on November 23, 2011, 12:35:38 PM
I'm interested only insofar as Paizo's marketplace position (neck and neck with WOTC, sometimes even beating them in sales in some months) fascinates me. It's a ballsy move.


Title: Re: Pathfinder MMO
Post by: Bunk on November 23, 2011, 01:43:21 PM
Interesting, mainly because I've become a huge Pathfinder fanboi (been DMing an Adventure Path every Sunday for the past six months).


Title: Re: Pathfinder MMO
Post by: UnSub on November 23, 2011, 04:45:15 PM
So, a sandbox MMOG with themepark elements that is still searching for investors.

Right.


Title: Re: Pathfinder MMO
Post by: Ratman_tf on November 23, 2011, 04:55:10 PM
So, a sandbox MMOG with themepark elements that is still searching for investors.

Right.

Why should Richard Garriot have all the fun?


Title: Re: Pathfinder MMO
Post by: shiznitz on December 07, 2011, 05:32:47 PM
New blog post is up here:

https://goblinworks.com/blog/

Check this part:

Quote
Big Things Come in Small Packages

The second critical issue with theme park MMOs is that it's very difficult to entertain a crowd of theme park enthusiasts who have completed all the theme park content... and theme park enthusiasts can blast through content in no time. If new content isn't ready when players have finished the old content, they'll flee to another MMO (many will go back to World of Warcraft). The result is the "spike & crash" pattern we've seen with every major fantasy theme park MMO released in the past five years. Companies are then in the position where they no longer have enough customers to cover the cost of the enormous infrastructure they've built up for the launch. This is why many MMOs don't have long-term success.

Lisa's challenge to figure out how to make the game on a lean budget led me to the realization that the last thing we want is a huge spike of players followed by a rapid decline. What we want instead is a slow, steady growth of players—the same kind of growth that EVE Online has experienced almost every year since its launch. Since Goblinworks won't have to pay off a huge theme park mortgage, our focus will instead be on making our virtual world as engaging as possible and sustaining that virtual world as the population grows over years of time.

But a sandbox needs a critical mass of players to interact with each other, or they may as well be playing a solo game. One part of the design that helps determine the amount of interaction is the density of the world—how big is it and how many characters are in that space?

We believe that we've solved that equation in a surprising way, which led us to what we think is a revolutionary plan.

At launch, and for the first seven months following, we will cap new paying players at 4,500 per month. Four thousand five hundred new paying players monthly. We expect to keep only about 25% of those players on a long-term basis, so after we factor in attrition of each month's signups, we end up with 16,500 paying players at the end of that seven-month period.

Making a game that starts with 4,500 players and grows to 16,500 players is much, much easier and vastly less expensive than making a game designed to accommodate a million players on day one. We'll be able to focus on a relatively small part of the world at first, expanding it only as we need to.

After the first seven months, we'll raise the limit on new paying players to 12,000 per month. That will remain our goal for the next couple years of Pathfinder Online's life cycle. Factoring in attrition, by the end of the game's third year of operation, we expect to have about 120,000 paying players. For many MMOs, that number would be considered a failure, but because of our lean development strategy, achieving that number of paying customers will mean success for Pathfinder Online.

Crazy or genius?


Title: Re: Pathfinder MMO
Post by: Ingmar on December 07, 2011, 05:35:33 PM
His last crazy plan (the OGL) worked very well. I think they're far more likely to fail than succeed, but this is a project I'll be rooting for.


Title: Re: Pathfinder MMO
Post by: lamaros on December 07, 2011, 06:01:48 PM
Its the smartest (simplified) business model for a niche MMO I've seen yet.


Title: Re: Pathfinder MMO
Post by: UnSub on December 07, 2011, 06:20:56 PM
It's a great sounding theory.

However...

Quote
We're leveraging middleware to reduce cost, development time and risk. We're making a sandbox-focused game with a launch target of 4,500 players on a slow but steady growth plan.

And one of the best parts of it is that it means our development plan is much shorter than traditional theme park MMOs require. Once we've begun full production, we'll be sharing milestones with the community so you'll be able to track our progress from start to release.

It's a low-return, long-term model. There will be the rush to get in early (and forced exclusivity will actually create greater launch demand from certain groups) but the critical question is how many players will still want to be signing up 3 months post-launch. If you aren't on the first wave in sandbox-ish game, there is the risk that you'll be crowded out by other players / guilds establishing themselves. Also, a shorter development time means less content which in turn means that there will be a lot of players who complain about lack of content. That's not good in a small pool of early paying users.

I'm all for different game development models and shorter development times for MMOs, but this seems an odd mix. Did player caps on release work for Darkfall?

The middleware is also a thing. It isn't as bad as it was a few years ago, but this model isn't going to have the revenue to work around middleware restrictions / limitations if they don't pick the right one up front.


Title: Re: Pathfinder MMO
Post by: shiznitz on December 07, 2011, 06:33:24 PM
The idea of a limit is a good one. 4,500 seems awfully small, though.  You could have a much larger monthly "class" and still maintain the sense of exclusivity.


Title: Re: Pathfinder MMO
Post by: lamaros on December 07, 2011, 06:41:16 PM
It's a great sounding theory.

However...

Quote
We're leveraging middleware to reduce cost, development time and risk. We're making a sandbox-focused game with a launch target of 4,500 players on a slow but steady growth plan.

And one of the best parts of it is that it means our development plan is much shorter than traditional theme park MMOs require. Once we've begun full production, we'll be sharing milestones with the community so you'll be able to track our progress from start to release.

It's a low-return, long-term model. There will be the rush to get in early (and forced exclusivity will actually create greater launch demand from certain groups) but the critical question is how many players will still want to be signing up 3 months post-launch. If you aren't on the first wave in sandbox-ish game, there is the risk that you'll be crowded out by other players / guilds establishing themselves. Also, a shorter development time means less content which in turn means that there will be a lot of players who complain about lack of content. That's not good in a small pool of early paying users.

I'm all for different game development models and shorter development times for MMOs, but this seems an odd mix. Did player caps on release work for Darkfall?

The middleware is also a thing. It isn't as bad as it was a few years ago, but this model isn't going to have the revenue to work around middleware restrictions / limitations if they don't pick the right one up front.

Both of these were addressed in the blog post.

They game doesn't sound like it is going to be level based, and with new areas being released with each 'push' of new players I think the opportunites will not be as hugely skewed to existing players as it might seem. Also it's something they are aware of, which at least means they will keep and eye on it. (Edit: Also, once you get to a certain point, you will probably be releasing new servers too, which is a fresh start and gives no one an advantage.)

In terms of content obviously they are going heavy on the world building and hoping that they can create a social and political environment that allows players to generate their own content. Eve seems to do this pretty well, so I dunno why they couldn't too. Also they seem to have a lot of existing assets to use in terms of the Pathfinder stuff, so costs there are going to be much lower than if they had to write and design all that stuff too, giving them time to implement it right.

I think the Darkfall comparison is a good one. If a bunch of lazy guys with no real idea what they are doing can release a MMO that somewhat works, then a bunch of experienced people with a good business plan and open eyes should be able to do it much much better.

I'm going with optimistic for now.


Title: Re: Pathfinder MMO
Post by: Kageru on December 07, 2011, 08:25:50 PM

Seems like a questionable solution to the wrong problem to me. Any solution that boils down to "don't let people buy our game" sounds like a bad starting point.

And while I agree that a smaller title should aim for a more sandbox / interesting mechanics style of play over theme-park content (like Eve did and Fallen Earth didn't) I still don't see how that ties to the solution presented. You need to get a user base established ASAP (and an income stream) that will keep people sticking with the product while content evolves. And likewise you need a substantial population to make most of the interesting mechanics work. Eve would never have worked if the growth of player organisations had been stymied, and space been empty, as this  suggestion encourages.


Title: Re: Pathfinder MMO
Post by: Ghambit on December 07, 2011, 08:51:23 PM
If they're gonna go as far as limiting signups to a paltry 4500 per month, then why not just embrace the spirit of Pathfinder/OGL and lease their property out to enterprise serverfarms who want to take a shot at a franchise?  To me, that's a MUCH smarter biz model as you limit your exposure w/o limiting your base.  Especially since this is supposed to be sandboxey, you may take it even further by allowing varying rulesets ala Neverwinter.


Title: Re: Pathfinder MMO
Post by: lamaros on December 07, 2011, 10:53:51 PM

Seems like a questionable solution to the wrong problem to me. Any solution that boils down to "don't let people buy our game" sounds like a bad starting point.

And while I agree that a smaller title should aim for a more sandbox / interesting mechanics style of play over theme-park content (like Eve did and Fallen Earth didn't) I still don't see how that ties to the solution presented. You need to get a user base established ASAP (and an income stream) that will keep people sticking with the product while content evolves. And likewise you need a substantial population to make most of the interesting mechanics work. Eve would never have worked if the growth of player organisations had been stymied, and space been empty, as this  suggestion encourages.


You don't think 4500 is enough for one server in the first month? Dunno where you're getting the 'space is empty, etc' comment from.


Title: Re: Pathfinder MMO
Post by: Ratman_tf on December 08, 2011, 01:00:34 AM
How are they going to decide who gets in?

I think the idea is sound, but it seems more fitting for an IP with no brand recognition. I imagine a few gamers know of Pathfinder, and word of mouth among the MMOGers should give this thing a bit of exposure.


Title: Re: Pathfinder MMO
Post by: Sheepherder on December 08, 2011, 01:05:37 AM
"Oh, hey, a Pathfinder MMO!  I'll tell the guys, and we can get a group together to take turns rolling virtual D20's, slay monsters, and level up together!"

"Umm, there's no D20's. Or turns.  Or levels.  Also, you probably won't be able to play with your friends for a few months."

"Huh."


Title: Re: Pathfinder MMO
Post by: Fordel on December 08, 2011, 01:36:28 AM
Pathfinder does have it's own setting IP thing right?


Title: Re: Pathfinder MMO
Post by: Kitsune on December 08, 2011, 01:37:52 AM
Pathfinder is a system for cretins and scofflaws.  Arcana Unearthed/Evolved is the actual best OGL-based system out there.  I would squeal like a girl if it ever got a decent port into a MMORPG.


Title: Re: Pathfinder MMO
Post by: Fordel on December 08, 2011, 01:41:34 AM
I have no idea what that is Kitsune.


Then again I only know what Pathfinder is because every time someone mentions DnD someone else goes on about Pathfinder as the one true faith or whatever.  :why_so_serious:


Title: Re: Pathfinder MMO
Post by: Kageru on December 08, 2011, 03:26:55 AM
You don't think 4500 is enough for one server in the first month? Dunno where you're getting the 'space is empty, etc' comment from.

I don't think putting a player limit makes much sense at all. The launch day buzz is the best time to sell your game.

The "Empty space" was part of a sentence talking about Eve. 4500 people in the Eve universe would be an empty wasteland. But it's also my belief that if you are going to have a sandbox world and emergent gameplay you need quite a lot of people to make it work / avoid dead space.


Title: Re: Pathfinder MMO
Post by: lamaros on December 08, 2011, 05:07:20 AM
Sure, but it's not Eve's world.

What is to stop them releasing with a smaller space and fewer servers, and then opening up more of the landmass and adding more servers over time? It won't feel empty if they get the balance right.

Launch isn't the be and end all of a game, otherwise games would never increase their subs unless it was tied to a launch or expansion. With mmos long term retention and growing of the population is much more to do with the quality of the product. Be it WoW or Eve.

I think the reasoning behind a limited launch are pretty reasonable: they want to stop themselves from getting overextended.

Or, look at it a different way: the first 6 months are actually just a carefully controlled paid beta test. The limits are much more understandable then, all you have to question is the paid element. Personally I'm fine with that.



Title: Re: Pathfinder MMO
Post by: Ratman_tf on December 08, 2011, 05:56:00 AM
Pathfinder does have it's own setting IP thing right?

Yep. Golarion.

http://pathfinder.wikia.com/wiki/Golarion

The world itself (from what I hear) is pretty bog standard, but I also hear the adventure paths. (Series of adventure modules that tell a story) are quite good.


Title: Re: Pathfinder MMO
Post by: Bunk on December 08, 2011, 06:16:11 AM
It's a well developed world, though it does suffer a bit of potatosaladness in that every concievable "setting" has been jammed in to it. The adventure paths each really focus on developing the chunk of the world they happen to be set in.


Title: Re: Pathfinder MMO
Post by: HaemishM on December 08, 2011, 09:22:10 AM
Its the smartest (simplified) business model for a niche MMO I've seen yet.

Yeah, back when Savant and a bunch of us were talking about developing Cyberpunk Online, one of the ideas I argued for was a staggered "limited" release to alleviate the YAAAAAAAAAAAAAARRRRGGGGG launch day server shit. Not only would the exclusivity work in our favor for marketing purposes (everyone loves the club they can't get into), but it would help with infrastructure build out. Nice to see someone actually trying that strategy out.


Title: Re: Pathfinder MMO
Post by: shiznitz on December 08, 2011, 02:51:14 PM
How can it be Pathfinder without levels?


Title: Re: Pathfinder MMO
Post by: Ingmar on December 08, 2011, 03:36:10 PM
How are they going to decide who gets in?

I think the idea is sound, but it seems more fitting for an IP with no brand recognition. I imagine a few gamers know of Pathfinder, and word of mouth among the MMOGers should give this thing a bit of exposure.

I actually have some connections that might be worth a damn for this one, I will definitely be trying to abuse them.

How can it be Pathfinder without levels?

Because it uses the Pathfinder setting. They *cannot* develop computer games with the d20 system, the OGL specifically limits that.


Title: Re: Pathfinder MMO
Post by: Fordel on December 08, 2011, 04:34:17 PM
Do Halflings ride Dinosaurs in Pathfinder?


Title: Re: Pathfinder MMO
Post by: Ingmar on December 08, 2011, 06:05:31 PM
No but there is a kingdom of demon-worshipping monkeys ruled over by a super-gorilla. I call it a wash.


Title: Re: Pathfinder MMO
Post by: Ratman_tf on December 09, 2011, 12:26:24 AM
How can it be Pathfinder without levels?

Because it uses the Pathfinder setting. They *cannot* develop computer games with the d20 system, the OGL specifically limits that.

Game mechanics cannot be copyrighted, the expression of them can. That's how the OSR (http://www.batintheattic.com/oldschoolsurvey.htm) came about.

http://www.copyright.gov/fls/fl108.html

Hell, look at WoW (or every other CRPG system under the sun). They could have levels if they wanted. They couldn't lift the d20 system whole and plop it into a MMOG, but I dont' think they'd want to.


Title: Re: Pathfinder MMO
Post by: Ingmar on December 09, 2011, 01:12:09 AM
Which has nothing to do with making electronic games using the d20 OGL stuff:

http://www.wizards.com/default.asp?x=d20/oglfaq/20040123i

I admit though it isn't as restrictive as I remember, but they're still going to be treading on shaky legal ground and I expect they don't want the risk.

(EDIT: And to be clear my answer earlier wasn't really meant to answer "no they can't have levels." I sort of misread shiznitz's intent, possibly.)


Title: Re: Pathfinder MMO
Post by: shiznitz on December 09, 2011, 11:05:10 AM


Because it uses the Pathfinder setting. They *cannot* develop computer games with the d20 system, the OGL specifically limits that.

Well, the Pathfinder setting doesn't mean shit to me.  So the mechanics are completely unknown then.


Title: Re: Pathfinder MMO
Post by: UnSub on December 10, 2011, 07:10:15 AM
Doing such things saves time on the lore development and concept art. It also means the gaming press, desperate for content, has something to put up under both the "MMO" and "P'n'P" tags.


Title: Re: Pathfinder MMO
Post by: Modern Angel on December 10, 2011, 07:15:45 AM
Wrong, wrong, wrong.

Pathfinder runs neck and neck with D&D in terms of market share now. Some quarters it actually beats them. I don't play it or have any desire to but there's absolutely a big market for the pen and paper game. Will it translate over to broader sales? Probably not.... which is why they're doing what they're doing.


Title: Re: Pathfinder MMO
Post by: Fordel on December 10, 2011, 01:49:47 PM
Wrong, wrong, wrong.

Pathfinder runs neck and neck with D&D in terms of market share now. Some quarters it actually beats them. I don't play it or have any desire to but there's absolutely a big market for the pen and paper game. Will it translate over to broader sales? Probably not.... which is why they're doing what they're doing.


That still doesn't make it main stream though. Like, I don't think they are making Pathfinder jokes on Futurama.


DDO was fucking bizarre in that it has fuckloads of 3e in it, but they went with clickspam combat. Plus my Warforged drowned, it fucking drowned, I will never forgive them for that.


Title: Re: Pathfinder MMO
Post by: Evildrider on December 10, 2011, 05:04:17 PM
Wrong, wrong, wrong.

Pathfinder runs neck and neck with D&D in terms of market share now. Some quarters it actually beats them. I don't play it or have any desire to but there's absolutely a big market for the pen and paper game. Will it translate over to broader sales? Probably not.... which is why they're doing what they're doing.

I had never heard of Pathfinder before til the D&D thread here. 


Title: Re: Pathfinder MMO
Post by: UnSub on December 11, 2011, 06:37:57 AM
Wrong, wrong, wrong.

Pathfinder runs neck and neck with D&D in terms of market share now. Some quarters it actually beats them. I don't play it or have any desire to but there's absolutely a big market for the pen and paper game. Will it translate over to broader sales? Probably not.... which is why they're doing what they're doing.

Buying the IP gets you the lore, the concept art and the existing fanbase... who generally leave when it turns out you aren't making the RPG they have in their heads.

The P'n'P RPG market is one that has been shrinking for a while, at least in part thanks to online RPGs. That a D&D alternative has popped up and been more popular than D&D for a little while is interesting, but doesn't mean much for the MMO version of it (especially when it is capped at 4 500 players per sign-up period).


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on December 12, 2011, 09:05:26 AM
Whats pathfinder?


Title: Re: Pathfinder MMO
Post by: Modern Angel on December 12, 2011, 11:03:07 AM
Correct, it doesn't make it a mainstream game. Which is why they're doing the 4500ish server cap and slowly expanding as need be.


Title: Re: Pathfinder MMO
Post by: Goumindong on December 12, 2011, 08:53:05 PM
Wrong, wrong, wrong.

Pathfinder runs neck and neck with D&D in terms of market share now.

I cannot find any reliable information to support that. ICv2 seems to have some information, but none about how they do their sampling, and they don't catch any of the major distributors(or each subscription service) which are likely to have significant differences compared to their target market.


Title: Re: Pathfinder MMO
Post by: Ingmar on December 12, 2011, 08:54:36 PM
The main issue with all the speculation about who is or isn't selling more is that I don't think anyone is capturing their in-house revenue, whether that's D&D Insider subscriptions or the Paizo Store. In other words, anyone who tells you one thing or the other probably doesn't actually know anything definitive at all.


Title: Re: Pathfinder MMO
Post by: Sheepherder on December 12, 2011, 11:52:46 PM
Yeah, back when Savant and a bunch of us were talking about developing Cyberpunk Online, one of the ideas I argued for was a staggered "limited" release to alleviate the YAAAAAAAAAAAAAARRRRGGGGG launch day server shit. Not only would the exclusivity work in our favor for marketing purposes (everyone loves the club they can't get into), but it would help with infrastructure build out. Nice to see someone actually trying that strategy out.

Too many people will want to bring their friends to make exclusivity a selling point.


Title: Re: Pathfinder MMO
Post by: Khaldun on December 13, 2011, 04:30:42 AM
A sandbox MMO of this kind needs to emphasize trying to "level up the world", e.g., your gameplay has to be oriented on events, buildings, etc. in the world, not in your character; you have to have an emergent story and procedural content. If you do it right, coming in later in the story is ok. If it's all about being King Asshat of Turd Mountain, coming in later is not ok, e.g., if it's about characters accumulating progressively more and more resources from playing in the world. Then you can never catch up unless there is some kind of play dynamic that puts more and more pressure on the accumulators and makes it hard to keep what they've got.

Most of the devs I've talked to with an interest in sandbox design don't really grok this point. EVE is in some sense just as bad a example for the business model they've sketched as WoW is.


Title: Re: Pathfinder MMO
Post by: Modern Angel on December 13, 2011, 06:44:05 AM

I cannot find any reliable information to support that. ICv2 seems to have some information, but none about how they do their sampling, and they don't catch any of the major distributors(or each subscription service) which are likely to have significant differences compared to their target market.

ICv2 is reliable "enough" to extrapolate outwards, which is what I think they do: take the info that is available and then crunch it to as reliable a number as you're going to find. If it's going to take earnings reports from every company above White Wolf size then nothing's ever going to be reliable.


Title: Re: Pathfinder MMO
Post by: lamaros on December 13, 2011, 05:43:28 PM
A sandbox MMO of this kind needs to emphasize trying to "level up the world", e.g., your gameplay has to be oriented on events, buildings, etc. in the world, not in your character; you have to have an emergent story and procedural content. If you do it right, coming in later in the story is ok. If it's all about being King Asshat of Turd Mountain, coming in later is not ok, e.g., if it's about characters accumulating progressively more and more resources from playing in the world. Then you can never catch up unless there is some kind of play dynamic that puts more and more pressure on the accumulators and makes it hard to keep what they've got.

Most of the devs I've talked to with an interest in sandbox design don't really grok this point. EVE is in some sense just as bad a example for the business model they've sketched as WoW is.

The best games I've played of that variety have still been MUDs. With even simple political systems coded in (cities with ranks and - control of rents, taxes, etc, etc) players were responsible for most of the fun stuff that happened. Give people tools to build world elements and they will. Provided you monitor the game and make sure nothing gets completely out of hand then things will ebb and flow of their own. Focusing this development in player skills and player objects is, as you say, entirely the wrong thing to do.

EG: I logged in to Eve a few years back and the skill system turned me off completely. I loved the ideas involved with much of the game but the interface and the skills were a big barrier. I would have no problem logging in to a established game and seeing a huge city and being told by another player "yeah, we run elections every 6 months, if you want to get involved you can, but it will take a bit of time. Maybe suck up to the quartermaster as an in. Or join our army (PvP skirmishes) and prove a bit of loyalty to build up trust." Being told "yeah, the game is awesome and lots of fun, but you need to get this skill and that skill first, then maybe you can join in with everything else we're doing. Also don't try and do you own thing because that player group has all the big weapons and you can't compete unless you spend a year building your own."

Of course, that idea would probably involve little physical character development besides clothing and maybe basic gear, which would make it much harder to addict attract players who are used to games being about 'physical' individual rewards.

Also your basic game mechanics have to be really fun, because lots of people won't play otherwise.

While there is a problem of resources no matter what (if you have goods or money - which it very likely will - then new players will probably not be able to compete with some game elements unless they join in with an existing system) that could be strongly managed by having new 'pushes' open up new areas of the world with unique resources, giving new players a place to carve out a niche and quickly establish a presence in the world. That and a high rate of attrition, meaning that you can't just get ahead and rest up.

Maybe of these systems would be really unpopular though. So it will be interesting to see how they try and handle things.


Title: Re: Pathfinder MMO
Post by: Ingmar on December 13, 2011, 05:48:29 PM
A sandbox MMO of this kind needs to emphasize trying to "level up the world", e.g., your gameplay has to be oriented on events, buildings, etc. in the world, not in your character; you have to have an emergent story and procedural content. If you do it right, coming in later in the story is ok. If it's all about being King Asshat of Turd Mountain, coming in later is not ok, e.g., if it's about characters accumulating progressively more and more resources from playing in the world. Then you can never catch up unless there is some kind of play dynamic that puts more and more pressure on the accumulators and makes it hard to keep what they've got.

Most of the devs I've talked to with an interest in sandbox design don't really grok this point. EVE is in some sense just as bad a example for the business model they've sketched as WoW is.

I think they can overcome that fairly easily with a combination of two things:

- When you add more people, you add more territory
- You make it difficult for existing landholders to just blob into the new territory instead of people with no land

There are a number of ways you could do that.


Title: Re: Pathfinder MMO
Post by: Goumindong on December 14, 2011, 09:30:57 AM
ICv2 is reliable "enough" to extrapolate outwards, which is what I think they do: take the info that is available and then crunch it to as reliable a number as you're going to find. If it's going to take earnings reports from every company above White Wolf size then nothing's ever going to be reliable.

They would be, if you expected that the market proportions were the same no matter where things were bought. But that is unlikely to be true. If it is not(and we have a reasonable enough suspicion to think it isn't) then it is not "reliable enough" to extrapolate outwards. Not because they did a bad job, but because they simply cannot catch significant market differences.

I mean, if i believed that non-DnD RPG's had the kind of market presence that DnD did outside of hobby stores then yea it would make sense to believe that sampling hobby stores would work. But i think its fairly ridiculous to assert that non-DnD RPG's have the same proportional market presence that DnD has through the major distributors. Which means that we can suspect that extrapolating hobby data is biased in a particular way which makes the results meaningless.


Title: Re: Pathfinder MMO
Post by: Ingmar on December 14, 2011, 10:37:43 AM
I also think it is a pretty safe bet that direct sales are a significant chunk of both companies revenue aand we have no evidence in particular to speculate as to who makes more on those. FWIW last I looked WotC's forums had way more activity, but I don't think that really proves aanything.


Title: Re: Pathfinder MMO
Post by: Modern Angel on December 14, 2011, 01:52:35 PM
Except that their methodology includes speaking to the manufacturers, themselves.

None of this means that it's foolproof, merely that it's the best that you're going to get because of the way the RPG market works. And I think it's absolutely safe to say that they're running pretty damned close with one another. Any further breakdown is impossible but it's okay to say they're tied for first in market share while recognizing how imperfect the metrics are.


Title: Re: Pathfinder MMO
Post by: Goumindong on December 14, 2011, 03:19:29 PM
Except that their methodology includes speaking to the manufacturers, themselves.

Really, you have their methodology? Because i cant find it.

Also, the manufacturers don't release the information as of current, no reason to suspect they would just because ICv2 decided to ask rather than well, anyone else.


Title: Re: Pathfinder MMO
Post by: Ingmar on December 14, 2011, 03:27:07 PM
Even if it is accurately capturing direct channel sales to hobby stores I'm pretty certain that's less than half the revenue stream for either company, probably significantly less.


Title: Re: Pathfinder MMO
Post by: Sheepherder on December 15, 2011, 04:07:07 AM
Most of the devs I've talked to with an interest in sandbox design don't really grok this point. EVE is in some sense just as bad a example for the business model they've sketched as WoW is.

Or they're just not all that enthused about regular mudflation.


Title: Re: Pathfinder MMO
Post by: Bunk on December 15, 2011, 06:28:44 AM
Whats pathfinder?

www.d20pfsrd.com (http://www.d20pfsrd.com)
paizo.com (http://paizo.com)

Everything you could ever want to know.


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on December 15, 2011, 07:59:33 AM
Was not a question that needed to be answered :)


Title: Re: Pathfinder MMO
Post by: Bunk on December 15, 2011, 11:00:59 AM
Was more for anyone else stumbling across the thread and actually wondering about it.


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on December 15, 2011, 11:13:34 AM
I do have a question. Is it more or less complicated than DnD as far as numbers and math go?


Title: Re: Pathfinder MMO
Post by: Ingmar on December 15, 2011, 11:23:23 AM
More complicated than 4e, pretty much the same as 3e.


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on December 15, 2011, 11:25:32 AM
Bah. Been looking for a quick simple PnP for a while. Anything resembling DnD is out.


Title: Re: Pathfinder MMO
Post by: Bunk on December 15, 2011, 11:29:07 AM
Though they did recently release a "Beginners" Box Set, which is targeted for getting people new to RPGs in to the genre by keeping things simpler. Might be worth a look. Reviews of it have been quite good.


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on December 15, 2011, 11:31:50 AM
That's what I have been looking at, asked for it for x-mass, especially for the pre-made character sheets with all the markup on the side. Still, For me, and anyone ill be playing with, stopping to do tons of math just kills the fun.


Title: Re: Pathfinder MMO
Post by: Goumindong on December 16, 2011, 09:53:12 AM
The most complicated math you're likely to have to do is adding numbers and checking the result.

The setup is often complicated, but that is because it is difficult to have a game be reasonably balanced and still have a simple system to create abilities.

I think that the base 4e (not sure about essentials or the starter box) is pretty serviceable in this regard so long as you are using pre-created adventures.

Level/2 + ability score + bonuses is pretty much everything you have to know.


Title: Re: Pathfinder MMO
Post by: Fordel on December 16, 2011, 01:56:58 PM
Essentials is still using the same underlying math, they just dramatically reduce power selection decisions.


Title: Re: Pathfinder MMO
Post by: UnSub on January 19, 2012, 12:16:19 AM
Ways to ensure that only 4500 players a month are interested:

Corpse runs, possible inventory loss on death, player-driven justice system, need to be part of a strong guild to survive. (https://goblinworks.com/blog/index.html#20120118)


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on January 19, 2012, 06:10:20 AM
Ok. No thanks. With those features, you will only likely get High school age users, or those that peaked in highschool.

Also, why do people think they can use those features yet follow up with this:

Quote
One thing that we're deeply committed to at Goblinworks is building a game that has a low tolerance for "griefing."

Those features ATTRACT the very people you want to stop. You are courting Griefers with those features, and you know it.


Quote
An example is a group who attacks and kills trespassers in a certain area to deny access to that territory to other players.

Whats the point of your goddam game then if you do not allow this!   :oh_i_see:


Title: Re: Pathfinder MMO
Post by: HaemishM on January 19, 2012, 08:32:12 AM
Ways to ensure that only 4500 players a month are interested:

Corpse runs, possible inventory loss on death, player-driven justice system, need to be part of a strong guild to survive. (https://goblinworks.com/blog/index.html#20120118)

Translation: We haven't learned a goddamn thing from almost 13 years of released MMOG's. We are steadfastly committed to making the same fucking mistakes over and over again until our game is full of shitheels and crotchpheasants!


Title: Re: Pathfinder MMO
Post by: shiznitz on January 19, 2012, 11:01:58 AM
That is the initial EQ2 "soft" corpse looting system.  There is a reason they removed it after less than a year.  I wonder how this mechanic will deal with quest turn in items?  No way they let those poof.  What about bind-on-equip items?  I see this being softening to the point of simply a travel tax pretty quickly.

And the "we miss UO" section:

Quote
If you attempt to heal or buff characters who are in the act of attacking others, even if you are not a member of the same group or social organization as those you're healing, you'll be subject to the same penalties as the criminals you've chosen to associate with. Likewise, if you debuff, dispel, or banish assets of characters engaged in PvP, you'll be tagged with the same penalties as those your targets are fighting if they should die. In both cases, you'll make yourself a legitimate target for retribution during the fight—your opponents won't become criminals by acting to stop you from aiding their enemies.

Because the criminal system in UO was so successful at stopping griefing...


Title: Re: Pathfinder MMO
Post by: Nebu on January 19, 2012, 01:32:39 PM
Ways to ensure that only 4500 players a month are interested:

Corpse runs, possible inventory loss on death, player-driven justice system, need to be part of a strong guild to survive. (https://goblinworks.com/blog/index.html#20120118)

Make that 4501.  I like these kinds of things.  It encourages me to play a class that is competitive naked.


Title: Re: Pathfinder MMO
Post by: Malakili on January 19, 2012, 01:52:31 PM
Quote
Your character will re-enter play at the soulbinding point holding and wearing whatever gear they had equipped when they died, so you won't have to start without your armor, or the weapons, wands, or staves you were using. However, until you return to your husk, you are in danger of losing the rest of your inventory. If you get to your husk before anyone else, you'll be able to get all your stuff back. However, if another player finds your husk before you do, they'll be able to loot it. They won't recover everything that you had in your inventory—just a random selection—but the rest of your inventory will be destroyed and removed from the game. If you die surrounded by allies, they can't just pick up all of your equipment for you, as doing so would cause some of it to be removed from the game, but your allies could attempt to defend your husk until you return to it, so that you lose nothing but travel time.

I'm not particularly against item loss, but this might be the worst implementation of it I've seen.


Title: Re: Pathfinder MMO
Post by: shiznitz on January 19, 2012, 02:05:14 PM
The DIKU loot model most of us grew up on (i.e. random rewards for loot requiring a /ran function in the game to decide who gets what) had some basis at least in human psychology (eg. gambling) but twisting that into random punishment (i.e. losing the cool loot item you just won because 4a$r4p3r looter won the lotto looting your corpse) is beyond daft.

BTW, here is his LinkedIn profile if you care enough to tell him he is batshit crazy.

http://www.linkedin.com/in/rsdancey


Title: Re: Pathfinder MMO
Post by: UnSub on January 19, 2012, 05:40:02 PM
Ways to ensure that only 4500 players a month are interested:

Corpse runs, possible inventory loss on death, player-driven justice system, need to be part of a strong guild to survive. (https://goblinworks.com/blog/index.html#20120118)

Translation: We haven't learned a goddamn thing from almost 13 years of released MMOG's. We are steadfastly committed to making the same fucking mistakes over and over again until our game is full of shitheels and crotchpheasants!

A lot of MMO devs have apparently never met a MMO player, or somehow think that the min/max tactics a dev might use when they play would never be used by anyone else.

Nebu's almost correct - I don't think that your character loses what they are wearing, just what they have in their inventory. Player solution: wear the best weapons and armour you can possibly afford and carry almost nothing expensive in your inventory.

Should the game ever launch, the first in will potentially have a huge advantage over those who come next, particularly if a guild can set up territorial control over key areas early. Not sure how many players from wave 4 will accept an introduction of, "Welcome to Pathfinder! The Empire demands its tithe; enjoy meeting the gank squad. All the good spots have already been taken too."

Now all it needs is permanent player housing that can be built wherever players can find valid land and the circle will be complete. 


Title: Re: Pathfinder MMO
Post by: JWIV on January 20, 2012, 05:26:40 AM
Ugh.  If I wanted a kick to the nuts in my gameplay  - I could just go play Vanguard again.


Title: Re: Pathfinder MMO
Post by: Modern Angel on January 20, 2012, 05:43:14 AM
Amazing.

I will say that this is mitigated by the fact that they're planning on low sub numbers. I don't think, in a post-WoW world with the jury still out on SWTOR, that indie MMOs which are designed to be very niche are the worst outcome we could have.


Title: Re: Pathfinder MMO
Post by: Malakili on January 20, 2012, 06:06:55 AM
Ugh.  If I wanted a kick to the nuts in my gameplay  - I could just go play Vanguard again.

The part that really gets me is that you can't have allies loot you without perma loss of some of the items.   I can deal with the idea of some enemy looting my corpse and therefore losing items, but it seems to me that anyone but you looting your corpse = some items get nuked is just a bad way to do it.  Give me Darkfall over that.


Title: Re: Pathfinder MMO
Post by: Lantyssa on January 20, 2012, 06:55:29 AM
The DIKU loot model most of us grew up on (i.e. random rewards for loot requiring a /ran function in the game to decide who gets what) had some basis at least in human psychology (eg. gambling) but twisting that into random punishment (i.e. losing the cool loot item you just won because 4a$r4p3r looter won the lotto looting your corpse) is beyond daft.
The real DIKU model the mobs wore or carried what you could loot.  There were even spells you could use to help pinpoint what mob had an item you were interested in.  At least with stock code.  It was EQ(?) or later that made random loot be the defacto rule.


Title: Re: Pathfinder MMO
Post by: shiznitz on January 20, 2012, 07:49:50 AM
Right and EQ set the DIKU MMO genre hard on that random loot drop course. As annoying as it was to get on a list to have a chance to roll on the FBSS, it was strangely compelling.  Until it wasn't.


Title: Re: Pathfinder MMO
Post by: Fordel on January 20, 2012, 10:06:28 AM
I've never found random loot compelling and the fact so many people seem to like it drives me a little mad.


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on January 20, 2012, 10:38:20 AM
I don't think anyone likes it.


Title: Re: Pathfinder MMO
Post by: Ingmar on January 20, 2012, 10:39:26 AM
I don't think anyone likes it.

Millions of Diablo players disagree.


Title: Re: Pathfinder MMO
Post by: Mrbloodworth on January 20, 2012, 10:42:13 AM
Completely different i think. I don't like a 1/20 chance of getting a _____ paw. For example. I also do not like getting an item I can't use ( Loved WAR for this ). What I do not mind is random item looks, stats and slots. That's fine. Maybe I misunderstood what you guys were talking about.


Title: Re: Pathfinder MMO
Post by: Ingmar on January 20, 2012, 11:11:40 AM
An SoJ is an SoJ, and your chances of getting one are far more random than most everything in an MMO.


Title: Re: Pathfinder MMO
Post by: shiznitz on January 20, 2012, 05:04:59 PM
Completely different i think. I don't like a 1/20 chance of getting a _____ paw. For example. I also do not like getting an item I can't use ( Loved WAR for this ). What I do not mind is random item looks, stats and slots. That's fine. Maybe I misunderstood what you guys were talking about.

I wasn't referring so much to "type of item" randomness, but the kill the mob and "who the hell knows if he will drop anything this time" randomness. 


Title: Re: Pathfinder MMO
Post by: Ratman_tf on January 20, 2012, 06:39:45 PM
Ways to ensure that only 4500 players a month are interested:

Corpse runs, possible inventory loss on death, player-driven justice system, need to be part of a strong guild to survive. (https://goblinworks.com/blog/index.html#20120118)

Awesome! I was afraid it was going the WoW clone route, and we'd have nothing to talk about.  :grin:


Title: Re: Pathfinder MMO
Post by: Kageru on January 20, 2012, 07:10:37 PM

Random loot is fine. It's a design balance to extend content at a cost in repetition / tedium if you overdo it. It meant that when you saw a named mob in an EQ dungeon you got excited at what you might get, if you saw the item on the corpse you felt a burst of happiness. Worked especially well in EQ where sitting around killing mobs for XP was the regular game-play. For a low budget game, which I assume this is, it's probably almost mandatory.

We're certainly at a dry patch in MMO's though.


Title: Re: Pathfinder MMO
Post by: Trippy on January 20, 2012, 10:17:33 PM
I don't think anyone likes it.
You would be wrong. Google "Partial Reinforcement Extinction Effect" (PREE).


Title: Re: Pathfinder MMO
Post by: lamaros on January 22, 2012, 01:19:00 AM
So very dumb. I take back all my earlier comments. They have no idea what they are doing at all.


Title: Re: Pathfinder MMO
Post by: UnSub on January 22, 2012, 01:24:28 AM
A look at their staff page seems to indicate a heavy ex-CCP presence.


Title: Re: Pathfinder MMO
Post by: Khaldun on January 23, 2012, 11:25:00 AM
I think this is great. Look, if you're going to start an MMO that nobody gives a shit about anyway, in a market where MMO failure is nearly a given, in a game structure that doesn't work whether you spend $100 or $100 million, what's the only use of having a product? Helping to serve as confirmatory sociological evidence that the jerkoff 9th grade misanthrope braying on general chat in a more carebear product is in fact part of an excrutiatingly tiny fraction of humanity that no one would miss if their keyboards electrocuted them while playing this game.


Title: Re: Pathfinder MMO
Post by: UnSub on January 23, 2012, 09:47:33 PM
If the Collector's Edition comes with an electrocuting keyboard, I will subscribe to this game (standard box) for at least a month.


Title: Re: Pathfinder MMO
Post by: luckton on February 02, 2012, 07:13:22 PM
This came across my news feed today.

https://goblinworks.com/blog/index.html#20120201


Bringing back the 90s must be all the rage these days  :awesome_for_real:


Title: Re: Pathfinder MMO
Post by: Montague on February 02, 2012, 07:30:54 PM
This came across my news feed today.

https://goblinworks.com/blog/index.html#20120201


Bringing back the 90s must be all the rage these days  :awesome_for_real:

I hope Mr. Dancey enjoys the year or two of Mark Jacobsian self promotion he's indulging in before this piece of shit is exposed at release. He's been taking credit for Monte Cook's work on 3rd edition for years when all he really did was design the OGL and write the godawful Hero Builders Guidebook. That whole blog just screams "LOOK AT ME, I IZ A GAME DESIGNERRRR!!!"


Title: Re: Pathfinder MMO
Post by: shiznitz on February 03, 2012, 10:31:53 AM
Time for a chart:

(http://img.photobucket.com/albums/v424/mrmrmrj/pathfinderMMO.jpg)


Title: Re: Pathfinder MMO
Post by: Modern Angel on February 03, 2012, 12:38:14 PM
Let's see how much money they sink into this. Niche or not, that looks like the exact wrong way to do things and it'll break an RPG publisher with a quickness if it's awful.


Title: Re: Pathfinder MMO
Post by: Ingmar on February 03, 2012, 12:39:49 PM
Well, Paizo should be safe from that at least, they don't look to be sinking any money in themselves.


Title: Re: Pathfinder MMO
Post by: UnSub on February 03, 2012, 06:09:40 PM
This came across my news feed today.

https://goblinworks.com/blog/index.html#20120201


Bringing back the 90s must be all the rage these days  :awesome_for_real:

So its the Communists versus the Hazardous Waste people?

It's oddly fitting.


Title: Re: Pathfinder MMO
Post by: Stormwaltz on May 09, 2012, 05:23:51 PM
Quote
This Kickstarter will fund the Technology Demo of the Pathfinder Online Massively Multiplayer Online RPG.  The Technology Demo will be fully playable, integrating account management, character creation, a virtual world server, multiple simultaneously connected clients, middleware used for rendering landscapes and characters, basic game mechanics, and player communications.  The demo will only support a few simultaneous users exploring a couple of small locations, so the general public won't be able to play it, but we will produce a short video of the demo that everyone will be able to experience, and a special longer video exclusively for backers of this Kickstarter.

Your support of the Technology Demo will help us raise awareness of Pathfinder Online and will show potential investors what the game is really about.  Funding this demo will also signal to potential partners that Pathfinder Online has an audience that's large enough and dedicated enough to allow the long-term success of the MMO. Nothing speaks louder than a ton of people putting up money to show their support of a new concept—that’s the genius element of Kickstarter!

http://www.kickstarter.com/projects/1675907842/pathfinder-online-technology-demo


Title: Re: Pathfinder MMO
Post by: Modern Angel on May 09, 2012, 05:43:04 PM
Jesus Christ, they don't even have 50k backing for the tech demo? Help me out here... this is really insane, right?


Title: Re: Pathfinder MMO
Post by: Ratman_tf on May 09, 2012, 06:01:13 PM
I should kickstart my goddamn dentist visits.


Title: Re: Pathfinder MMO
Post by: Ard on May 09, 2012, 06:03:44 PM
It's not just insane, it's horribly optimistic that they think 50k will get them an MMO tech demo.  The hardware costs alone will probably eat into a huge portion of that.


Title: Re: Pathfinder MMO
Post by: Modern Angel on May 10, 2012, 05:25:59 AM
They're going to hit that 50k mark and then some, so they may pull it out. But that lack of tech demo money and misjudging their minimum costs just made me flee from any good things I said about this project completely. That reveals some pretty dire lack of planning.


Title: Re: Pathfinder MMO
Post by: Montague on May 10, 2012, 09:54:48 AM
Maybe Ryan Dancey can bring Bunky Bartlett on board.


Title: Re: Pathfinder MMO
Post by: Xuri on May 10, 2012, 10:06:24 AM
But...but... they're going to post a video of the demo that you can experience!

Maybe this is the future for MMO development. Separate kickstarter projects for each section of development. Game pitch, prototype/tech demo, art/design concepts, then production phase etc. :P


Title: Re: Pathfinder MMO
Post by: Stormwaltz on May 10, 2012, 04:10:46 PM
Update: in one day they've persuaded 841 people to part with their money - more than enough to provide the funding they wanted.

I've wondered if crowdsourcing could be used to add "niche" features - for example, a Kickstarter to pay for the engineer and art time to revamp housing in LotRO (a project which would otherwise not be cost-effective). Running a series of fund-raisers to create the whole game seems... abusive of one's customers.


Title: Re: Pathfinder MMO
Post by: UnSub on May 11, 2012, 01:03:00 AM
I can only imagine the sour glee of a developer telling players that if they want feature X, they'll have to pay for it themselves.

EDIT TO SAY: And congrats on funding a demo that Pathfinder O is going to use to hock themselves to publishers / investors. Well done all on that one.  :oh_i_see:


Title: Re: Pathfinder MMO
Post by: Modern Angel on May 13, 2012, 07:42:31 AM
Spot on

http://yourbusinesssucks.wordpress.com/2012/05/09/the-kickstarter-that-is-almost-but-not-quite-the-pathfinder-mmo/


Title: Re: Pathfinder MMO
Post by: Phred on June 28, 2012, 01:04:44 PM

Seems like a questionable solution to the wrong problem to me. Any solution that boils down to "don't let people buy our game" sounds like a bad starting point.

And while I agree that a smaller title should aim for a more sandbox / interesting mechanics style of play over theme-park content (like Eve did and Fallen Earth didn't) I still don't see how that ties to the solution presented. You need to get a user base established ASAP (and an income stream) that will keep people sticking with the product while content evolves. And likewise you need a substantial population to make most of the interesting mechanics work. Eve would never have worked if the growth of player organisations had been stymied, and space been empty, as this  suggestion encourages.


You don't think 4500 is enough for one server in the first month? Dunno where you're getting the 'space is empty, etc' comment from.

Just as a data point. The average population on EQ servers at peak was about 4500.

Oops Necro. :)



Title: Re: Pathfinder MMO
Post by: Lucas on September 03, 2015, 03:49:37 PM
Necro...

...And RIP.

"Pathfinder Online lays off almost entire staff"
http://massivelyop.com/2015/09/02/pathfinder-online-lays-off-almost-entire-staff/

Quote
Work on the game will continue with the three remaining employees, paid by existing subscription revenue, which will also keep the servers online. Paizo is closing the Goblinworks office and moving the trio into the Paizo offices. Stevens says Paizo is seeking an external publisher to buy Goblinworks or investors to complete the game. There is hope, she says, since 75% of the game is already paid for; she expects the game will take between 1 million and 2 million dollars to finish.


Title: Re: Pathfinder MMO
Post by: Falconeer on September 04, 2015, 01:49:14 AM
Too bad. I had mild hopes.


Title: Re: Pathfinder MMO
Post by: Ard on September 04, 2015, 10:42:15 AM
The real lulz is this:  "Goblinworks CEO Ryan Dancey left the company two weeks ago for personal reasons unrelated to the layoffs."


Title: Re: Pathfinder MMO
Post by: HaemishM on September 04, 2015, 11:12:17 AM
I'd guess the reason is a fear of large gatherings in parking lots.  :why_so_serious:


Title: Re: Pathfinder MMO
Post by: Montague on September 04, 2015, 03:11:15 PM
The real lulz is this:  "Goblinworks CEO Ryan Dancey left the company two weeks ago for personal reasons unrelated to the layoffs."

To anyone familiar with him, that is not a surprise in the least. This project was doomed from the start with him in charge. 


Title: Re: Pathfinder MMO
Post by: Ginaz on September 07, 2015, 12:05:53 AM
Found some audio of Lisa Stevens, the CEO of Paizo and the creator of Pathfinder, breaking the news to the few people who cared.  I don't know her but I feel bad for her just listening to that.

https://soundcloud.com/duffy-swiftshadow/keepside-chat-with-lisa-stevens-9215


Title: Re: Pathfinder MMO
Post by: shiznitz on September 08, 2015, 09:28:28 AM
What is the "subscription revenue" for if the game was never finished?


Title: Re: Pathfinder MMO
Post by: shiznitz on September 08, 2015, 09:28:58 AM
What is the "subscription revenue" for if the game was never finished?

I mean I am pretty sure we all know it is some suckers paying for nothing, but...


Title: Re: Pathfinder MMO
Post by: UnSub on October 14, 2015, 07:17:52 AM
Well, I'm a month late on this news, but completely not surprised.

Good to see that they haven't the money to finish the game, but are still looking to ship those Kickstarter rewards.


Title: Re: Pathfinder MMO
Post by: Ginaz on December 30, 2015, 12:57:29 PM
So an update of sorts.  It looks like a really passionate fanboy has decided to try and buy the game and keep it going.  If only Star Citizen had fans this dedicated. :awesome_for_real:

"But there is good news to be relayed!  Just today, I received a signed letter of intent from a company that wants to take on the Pathfinder Online legacy and see it through to completion.  One of the principals of this company has been playing Pathfinder Online since day 1 and understands the vision for the game we are making.  The company recently came up to Seattle to the Goblinworks offices and we had 2 productive and exciting days planning for the future and what this game can be."

http://us3.campaign-archive2.com/?u=d794c3305fc1a1655632d3121&id=2626f55212&e=d8f4491bb5


Title: Re: Pathfinder MMO
Post by: HaemishM on December 30, 2015, 07:51:40 PM
Why can't I find suckers fans stupid passionate enough to give me millions of dollars to fail?


Title: Re: Pathfinder MMO
Post by: shiznitz on January 04, 2016, 11:48:58 AM
If they just online'd the Pathfinder Card Game, it would make good money.


Title: Re: Pathfinder MMO
Post by: Rendakor on January 04, 2016, 11:51:56 AM
Making online card games is hard.


Title: Re: Pathfinder MMO
Post by: UnSub on January 05, 2016, 08:45:03 AM
Two things about that letter:

1) Unreleased games don't get "expansions". They get "patches / updates that progress the game towards feature completion".

2) The comment that the new company "expect to take over the game entirely by March 1, 2016" means a bunch of people in charge of Pathfinder Online are now off the hook (assuming the deal goes through) to deliver the game. They just sold out.

Amazing. Simply amazing.


Title: Re: Pathfinder MMO
Post by: shiznitz on January 05, 2016, 11:31:40 AM
Making online card games is hard.

Easier than MMOGs since all the mechanics are fixed and there is no world geometry to worry about.


Title: Re: Pathfinder MMO
Post by: Rendakor on January 05, 2016, 11:34:28 AM
In theory, I guess. MODO is shit and has been for years, Hearthstone is so dumbed down it's only enjoyable on the toilet and Hex releases content slower than fucking WoW expansions. What examples do you have of good online card games?


Title: Re: Pathfinder MMO
Post by: Hoax on January 05, 2016, 02:13:05 PM
Here's some very sketchy thoughts.. Not sure what of these are alive still. Def not endorsing any of these as good ideas/games.

Duelyst
Mabonigi Duel
Yomi
Card Hunter
Ascension
SolForge
Soccer Spirits (really reaching now)



I know people still play Yugioh (dueling network I believe) and Pokemon TCG's online.