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f13.net General Forums => MMOG Discussion => Topic started by: HRose on January 04, 2007, 10:25:36 AM



Title: Tabu..wait... Richard Garriott back from the dead
Post by: HRose on January 04, 2007, 10:25:36 AM
Alan Dunkin posted the link on Q23. They are taking applications for beta (http://www.playtr.com/beta/index.html). (direct link (https://secure.plaync.com/cgi-bin/tr_beta_signup.pl))

I wonder why so much silence these last months. They've been VERY quiet.


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 04, 2007, 10:28:38 AM
Alan Dunkin posted the link on Q23. They are taking applications for beta (http://www.playtr.com/beta/index.html).

I wonder why so much silence these last months. They've been VERY quiet.

I don't know. I shook Richard Garriot's hand at last E3, and he was very enthusiastic about me trying it out (I didn't - but I did the year previous).

Then it just kinda disappeared.

On another note, I still have the cool PlayNC bag from E3 though, the one with all the heroes from their games assaulting some unknown foe in the distance.


Title: Re: Tabula Rasa back from the dead
Post by: sinij on January 04, 2007, 10:31:34 AM
How about direct link to beta application? Middle-man parasitic sites (playtr) 4tl.

[Edit: It seems playtr is studio in charge, web design 4tl]


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 04, 2007, 10:36:59 AM
How about direct link to beta application? Middle-man parasitic sites (playtr) 4tl.

[Edit: It seems playtr is studio in charge, web design 4tl]

plaync.com, playtr.com - it's all the same.

But playcoh.com is a fansite! Go figure.


Title: Re: Tabula Rasa back from the dead
Post by: WayAbvPar on January 04, 2007, 10:44:13 AM
Thanks for the heads up. I am curious enough to beta test this.


Title: Re: Tabula Rasa back from the dead
Post by: LC on January 04, 2007, 12:03:24 PM
Is it still a carebear fps?


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 04, 2007, 12:08:05 PM
Is it still a carebear fps?

I heard you can break into other people's space apartments if you stack lazer rifles on the ground.

True story.


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on January 04, 2007, 12:47:49 PM
Thanks for the link HRose.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 04, 2007, 01:05:42 PM
Is it still a carebear fps?
Far as I know, yes.

Thanks for the link Hrose. This one has excited me, in both forms. I still am not sure it'll launch, but I want to see what they've done since E3. Even then it was very compelling (PvE of course). I found the control system very passable. Better than Planetside, not as fast as an FPS, but good for someone who sucks at FPS :)

It helped I was being escorted through an adventure by a Destination rep (I think they were doing that at random or based on a specific computer), using the integrated VoIP. But really, I really want to see more development of none-purely-stat-based turn-taking dice-roll engines. There's always a place for those, and CoH does a good job of hiding it most times. But I'd rather see someone attempt to hybrid an FPS down to dice rather than an RPG up to twitch for a change.


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 04, 2007, 01:45:18 PM
Well, I've applied.

Last I heard, it was no more a FPS than Neocron.  In other words, put crosshair over target, pull the trigger, and stats determine what happens.  I think that you always hit, but your stats determine damage, or somesuch.

Also last I heard, Tabula Rasa has taken an alien battlefield spin.  In other words, you spend all your time running around battlefields with friends fighting back armies of aliens.

I applied.


Title: Re: Tabula Rasa back from the dead
Post by: CmdrSlack on January 04, 2007, 02:02:47 PM
Wow, my video card sucks too much to meet their beta minimum specs.  Time to see how cheap AGP graphics cards are these days.


Title: Re: Tabula Rasa back from the dead
Post by: LK on January 04, 2007, 02:34:31 PM
I think I'd kill to do a 40-man raid in an online MMO FPS.  That sounds hawt.


Title: Re: Tabula Rasa back from the dead
Post by: sinij on January 04, 2007, 04:30:03 PM
Is it still a carebear fps?
Far as I know, yes.

Why? Can someone please explain to me how PvE FPS is a good thing? Its like co-op chess, where you can only move but not take.


Title: Re: Tabula Rasa back from the dead
Post by: Signe on January 04, 2007, 04:49:14 PM
I have to agree with Sinij here.  Oh my God.


Title: Re: Tabula Rasa back from the dead
Post by: damijin on January 04, 2007, 04:49:42 PM
Is it still a carebear fps?
Far as I know, yes.

Why? Can someone please explain to me how PvE FPS is a good thing? Its like co-op chess, where you can only move but not take.

It's not a good idea. And it's not even a PvE FPS. It's a PvE Fake-FPS with hefty quantities of dice rolls to ensure alienation of both the FPS crowd and everyone else who was traumatized by myg0t in Counter-Strike and have been afraid of guns in video games ever since. I'm going to cry if this game actually finds a sizable audience, because it just screams against all reason and common sense.

It ends up being a lot like an aborted mermaid fetus. (http://www.cynical-c.com/archives/bloggraphics/feejee3.jpg) It's interesting, but it does raise questions. Like, if the bottom half is fish, shouldn't it lay eggs?


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 04, 2007, 05:07:45 PM
I have to agree with Sinij here.  Oh my God.
Oh my God that it's PvE FPS? Or Oh my God you had to agree with Sinij? :)

In any case, it actually worked pretty well I thought. It's not as obvious as Planetside in the "not really an FPS game" feel. It's probably closest to Neocron, but I only played that in beta and that was long ago.

Damijin is right, I think, in that this will alienate the FPS crowd. However I think they did that already by not integrating PvP anyway. This is more for the "tired of the same old purely-time-based UI of WoW" crowd (even though I don't think it's purely-time-based). They want something different. The actual FPS crowd is well-fed by the games that continually come for them. Who'd drop Gears of War or BF2142 for a generic-IP pseudo-FPS from a no-name company founded by that-wierd-guy who lives in a castle that-made-some-game-I heard-about-but-never-played 20 years ago anyway?

TR is for the person seeking a massive RPG with a new UI, not the FPS player seeking huge battles. In theory their hope would lie with Huxley, but I have yet to see a Planetside-sized battle in that game either.


Title: Re: Tabula Rasa back from the dead
Post by: sinij on January 05, 2007, 12:23:32 AM
I have to agree with Sinij here.  Oh my God.
Oh my God that it's PvE FPS? Or Oh my God you had to agree with Sinij? :)

I'd guess both, now can someone post a graph?


Title: Re: Tabula Rasa back from the dead
Post by: Strazos on January 05, 2007, 03:15:34 AM
I think the FPS mechanics could be interesting, especially if they allow the use of the mouse wheel to cycle through abilities. I really think healing could be neat if I simply targeted by pointing at the person I want to heal.


Title: Re: Tabula Rasa back from the dead
Post by: Sky on January 05, 2007, 08:25:00 AM
Yeah, PvE FPS? Total fucking garbage. Like System Shock, Deus Ex or Thief.

There are plenty of games for you pwntards to play. I'm more concerned about the 'not-fps' aspects than the lack of pvp.


Title: Re: Tabula Rasa back from the dead
Post by: garthilk on January 05, 2007, 08:53:36 AM
Personally I thought this game had died in some corner licking it's wounds. Guess it's healed up a bit.


Title: Re: Tabula Rasa back from the dead
Post by: sinij on January 05, 2007, 09:57:34 AM
Yeah, PvE FPS? Total fucking garbage. Like System Shock, Deus Ex or Thief.

You are talking about story-driven single player RPG and we are talking about mmorpgs.


Title: Re: Tabula Rasa back from the dead
Post by: Lantyssa on January 05, 2007, 10:05:43 AM
Hellgate London is so going to suck, too.  No one wants PvE FPS games!

And they got rid of faerie unicorns.  Total trash.


Title: Re: Tabula Rasa back from the dead
Post by: Signe on January 05, 2007, 10:07:27 AM
What would possess a game that had faerie unicorns to EVER get rid of them?  I would play that game just for that reason!


Title: Re: Tabula Rasa back from the dead
Post by: Lantyssa on January 05, 2007, 12:35:49 PM
I would, too.  Only women would like faerie unicorns though, and we don't exist on the internet.


Title: Re: Tabula Rasa back from the dead
Post by: Furiously on January 05, 2007, 01:04:17 PM
What would possess a game that had faerie unicorns to EVER get rid of them?  I would play that game just for that reason!

I would, too.  Only women would like faerie unicorns though, and we don't exist on the internet.

My neices love their pretty ponies.


Title: Re: Tabula Rasa back from the dead
Post by: Soln on January 05, 2007, 01:20:03 PM
is there a Korean version of this planned or done?  Only asking, cause I'm curious otherwise how this got greenlit.


Title: Re: Tabula Rasa back from the dead
Post by: Lantyssa on January 05, 2007, 01:33:32 PM
Really cute, Furiously. :heart:


Title: Re: Tabula Rasa back from the dead
Post by: Evangolis on January 05, 2007, 02:34:08 PM
My sound card doesn't meet the basic specs, and my CPU is just shy of them.  3gig of RAM recommended?  My Goodness.  Think I'll stick to Minesweeper, it's all my PC appears to be good for.

General comment on the comments here.  We appear to have two modes on publicity:  A) Quit hyping your vaporware! B) OMG, I thought you guys were dead.  Is it possible that not hyping a game between the hiring push and beta start is a reasonable choice?



Title: Re: Tabula Rasa back from the dead
Post by: WindupAtheist on January 05, 2007, 02:58:04 PM
My reaction to TR reminds me of my reaction to SWG, in that I want to be a fanboy, but just can't seem to care.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on January 05, 2007, 03:57:51 PM
Someone needs to  :nda:-post on this one.  I didn't sign up but only because I fucking hate beta's.


Title: Re: Tabula Rasa back from the dead
Post by: Nebu on January 05, 2007, 04:05:15 PM
You know... a pseudo PvE-FPS does have some value in a proof-of-concept sort of way.  If it works with AI, it may be adapted to a PvP engine. 

That aside, I'd never pay to play it. 


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 05, 2007, 04:19:05 PM
If it's FPS PvP with MMO-progression you're looking for, there's another soon-to-be-released NCSoft game that'll meet your needs fine.  There's also Huxley.

Tabula Rasa is a coop pseudo-FPS with PvE alien fighting.  Y'all can tell me that automatically sucks if you want, but bear in mind that definition would include System Shock 2 and Gears of War.  Truly, two formidable robot Jesuses of games.

Tabula Rasa has potential up until I discover it's a buggy pile the match of Horizons or Vanguard.  That has yet to be determined.


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on January 05, 2007, 04:25:07 PM
Geldon, seems to me that you have with Tabula Rasa the same sick relationship I have had with Vanguard.


Title: Re: Tabula Rasa back from the dead
Post by: Nebu on January 05, 2007, 04:28:03 PM
Tabula Rasa is a coop pseudo-FPS with PvE alien fighting.  Y'all can tell me that automatically sucks if you want, but bear in mind that definition would include System Shock 2 and Gears of War.  Truly, two formidable robot Jesuses of games.

Yes, except you don't have to share them with thousands of mouth-breathers and all of the other trappings that go along with online multiplayer games.   Still, the lack of PvP makes me cry.


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 05, 2007, 04:30:41 PM
I admit, I'm rooting for Tabula Rasa.  Richard Garriot > Brad McQuaid, in my book.  That's probably because I used to play a ton of games worked on by Lord British back in the C-64 days.  Granted, I liked WarWizard, too.

Apples and Oranges, really.  Tabula Rasa is not another EverQuest/WoW, it never had the goal of being another EverQuest/WoW... and that's why it has a chance.

(Granted, I admit it's a bit of a stretch putting "Tabula Rasa" and "Goal" in the same sentence seeing how they pulled at least one major redesigns through the development of the game.  Rainbow Unicorns -> Alien Battlefields.  Go fig.)


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on January 05, 2007, 04:33:59 PM
Richard Garriot > Brad McQuaid

Darn, when you put it that way, I am SO with you.

(http://www.gamerevolution.com/images/misc/auto_duel.gif)

For the win..


Title: Re: Tabula Rasa back from the dead
Post by: Slyfeind on January 06, 2007, 02:05:16 AM
*sheds a tear*

Anyone ever look at RG's bio? "Games he's worked on: Akalabeth, Ultima." It's so unpretentious, that it's pretentious. Or the other way around.

I want to be a Lord British fanboi again. God knows I want to see someone dethrone WOW, and back in the day, you'd think RG would be the man to do it. I fear that he's become too much of a businessman, though.

PvE FPSes are garbage? Does that include Doom?


Title: Re: Tabula Rasa back from the dead
Post by: Shapechanger on January 06, 2007, 02:23:16 AM
You know, this game piques my interest though.  It's cause it has Garriott on board.  I'm a believer, I suppose.

I put in a beta app.  My system is a bit under par, but as I *may* be building a PC for MEO assuming my wife digs, I listed those specs.  Hey, they didn't ask for dxdiag.  I'm sure I could optimize my current to run it, but it wouldn't be dandy.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 06, 2007, 04:29:36 AM
I want to be a Lord British fanboi again. God knows I want to see someone dethrone WOW, and back in the day, you'd think RG would be the man to do it. I fear that he's become too much of a businessman, though.
I don't think it's him, but rather, the climate. In his heyday, just launching a game was a big deal. And everything was so new there were no real rules. You COULD literally make a big selling game out of your garage, maybe even program it yourself.

Nowadays that's still maybe possible in lower-order casual online and mobile games. But you won't be launching an MMO by yourself, so you need to convince people to work with and fund you. Unfortunately, RG is not Will Wright, with a strong-ish history throughout the latter 90s when lots of things got formalized. So it's gotta be more challenging for him.

WE know well who he is and what he's done. But the better ya know/of him, the more outside the core target demographic you are  :-P


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on January 06, 2007, 04:42:00 AM
Just curious: when we talk about UO we say Richard Garriott (and Raph, of course, and Starr Long too). When EQ comes up it's Brad McQuaid, and when you think at DAoC you think Mark Jacobs', but who would you say is "the man" behind World of Warcraft? How come some Lead Designers (or whatever they are) become famous and stuff while some others remain mostly hidden under the huge brand name?

I am not even sure about WoW lead. Is it Pardo? I mean, how come his name comes up so rarely?


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on January 06, 2007, 05:05:16 AM
Just curious: when we talk about UO we say Richard Garriott (and Raph, of course, and Starr Long too). When EQ comes up it's Brad McQuaid (and Jeff Butler), and when you think at DAoC you think Mark Jacobs', but who would you say is "the man" behind World of Warcraft? How come some Lead Designers (or whatever they are) become famous and stuff while some others remain mostly hidden under the huge brand name?

I am not even sure about WoW lead. Is it Pardo? I mean, how come his name comes up so rarely?
Yes, Rob's so unknown that Time magazine named him to the TIME 100: The People Who Shape Our World list. In other words he basically skipped the gamer worship phase except by those who remember him from his days in EQ and went straight to being recognized by the mass media.

But seriously, to the public Blizzard was always about their executives like Mike Morhaime and Bill Roper and the designers and creative people toiled in relative obscurity. For whatever reason Blizzard decided to make Rob the "face" of WoW (and now VP of Game Design) even though by his own admission he entered the WoW design team very late in the process. Allen Adham (who?) was the original designer on the game but left to go into semi-retirement writing financial software.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 06, 2007, 05:35:41 AM
Depends on the size of the company and the era. If Microsoft only got huge in the last five years, it'd be in same place (no "Bill Gates", who still is more public than the folks really in charge). Without Jobs, Apple was just Apple. Big companies don't like non-PR folks to have too much exposure because it sets up unfair internal social conditions for employees who get it vs those who do not. This is not a good atmosphere for companies because while consumers may think it's one person who does stuff, it's really the total team that made it possible, with individual visions contributing along the way. We have a hero-worship problem as a culture, in business, games, sports and movies, all industries. But HR groups all over recognize the fundamental issue this presents for the internal culture.

Small companies have more freedom, but Blizzard is not a small company.


Title: Re: Tabula Rasa back from the dead
Post by: squirrel on January 06, 2007, 05:43:34 AM
I admit, I'm rooting for Tabula Rasa.  Richard Garriot > Brad McQuaid, in my book.  That's probably because I used to play a ton of games worked on by Lord British back in the C-64 days.  Granted, I liked WarWizard, too.

I'm rooting for it as well, although not because Lord British is involved. My support is simply for any persistent MMOG set outside of a fantasy universe that tries to shake up the prevailing mechanics.

I don't personally buy into Raph's new world MySpaceRPG vision, although i see the opportunity, but at the same time if I have to stare at another creation screen with "Dwarf", "Elf", "Human", "Orc" as the initial building block I'm done.

That said I liked DAoC enough I will try War. And TR. And then I'm out. Seriously.


Title: Re: Tabula Rasa back from the dead
Post by: HRose on January 06, 2007, 06:08:27 AM
Current WoW lead is Tigole/Jeff Kaplan, not Pardo. Pardo is now a design director/supervisor throughout the whole studio.

Simplifying, Pardo made WoW till before launch, then he was replaced by Tigole who drove the rest of the process post-launch.

My impression is that Pardo's current role at Blizzard is similar to what Raph did at SOE after he left SWG. With the difference that Pardo may have a stronger influence on game design.


Title: Re: Tabula Rasa back from the dead
Post by: sinij on January 06, 2007, 08:38:49 AM
I'm surprised speechless at depth of fanboism some of you show here, and I though F13 is a semi-respectable establishment frequented by jaded gamers. Asshats.

What you fail to realize is that all FPS PvE games are SINGLE PLAYER , they work because there are things in a single player games that you can't hope to do in a mmorpg.

So Tabula is ether not going to be mmorpg (and more something like diablo) or not going to be fun. Considering RG working on it I bet that Tabula will not be mmorpg in a classical sense, more like massive matchmaking multiplayer rpg.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 06, 2007, 09:45:16 AM
Actually, I believe most of us interested is based on two main things:

  • It's trying something different enough. It's not groundbreaking, but it's not cloning WoW.
  • It's not going to be hugely massive.

To that second point though, outside of economy, and some SB and PS battles, what is truly massive? Even 40 on 40 AV battles in WoW are more people both groups rushing to the opposing side's boss mob than a constant stream of Braveheart-type encounters.

FPS PvE is more about a unique control system strapped upon a traditional set of RPG motivators. In TR that'll include soloing, duoing, groups and raids. Is that automatically a bad thing?


Title: Re: Tabula Rasa back from the dead
Post by: LK on January 06, 2007, 11:23:21 AM
Just curious: when we talk about UO we say Richard Garriott (and Raph, of course, and Starr Long too). When EQ comes up it's Brad McQuaid (and Jeff Butler), and when you think at DAoC you think Mark Jacobs', but who would you say is "the man" behind World of Warcraft? How come some Lead Designers (or whatever they are) become famous and stuff while some others remain mostly hidden under the huge brand name?

I am not even sure about WoW lead. Is it Pardo? I mean, how come his name comes up so rarely?
Yes, Rob's so unknown that Time magazine named him to the TIME 100: The People Who Shape Our World list. In other words he basically skipped the gamer worship phase except by those who remember him from his days in EQ and went straight to being recognized by the mass media.

But seriously, to the public Blizzard was always about their executives like Mike Morhaime and Bill Roper and the designers and creative people toiled in relative obscurity. For whatever reason Blizzard decided to make Rob the "face" of WoW (and now VP of Game Design) even though by his own admission he entered the WoW design team very late in the process. Allen Adham (who?) was the original designer on the game but left to go into semi-retirement writing financial software.


It's because the entire company contributes and assists with the design and quality presentation.  The face of WoW is Blizzard, not any one person.  You can say "Yeah it's led by X and X person" but if you want to know who worked on WoW, the credits shipped with the product.


Title: Re: Tabula Rasa back from the dead
Post by: LC on January 06, 2007, 11:38:10 AM
There are plenty of games for you pwntards to play. I'm more concerned about the 'not-fps' aspects than the lack of pvp.

Name one that isn't a pile of shit.

Examples of shit:

Shadowbane
Planetside


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 06, 2007, 11:49:27 AM
What you fail to realize is that all FPS PvE games are SINGLE PLAYER , they work because there are things in a single player games that you can't hope to do in a mmorpg.
The inner gaming fanboy also thinks that MMO has a chance, if only there exists a game designer that understands the idea of harnessing the massively multiplayer aspect productively, instead of just dogpiling everybody on a map and expecting it to work.

Quote from: sinij
So Tabula is ether not going to be mmorpg (and more something like diablo) or not going to be fun. Considering RG working on it I bet that Tabula will not be mmorpg in a classical sense, more like massive matchmaking multiplayer rpg.
It's possible that Tabula Rasa will make use of instancing to keep players divided in such a way as to avoid the usual MMO problems, but seeing how they're going for a quasi-FPS, the architecture would favor them being able to put many more players on the map than a full blown FPS.  The last I've read (http://www.gamespot.com/pc/rpg/tabularasa/news.html?sid=6150719), they will indeed have ORPG aspects.


Title: Re: Tabula Rasa back from the dead
Post by: Slyfeind on January 06, 2007, 12:47:58 PM
There are plenty of games for you pwntards to play.

Name one that isn't a pile of shit.

So, in 10+ years of online gaming, UO is the only "pwntard" game that did it right? Everything else is crap? This makes me wonder if PvP games just can't be done right, unless it's set in a virutal worldish sandbox. And a virtual worldish sandbox, I might add, isn't designed to be a "pwntard" game in the first place.

Alternatively, our vision might be clouded by our memories of UO. And alter-alternatively, maybe our standards are too high, there's really nothing wrong with Planetside or Shadowbane, and we're just bitchy.


Title: Re: Tabula Rasa back from the dead
Post by: ahoythematey on January 06, 2007, 01:07:51 PM
Doom2 over LAN wasn't single player, and it had hordes of PvE.  Well, more like PvP with monsters lying about waiting to be lured to enemy players.

...

You know what, if Tabula Rasa gives me the ability to lead creatures against other creatures and other players, I won't mind the lack of PvP.  I'd play it then.


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on January 06, 2007, 05:32:22 PM
It's because the entire company contributes and assists with the design and quality presentation.  The face of WoW is Blizzard, not any one person.  You can say "Yeah it's led by X and X person" but if you want to know who worked on WoW, the credits shipped with the product.
Yes but there are other companies that do "promote" their game designers and some are even a brand unto themselves. Blizzard, until WoW, was not one of them.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 06, 2007, 05:36:52 PM
Exactly. Most aren't. You can't judge by Raph, Garriot and Will Wright. They are the exceptions, either because they are something the company can advertise (Wright) or because they have always been deeply involved in the public conversation (Raph).


Title: Re: Tabula Rasa back from the dead
Post by: Shapechanger on January 06, 2007, 05:42:47 PM
Blizzards top designers don't come out and make statements that increase community awareness.

In the names you gave above, it seems to me that all of them keep dialogue up with the community. Mark Jacobs occassionally posts and also gives annual boss type speeches.  The same from Garriott or McQuaid.  I haven't seen dialogue from designers with Blizzard, and perhaps that is why there is not as much awareness of it.


If you are interested in an article by Rob Pardo, from Austin Games, about his design decisions in Warcraft - I posted a copy http://lotro.turbine.com/forums/showthread.php?t=8995&highlight=pardo there.  It's the MEO forums.  I post as LuthienTinuviel & Fanghorn there when I very rarely post there, cause I registered in the first seconds the boards came up...  It's too damn long to post here without cluttering the thread.


Title: Re: Tabula Rasa back from the dead
Post by: Kageru on January 06, 2007, 08:33:15 PM
Simplifying, Pardo made WoW till before launch, then he was replaced by Tigole who drove the rest of the process post-launch.

Which was a shame really. I found Pardo's beta posts very lucid and showing some solid and pragmatic insight into MMORPG design.

I have no interest in a PvP FPS MMORPG unless it has Australian servers, which is incredibly unlikely. I will be interested to hear how TR matures, thought I still think ranged / sci-fi combat tends to break down group dynamics. Still, some novelty would be nice to see.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on January 06, 2007, 09:32:08 PM
 :|

I would have liked to have beta'd this game, or even given it a shot on launch but I think it would make my comp choke and then throw up on itself.



Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 07, 2007, 06:11:02 AM
Sign up anyway. They probably want a broad range of setups playing TR so they can hone in their true minimum and recommended specs. You can only go so far designing for intentions. Eventually you gotta find out if you were right :)


Title: Re: Tabula Rasa back from the dead
Post by: Signe on January 07, 2007, 07:59:03 AM
I think I'll have to give this one a miss.  I don't think I'm very good at the sort of game this is turning out to be.  I'll be thrilled, however, if it ends up being something different AND successful.  Something out there has to prove that different can be profitable.  No PvP in this sort of game kind of does my head in, though.


Title: Re: Tabula Rasa back from the dead
Post by: Grimwell on January 07, 2007, 08:45:14 AM
I got my hands on TR in 2005 at E3, from the sounds of the linked article, it's the same TR that was on the floor in 2006. That iteration of the game was fun. It felt like a shooter, and left me thinking good things about it. If their launch TR is like that demo TR and it scales up to a large audience over the net well... it could be a good thing.


Title: Re: Tabula Rasa back from the dead
Post by: Signe on January 07, 2007, 08:57:40 AM
That's what I'm not good at... shooters.  For some strange reason, they make me feel panicky.  I would really like to see Garriott do something wonderful, though... and, like I keep saying, different.  As long as he doesn't dress up like a big poofy king anymore, I'm on his side.

You too, Grimwell.  No dressing up.


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on January 07, 2007, 09:51:50 AM
It was my understanding that while it FELT like a shooter, it wasn't a shooter.   You still had specials and preset moves you could do a-la SWG rather than running & gunning like Planetside.  That's what I gathered from the early-on vids at the least.   So you alienate two groups of people right off the bat by presenting it far differently than it plays.

Name one that isn't a pile of shit.

Examples of shit:

Shadowbane
Planetside

Shadowbane was shit in execution, absolutly. It was a nice testbed for some ideas, though, and pointed out some weaknesses in the 'pwn the world' model.  I.e. when you get to servers that DO pwn the world, pure-pvp games become very, very boring places.

Planetside, however, I'd love to know why it was shit.  It did what it set out to do very well.  It just lacked the need to defend anyplace, leading to zerg vs counter-zerg style of fighting.  The fact that it was a pure FPS, however, meant it was destined to fail when put up against other free-play FPS that could evolve faster and incorporate new gameplay ideas better.   FPS games aren't made for longevity.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on January 07, 2007, 09:59:16 AM
Sign up anyway. They probably want a broad range of setups playing TR so they can hone in their true minimum and recommended specs. You can only go so far designing for intentions. Eventually you gotta find out if you were right :)

Eh, I signed up. Doubt i'll get picked thou.  Only thing I fibbed about was my processor speed (athlon 2400+), which is  j u s t  shy of their minimum reqs.  Everything else meets or exceeds them.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 07, 2007, 10:03:47 AM
I'm thinking that they would still accept below min spec or they wouldn't bother listing them as options :)

Quote from: Merusk
It was my understanding that while it FELT like a shooter, it wasn't a shooter.   You still had specials and preset moves you could do a-la SWG rather than running & gunning like Planetside
Based on the 2006 Demo, it's a bit of both. You CAN run and gun, but it uses something that felt similar to Planetside's cone of fire (dice rolls on stuff in target reticle, which expands or contracts based on events, in place of true collision detection).


Title: Re: Tabula Rasa back from the dead
Post by: LK on January 07, 2007, 11:56:48 AM
If the gunplay can impress, then this game will do well. I liked Planetside a heck of a lot, and fighting a war in that game felt pretty good most of the time, but there were certain cheesy elements that ruined it, like one guy being able to take out a battlemech.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 07, 2007, 11:58:16 AM
TR is PvE focused. So the gunplay's gotta work and "feel right" against AI :)


Title: Re: Tabula Rasa back from the dead
Post by: Slyfeind on January 07, 2007, 12:09:11 PM
If the gunplay can impress, then this game will do well. I liked Planetside a heck of a lot, and fighting a war in that game felt pretty good most of the time, but there were certain cheesy elements that ruined it, like one guy being able to take out a battlemech.

In SJ Games' table-top "Ogre," one player controls an army of grunts, the other player controls a giant tank. The army of grunts fights a war of attrition against the giant tank. Would this be fun in an MMO, if you were one of the grunts? In a PvE raid, this is how some fights go down; Onyxia is the giant tank, and the raid is the army of grunts. We hesitate to say "Dying is fun," because that doesn't make sense in real life, but...there are some pretty entertaining ways to die in a video game.

But what about PvP? When the giant tank becomes another player, is that a play mechanic that we can groove on?


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 07, 2007, 12:18:11 PM
Was the other guy a battlemech? :)

I get the question though. It's not intuitive if one grunt with a pistol can take out a Battlemech, unless it was pure luck/one-in-a-million. I don't know the circumstance in PS, but it seems like it's something like that.

Ogre would be an interesting concept for a PvP encounter, but I think it would be tweaked so that in a, say, 20 on 20 battle, there'd be 20 grunts on one side and 20 people in the Ogre on the other, controlling the various weapons, treads, etc. It would be a bit like a Y8 vs a few single-person ships in SWG: JTL. It's plausible by being intuitive (brings back memories of mining with my buddy. He'd be in the Y8 with some crew, and I and a few others would be recon and perimeter defense... can't they just make a self-contained JTL that only includes the space content)? ;)


Title: Re: Tabula Rasa back from the dead
Post by: LK on January 07, 2007, 02:30:23 PM
The Mechs had a weak point and other hard points that someone could get inside their shields with heavy weaponry and cripple the mech.  Mechs have no defense directly underneath or above them, so one guy can parachute down and take out a mech real quick like.  Probably true of any big machine ... without the proper ground support, they are very vulnerable.  But I should be able to crush them underfoot!


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 07, 2007, 04:21:22 PM
As much as I loved PS back in beta and for a bit of launch, I found there were a number of things that were sorta non-intuitive even then. For example, I loved me my Reaver. Why couldn't I kill infantry with missile splash damage? I think they tweaked that at some point, but it didn't make sense to me. If splash damage would make it too powerful, up the cost for training in. Force it to a higher BR as a result and/or a greater degree of speciality, whatever it takes to make it operate more as expected.

/rant off.

Man. Four years. I gotta let it go  :wink:


Title: Re: Tabula Rasa back from the dead
Post by: LK on January 07, 2007, 04:23:45 PM
As much as I loved PS back in beta and for a bit of launch, I found there were a number of things that were sorta non-intuitive even then. For example, I loved me my Reaver. Why couldn't I kill infantry with missile splash damage? I think they tweaked that at some point, but it didn't make sense to me. If splash damage would make it too powerful, up the cost for training in. Force it to a higher BR as a result and/or a greater degree of speciality, whatever it takes to make it operate more as expected.

/rant off.

Man. Four years. I gotta let it go  :wink:

There are too many superior shooters out now and coming out to even think about an MMO FPS that isn't triple A quality.  If Tabula delivers, great.  But I got an eerie feeling that Hellgate: London is going to supply a better online experience.

And if you hate persistance: Gears of War, Rainbow Six: Vegas, Quake Wars, Battlefield 2142, etc. are all available or will be soon.

When Planetside was on fire, man was it awesome.  But in most cases it was teh suck.


Title: Re: Tabula Rasa back from the dead
Post by: HRose on January 07, 2007, 06:12:06 PM
OT: From when Grimwell is at SOE, and what is he doing?


Title: Re: Tabula Rasa back from the dead
Post by: schild on January 07, 2007, 06:13:26 PM
OT: From when Grimwell is at SOE, and what is he doing?

Browse the forums. Grimwell made an announcement about this.

And why are all your english mistakes so goddamn the same thing. You've been them making for years.


Title: Re: Tabula Rasa back from the dead
Post by: HRose on January 07, 2007, 06:43:57 PM
Since when?


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 07, 2007, 08:33:13 PM
Grimwell's announcement, in the EQ2 thread (http://forums.f13.net/index.php?topic=9027.0). Because.

And the English thing: We all post hastely sometimes, missing grammar, syntax and spelling sometimes so much the post is near unintelligible. Some are just more obvious about it than others.


Title: Re: Tabula Rasa back from the dead
Post by: schild on January 07, 2007, 08:36:24 PM
And the English thing: We all post hastely sometimes, missing grammar, syntax and spelling sometimes so much the post is near unintelligible. Some are just more obvious about it than others.

Hastily (lololol :D). And not really. Even Morphiend can spell now (spellchecker?).


Title: Re: Tabula Rasa back from the dead
Post by: damijin on January 07, 2007, 08:42:30 PM
Mozilla with built in spell checker is pretty much the greatest tool in the board warrior's arsenal.


Title: Re: Tabula Rasa back from the dead
Post by: UnSub on January 07, 2007, 09:02:04 PM
I've signed up for beta. In fact, I've become a regular NCsoft beta groupie.

Didn't see this posted when I skimmed - CuppaJo has announced TR beta won't be starting for a month or so. (http://www.playtr.com/news/archives/2007/01/omg_betaz.html)


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on January 07, 2007, 09:07:20 PM
For whatever reason, I am mildly geeked up and ready to play this game, beta or not.  Don't know why either.  No PvP, which sucks.


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 09, 2007, 06:51:09 AM
Hm.

Quote
January 08, 2007
Benefactor Stone Project Participants

Benefactor Stone Project Participants who registered their disk via the www.playtr.com website were sent an email today. Please check the email account you registered with for enlistment information from CCO CuppaJo.

They were passing these out like, E3 2005, I believe. Or 2004. I think it was 2004. I had my 'Benefactor Stone'. Anyone else remember these?


Title: Re: Tabula Rasa back from the dead
Post by: slog on January 09, 2007, 06:56:44 AM
Help me out understanding this game in it's current form.  This is my perception, tell me how far off I am:

It's a MMORPG that pretends to be a FPS but once you put your crosshairs somewhere over the target the computer "rolls the dice" to determine if you hit and there is no player (as opposed to avatar) skill involved, and there is no PvP.  Levels, item gathering, catassing and all the other crap that 95%~ FPS players hate is included.





Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 09, 2007, 07:02:07 AM
Help me out understanding this game in it's current form.  This is my perception, tell me how far off I am:

It's a MMORPG that pretends to be a FPS but once you put your crosshairs somewhere over the target the computer "rolls the dice" to determine if you hit and there is no player (as opposed to avatar) skill involved, and there is no PvP.  Levels, item gathering, catassing and all the other crap that 95%~ FPS players hate is included.

I think they've taken specific care not to actually call it an FPS anywhere, it's a "massively multiplayer online action game".

It works on a system where you have a cone or a firing arc the target has to be in when you click the mouse for the dice to start a-rollin'.


Title: Re: Tabula Rasa back from the dead
Post by: Sky on January 09, 2007, 07:33:03 AM
What you fail to realize is that all FPS PvE games are SINGLE PLAYER , they work because there are things in a single player games that you can't hope to do in a mmorpg.
First, you're wrong. Folks have already mentioned co-op games.

Second, it's about the mechanics. If one enjoys PvE mmo, but is tired of diku combat, why not use fps?

I think it sounds interesting, but I doubt I'll play it (time constraints). If you don't like it, don't play it, eh?

Rage on, tiny dancer. Rage on.


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 09, 2007, 07:51:04 AM
I was reading IGN's preview from E3 2006 (I didn't have much time to look at it when I was there), and they mentioned clan-based PvP, but they haven't revealed their hand for PvP yet.

So, it's not COMPLETELY PvE. There is SOME form of PvP to it.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 09, 2007, 08:14:41 AM
Hm.

Quote
January 08, 2007
Benefactor Stone Project Participants

Benefactor Stone Project Participants who registered their disk via the www.playtr.com website were sent an email today. Please check the email account you registered with for enlistment information from CCO CuppaJo.

They were passing these out like, E3 2005, I believe. Or 2004. I think it was 2004. I had my 'Benefactor Stone'. Anyone else remember these?
Yep. Still have the soundtrack too (and was hosting the five songs they permitted me to for a time). They changed the game but kept the language they created for it.

And slog, you're not far off from what was at E3 2006. It worked a bit faster than you implied, but the foundation is the same.


Title: Re: Tabula Rasa back from the dead
Post by: Viin on January 09, 2007, 09:55:24 AM
Maybe I'm wrong, but doesn't Planetside use the same 'cone of fire' thingy with a dice roll to see if you actually hit? How is TR different than that?


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on January 09, 2007, 10:33:59 AM
There's no dice roll in Planetside, is it?
It's the same mechanic of Auto Assault instead. Without wheels.


Title: Re: Tabula Rasa back from the dead
Post by: shiznitz on January 09, 2007, 10:48:10 AM
There's no dice roll in Planetside, is it?
It's the same mechanic of Auto Assault instead. Without wheels.

Both are correct. TR's system sounds like AA which could be fine. I didn't have a gripe with AA's combat mechanics specifically. It was fun driving around spraying bullets. The rest of the game around that part didn't look good or make much sense to me, though.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on January 09, 2007, 10:57:46 AM
I was reading IGN's preview from E3 2006 (I didn't have much time to look at it when I was there), and they mentioned clan-based PvP, but they haven't revealed their hand for PvP yet.

So, it's not COMPLETELY PvE. There is SOME form of PvP to it.

Hm. Well, that's encouraging.

Thanks for the info.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 10, 2007, 10:11:55 PM
There's no dice roll in Planetside, is it?
It's the same mechanic of Auto Assault instead. Without wheels.

Both are correct. TR's system sounds like AA which could be fine. I didn't have a gripe with AA's combat mechanics specifically. It was fun driving around spraying bullets. The rest of the game around that part didn't look good or make much sense to me, though.
Just so I can learn: I thought PS used the cone of fire thing as a variable target reticle. Stuff instead was then "hit" based on some light collision detection and dice rolls, with numbers adjusted by the size of that reticle. No?


Title: Re: Tabula Rasa back from the dead
Post by: shiznitz on January 12, 2007, 01:38:15 PM
No dice rolls. Your client shows the cone expanding and contracting. If your client shows a hit, then you hit. Your first bullet fired should go exactly where the reticle is pointed (except for spread and arc weapons, of course).


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 12, 2007, 03:35:08 PM
Of course, with Planetside you have the issue where the guy you're shooting at 80m randomly warps from side to side.  Thanks to latency, Planetside is more a dice game than the cone of fire allows.


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 12, 2007, 04:09:40 PM
You know, I'm going to flame Planetside.  I'm sorry, because it is one of the more fun games to have "MMO" stuck in front of it.

Planetside might have been a failed experiment.  It doesn't have very many players right now, and I've often attributed it to not patching in enough content quickly enough.  But maybe the problem was really this: latency prevents a true massively multiplayer shooter from really working.  It's the problem of multiple clients on a server architecture increasing the packet size by <base packet>^<involved clients> - there's a definite upper limit of playable twitch gameplay.  That's why, in the middle of a pitched firefight, I encounter the 80m away player who jumps side to side from packet upsides too often to easily kill.  That's really frustrating, and I can see that being a foremost reason so many players were driven off.  It's no wonder Huxley sounds like it's going to have instanced fighting areas.

There's a solution, and it's to develop the gameplay so players don't need to move around so often.  Planetside, as it was balanced in beta, did have a working solution here.  It had a cone of fire that players had to move slowly or crouch in order to get anything resembling accuracy out of it at all.  When the developers decided, "hey, lets balance the game to be more twitchy", they did so with blind ignorance to the knowledge that massively multiplayer latency cannot support twitch.  Had they kept the cones big and the weapons unusable beyond point blank at running speed, that would have worked just fine.

Tabula Rasa, if it works like Neocron or Auto-Assault, has a different approach in that player only needs to roughly aim and let the character skill do the rest.  That would allow for massively multiplayer firefights.


Title: Re: Tabula Rasa back from the dead
Post by: Mi_Tes on January 12, 2007, 04:14:27 PM
Hm.

Quote
January 08, 2007
Benefactor Stone Project Participants

Benefactor Stone Project Participants who registered their disk via the www.playtr.com website were sent an email today. Please check the email account you registered with for enlistment information from CCO CuppaJo.

They were passing these out like, E3 2005, I believe. Or 2004. I think it was 2004. I had my 'Benefactor Stone'. Anyone else remember these?

Yep. Still have the soundtrack too (and was hosting the five songs they permitted me to for a time). They changed the game but kept the language they created for it.

And slog, you're not far off from what was at E3 2006. It worked a bit faster than you implied, but the foundation is the same.

I have one of these disks from E3 and signed up as well.  Guess I will check my email.  Too bad I still like the first version. 


Title: Re: Tabula Rasa back from the dead
Post by: shiznitz on January 20, 2007, 05:47:35 PM
You know, I'm going to flame Planetside.  I'm sorry, because it is one of the more fun games to have "MMO" stuck in front of it.

Planetside might have been a failed experiment.  It doesn't have very many players right now, and I've often attributed it to not patching in enough content quickly enough.  But maybe the problem was really this: latency prevents a true massively multiplayer shooter from really working.  It's the problem of multiple clients on a server architecture increasing the packet size by <base packet>^<involved clients> - there's a definite upper limit of playable twitch gameplay.  That's why, in the middle of a pitched firefight, I encounter the 80m away player who jumps side to side from packet upsides too often to easily kill.  That's really frustrating, and I can see that being a foremost reason so many players were driven off.  It's no wonder Huxley sounds like it's going to have instanced fighting areas.


Latency has nothing to do with why PS remained a niche game m(aybe that is "survivor bias" because I never hear anyone complain about it but only those playing ever really talked. I was also never into the FPS subculture so whatever criticisms that contingent had I never heard them). Planetside blew it by not offering changes. Instead of redesigning the bases so that they actually make sense for the way the game evolved, they added the annoying caves. Instead of adding more specialized vehicles, they added the BFRs. If you played PS the first 6 months, quit, and came back tomorrow, there would so little different it would shock you given how other MMOs change over a year or two. There are people playing PS that know every goddamn -nook, cranny, tree, boulder and mountain by heart. That game should have continent-altering earthquakes every 6 months.


Title: Re: Tabula Rasa back from the dead
Post by: schild on January 21, 2007, 02:33:00 AM
I'll be honest, I still want to play TR.

I wanted to play the original version more though. It's funny, I finally get a post-apocalyptic gunny MMOG and that flagrantly ... happy, colorful version was more desireable. But then, it's no secret that I'm broken. Maybe I should get off my ass and ask when I can play.


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 22, 2007, 11:15:52 AM
I'll be honest, I still want to play TR.

I wanted to play the original version more though. It's funny, I finally get a post-apocalyptic gunny MMOG and that flagrantly ... happy, colorful version was more desireable. But then, it's no secret that I'm broken. Maybe I should get off my ass and ask when I can play.

I'm with schild here - I want to play the original version too. I remember playing it at E3 - me and my buddy got in, and we were guided by an NCSoft employee (who was playing some max level GM healer type, so we didn't die), and we ran around and flipped and hit people with books and weird fan-knives.

It was fun, flippy, and happy! And it had lazer unicorns!

DAMN YOU, TABULA RASA!


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 23, 2007, 12:05:48 PM
Planetside blew it by not offering changes. Instead of redesigning the bases so that they actually make sense for the way the game evolved, they added the annoying caves. Instead of adding more specialized vehicles, they added the BFRs.
I'm in agreement that this is a whole other level in which Planetside was buried.  Not only lack of changes, but the wrong changes, for example tweaking the game to play twitchy when it couldn't handle it.

Another level in which Planetside went splat was the lack of meaningful use of the persistent world.  There's a fundamental lack of respect involved in working for 8 hours to take a continent only to log in the next morning and find that a lone hacker took the whole thing back without resistance.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on January 23, 2007, 12:33:14 PM
I thought thy blew it by charging a sub, thats why I never played it during release till the boot camp or w/e came out.


Title: Re: Tabula Rasa back from the dead
Post by: Stephen Zepp on January 23, 2007, 12:38:47 PM
Planetside blew it by not offering changes. Instead of redesigning the bases so that they actually make sense for the way the game evolved, they added the annoying caves. Instead of adding more specialized vehicles, they added the BFRs.
I'm in agreement that this is a whole other level in which Planetside was buried.  Not only lack of changes, but the wrong changes, for example tweaking the game to play twitchy when it couldn't handle it.

Another level in which Planetside went splat was the lack of meaningful use of the persistent world.  There's a fundamental lack of respect involved in working for 8 hours to take a continent only to log in the next morning and find that a lone hacker took the whole thing back without resistance.

I've thought long and hard about how PS could have been made more persistent given the technical challenges they have as a genre, and it's really a difficult problem when you look at the big picture. Many of the same issues existed in Shadowbane (3 am ninja sieges, 3 barbarian siege groups, specifically there), and it all comes down to trying to allow for some way to handle players making investments and then being unable to protect those investments when not online.

Without some huge AI, PS as it stands would have shot itself in the foot trying to make things more "persistent". You'd have to come up with some sort of system for spending outfit points for additional defenses--and then you'd have to have a robust AI mechanism for those defenses to be able to withstand a small attack reliably. Otherwise the arguments would just raise to the next level: "I/we/our outfit put all this effort/farming into spending our outfit points for base XXX/contintent YYY, and it was taken down by a single squad in 2 hours!".

Ironically for all those that complain about "too large worlds for the population", the only real way to do this type of persistence is to make it take a long time to make successive captures over geography. Original PS (pre-broadcast warpgates) had this built in, because to get to continent X you needed to take continent y (or at least key bases to get a link established), and it also took time to move forces cross continent. Players bitched about travel time/"time to fight", so they took out that built in "persistence" and gave the players what they wanted...which is like letting the masses vote for bread and circuses.

For this type of persistence to work in an MMO, travel times really must matter, or your AI has to be so good that defenses can hold off a siege for 6+ hours to give the defenders a chance to respond "irl"...and if the AI can do that, then the base/fort/city/whatever is so defended as to make it literally impossible for it to be taken if players defend it. Since the f13 community at least absolutely detests anything that takes time, especially travel time (and for good, logical reasons, I'm not debating that), you face the developers with two very mutually exclusive meta-game mechanics that are really hard to mix.

The only thing that I personally could come up with for the concept (shadowbane, PS, whatever game genre that's MMO and has player created persistent content), requires that you must either make sieges take a long time for build up (talking days here, not drop a bane and show up an hour prior), have massive constraints on territory capture and hold to capture the next territory, or have the robot jesus of AI.

I do believe there is a mix of all of the above that will "work", but I'm not sure it will ever be "accepted".


Title: Re: Tabula Rasa back from the dead
Post by: shiznitz on January 23, 2007, 01:26:48 PM
You explained the issue well. One idea I would consider for PS is that a locked continent could not have a base hacked until X uniques of another empire had died there. Let the ninjas hack all the towers, but keep the bases locked from solo hackers until there is some fighting.  Hacking all the towers would mean losing the continent benefit so the defenders would have a reason to come an try and retake the continent. Right now, if the NC hold have locked Hossin, it just takes a single cloaker to hack the warpgate linked base to open the whole continent to the hordes.


Title: Re: Tabula Rasa back from the dead
Post by: Stephen Zepp on January 23, 2007, 03:03:55 PM
You explained the issue well. One idea I would consider for PS is that a locked continent could not have a base hacked until X uniques of another empire had died there. Let the ninjas hack all the towers, but keep the bases locked from solo hackers until there is some fighting.  Hacking all the towers would mean losing the continent benefit so the defenders would have a reason to come an try and retake the continent. Right now, if the NC hold have locked Hossin, it just takes a single cloaker to hack the warpgate linked base to open the whole continent to the hordes.


Capitals in PS were another attempt at "persistance" in a way, but again didn't really work out as hoped (imo at least). The idea being a protected area that would take a long time (in PS terms at least) to disable, so that the "total capture of a continent" was even further delayed to give defenders a time and place to regroup.

Personally, I think (non-PS at least) a system of real territorial control that progresses over time is an approach that may work given enough design and play testing.

Think about what shadowbane would have been like if you could only place a bane if you had a frontier city under your control within xx distance of the target city. You'd have to progressively push your territory out towards your target opponent, stretching the period of time of perceived threat to destruction of capital city out enough to really have the politics game play better. The only real political strategy in SB that worked was the whole NATO style--one is attacked, all defend, attacks have to be approved by all type of bs.

SB could have had much more intrigue and backstabbing style diplomacy with IMO much less "my city's dead, I quit the game" if you could see the enemy coming over a period of days to weeks, and attempt to shore up a response force, or even make pre-emptive strikes at outlier cities...or even build up frontier defensive cities to give you breathing room.

Mod request: Any chance of pruning the last couple of posts off to a different topic, say in the Game Design forums? It's a good convo, but has nothing to do at all with TR!


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on January 23, 2007, 03:16:24 PM
Anyone remember WWII Online? How did that worked? (Actually, the game is still going...).

I bought it and played the day it came out. Sadly, ugh, I couldn't bear it. Anyway, didn't endure it long enough to understand the war/capture mechanic, but I heard it was pretty good. Anyone have a clue?


Title: Re: Tabula Rasa back from the dead
Post by: Arthur_Parker on January 23, 2007, 03:19:49 PM
Why isn't it going to have pvp?


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on January 23, 2007, 06:46:50 PM
Why isn't it going to have pvp?
They didn't want to do that yet.

It probably is due to them wanting to sell the RPG side of things first. In that form they may think there's more potential success. MMORPG = RPG = soloability = numbers. PvP is still generally a sideline activity on the Western side of things, even in WoW, which really just uses PvP as way to climb a different ladder of gear. But then, them not bothering with PvP is an assumption they'll successfully capture a lot of people with the PvE focus, different combat system, and so-far-not-that-successful sci-fi theme.

It's why I don't think this'll launch. Unless Blizzard takes another two years for an expansion, there's just too many higher-profile (relatively-speaking) titles coming and NC may just not want another AA.


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 23, 2007, 06:48:47 PM
I think I prefer a totally PvE game to a PvE game with tacked on PvP mechanics.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on January 23, 2007, 10:09:29 PM
I agree because I wont waste money on one of the two.


Title: Re: Tabula Rasa back from the dead
Post by: Sunbury on January 24, 2007, 05:58:33 AM
Speaking of FPS style MMOGs don't forget World War 2 Online (ducks).

Actually, tank to tank combat (once they stopped flying) wasn't bad, because those era (France 40) tanks were pretty slow and turned slowly.

However, infantry combat was flakey in all the same ways as Planetside, even worse, or when trucks got up to full speed it didn't work well either.  (Riders lagging off, client predictors way off, warping, etc).

Those WW2 online flight sims seem popular (at an indie level), I guess again even though the speeds are fast, the predictors can be very acturate due to flight modeling.

SO someone needs to do a FPS style MMO where you have to wear some kind of mech suit all the time, and that suit can't bunny hop or turn too fast, etc, again so it works well with latency and client predictors.


Title: Re: Tabula Rasa back from the dead
Post by: slog on January 24, 2007, 06:20:35 AM
Why isn't it going to have pvp?

PvP is hard and Gariott still hasn't figured out how to do PvE yet.


Title: Re: Tabula Rasa back from the dead
Post by: WayAbvPar on January 24, 2007, 10:14:50 AM
No PvP = No money from me. Bashing foozles gets really fucking old really fucking quickly.


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on January 24, 2007, 11:54:52 AM
You guys keep saying there will be no PvP, and I keep quoting the article where they said they're going to have matched PvP events.

Scroll back! Scroll, I tell you!


Title: Re: Tabula Rasa back from the dead
Post by: Stephen Zepp on January 24, 2007, 01:21:47 PM
Speaking of FPS style MMOGs don't forget World War 2 Online (ducks).

SO someone needs to do a FPS style MMO where you have to wear some kind of mech suit all the time, and that suit can't bunny hop or turn too fast, etc, again so it works well with latency and client predictors.

Something like Dark Horizons: Lore Invasion (http://www.garagegames.com/products/29/) maybe?


Title: Re: Tabula Rasa back from the dead
Post by: Lantyssa on January 24, 2007, 01:47:07 PM
SO someone needs to do a FPS style MMO where you have to wear some kind of mech suit all the time, and that suit can't bunny hop or turn too fast, etc, again so it works well with latency and client predictors.
EA killed BT 3025 years ago...


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on January 24, 2007, 02:26:43 PM
Fuck that was a good game...  Even though it was incredibly simplistic and there were some flaws (they needed to redesign hitboxes hella bad on some mechs) it was proof positive that fun gameplay can be > polish.  I have no idea why they killed it everyone who played it loved it so much...

 :sad_panda:


Title: Re: Tabula Rasa back from the dead
Post by: Calandryll on January 24, 2007, 02:58:24 PM
Fuck that was a good game...  Even though it was incredibly simplistic and there were some flaws (they needed to redesign hitboxes hella bad on some mechs) it was proof positive that fun gameplay can be > polish.  I have no idea why they killed it everyone who played it loved it so much...

 :sad_panda:
From what I recall, there were a lot of legal issues surrounding the license and who owned it. I don't remember the exact details, but it was more about that than it was the game itself or EA wanting to kill it. I could be wrong though.

BT was never going to be a huge breakout success, but it was a hell of a lot of fun and it had a lot of great concepts. Limiting the mech "tonnage" you could bring onto a planet was a great way to let new players game with their friends and still be integral to the success of their House without getting stomped by an Atlas every time. I got more kills using my Javelin on the medium planets than I did using it on the light planets. I really liked that game.

Like the miniature game though, the medium laser was still too powerful. ;)


Title: Re: Tabula Rasa back from the dead
Post by: pxib on January 24, 2007, 11:53:09 PM
EA killed BT 3025 years ago...

Saul, king of the Israelites, had been a big fan of BattleTech... and for the rest of his reign referred to EA as "dirty Philistines".


Title: Re: Tabula Rasa back from the dead
Post by: geldonyetich on January 25, 2007, 12:27:09 AM
I've been calling EA "dirty philistines" ever since they made Origin "the Ultima company".

Some other thread around here has me saying how BT3025 needed firing cones to work.  Calandryll's saying copyright may have been the knife in the back that killed it is more feasible than my not liking a fundamental aspect of the balance.

So, people who are damning Tabula Rasa on having nonexistant match-based PvP... 
Killing the foozles is just boring, but killing the foozles so you can kill the players is alright?

Me, I don't think it's about the foozles, I think it's about the gameplay.  If Tabula Rasa plays fun and stays that way, I'll never see the grind.



Title: Re: Tabula Rasa back from the dead
Post by: Hoax on January 25, 2007, 04:40:13 AM
Even at 5am that grief title made me laugh out loud.  Fucking awesome.


Cone of firing and some hitbox adjustment, everyone knew that.  Pinpoint accuracy overpowered alpha strikes.  Esp the all medium laser Jenner alpha.


Yes if a game is fun to play, then it is fun.  Thanks for that.  Ok seriously now about the "pve ok to get to pvp" comment which I think is a valid question.  Think more, pve ok because there is something to get to I care about instead of more pve.


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on February 18, 2007, 07:49:25 AM
Lord British interviewed about Tabula Rasa (http://ve3d.ign.com/articles/765/765698p1.html) at Voodoo Extreme.

Highlights:

    - Closed beta with thousands of invites witin "a month or so".
    - How combat works.
    - How much solo and group content. And instances.
    - Endgame, quests, storytelling and choices.
    - Character progression.
    - PvP, and Turf Wars (!).



Quote
VE3D: I haven't seen Tabula Rasa since E3. What's been happening?

Richard Garriott: So just before Christmas break we started with outside beta testers—what we call "friends and family"—[and] we've been slowly expanding a few hundred at a time. In the next build, we're going to be moving up to the point where we'll be bringing in thousands of people at a time—and pretty soon going to closed beta within a month or so, where we'll have hopefully tens of thousands…then later in the summer to Open Beta where we have basically anyone who wants to play. So we're in that final push to launch at this stage. Tabula Rasa will come out this year. We don't have a public specific date yet, but definitely the light is at the end of the tunnel. We're tying up the loose ends and polishing it up so we can get it out the door.

(Click to Enlarge!)

VE3D: Which features of the game have you guys been focusing on most in the last few months?

Richard Garriott: I'd say missions and combat are the two areas we've been focusing on most. Hopefully what you got a taste of, even at E3, is what I believe is a powerful blend of user-interface style. Instead of like with most MMOs in combat, you highlight a target, then you ignore the target, because he's just going to stand there and whack you—and you are staring at the interface and clicking fireball/fireball/swordswing/healing potion—Tabula Rasa is a game where you're really shooting through the reticle. You're constantly observing what's happening on the screen where you're aiming. It's still a role-playing game in the sense of when you shoot at something, it's based on your equipment and attributes as to who will be injured…but they're not just sitting there hitting you. Your opponent is moving and is aware of, say, if you're behind sand bags, he has a lower probability of hitting you, so he may instead run around to the side, kick you to the ground and start rifle-butting you as required, or however they can find their best position to engage you.

So it's no longer what I consider plodding-MMO-historical-type. This is an action-based role-playing game where you're having to pay more attention to what's going on on the battlefield.

VE3D: So you have things like flanking in the [NPC] AI?

Richard Garriott: Exactly. That's one of the things we've been most pleased with. When you think about most MMOs, once you've determined your best weapon and method of distributing damage, you basically end up doing that repetitively with each opponent you encounter. We've worked very hard to make sure that each creature has an AI associated with it that will change the way you need to engage it. It goes through simple things, like damage types and resistances that will make you change weapon types or abilities you're using; but the more interesting things are those that will require you to change the way you need to engage them.

So, for example, one of the opponents is the Shield Drone. An enemy Shield Drone protects nearly perfectly the enemies protected by it, so they can shoot you, but you can't shoot them. So the only way to disrupt that circumstance is for a member of your party to essentially sacrifice themselves, run inside the Shield Drone area—which now means they're going to be hand-to-hand with every person inside that Shield Drone—and they're going to have to, once inside, take out the shield drone. And so the rest of your group will focus on keeping that person alive for however long it takes for that person to take the Shield Drone down. And so I think it makes the battlefields more interesting.

VE3D: What would you say is the mix of content between solo and group/raid stuff?

Richard Garriott: It's pretty close to 50/50. The square footage in our game is a mix between public spaces and private places—about a 50/50 mix also. In most MMOs, the way public spaces work, to the north of the town is where the Level 1 monsters spawn, to the west is where the Level 2 monsters spawn, east is Level 3, etc. So adventurers will go out and play "whack-a-mole" and farm the monsters, and when [they] finish, the monsters will spawn back right where they were, so the next person can come farm.

I find that boring. It's perfectly suitable for where we are in the evolution of the genre, but I think we can do much better. The way we tackle that in Tabula Rasa is, first of all, it has a more dynamic battlefield. First of all, along the boundary between the main human area and the Bane (which we call the enemy), we've scattered what we call Control Points, which are patterned largely after what you might see in some first-person shooters--; they are basically Capture the Flag-style outposts. When one side captures one of these outposts, the outpost converts to a support system for whichever side that captures it. For example, there're vendors that come online which you may not have access to otherwise, or the NPCs that give or finish missions come online or offline. There's a waypoint system that is accessible or not, based upon the status of that Control Point, and there's a hospital usually associated with them that is available as a respawn point [for the controlling faction].

So, the shared spaces are non-static. Enemies may start at their bases and work their way out along these Control Points. You can cut off supply lines at the source versus just having them appear in the field beside you. We think it makes a much more realistic world. So that's what I call the improvements in the shared spaces—in the group activities.

But then the instances we use for storytelling. If you think about [typical] solo-player games, they did a great job of making you feel special, but you had to play alone. In most MMOs, they don't really try to do a lot of storytelling, because it's frankly hard to do in a shared space. In most MMOs, instances are used for when you're fighting the big dragon and going for the big drop. You're not competing with all the other players for the once-in-a-thousand-times-it's-going-to-drop-something something special—but it's just a random collection of monsters and treasure.

We use our instances as a storytelling space, so it becomes much more like a solo player game. There are lots of puzzles and traps, and NPCs that advance you through the story. There are some instances meant for you to play by yourself, but many of them you can play with your party of friends. You and your friends together will be accomplishing some great goal that will give you the feeling you've accomplished something very special as a group.

 VE3D: How do you envision the "end game," so to speak? When you're pimped out and skilled up, what do you envision a player doing at that point?

Richard Garriott: The elder game features include a long list of things, but first let me explain what gets you there. In most MMOs, [your progression] will be through a series of missions that lead you through the leveling process. In Tabula Rasa, each of the worlds we visit has a problem that we're dealing with. For example, the first world you're on has a peaceful indigenous population. If you just nuke the enemies, you might make it uninhabitable for the indigenous population you are there to ostensibly save. When you finish that plotline, you effectively finish that part of the story we're trying to tell; then when you've "graduated," you move on to the next chapter in the story.

In our game, we often give you multiple missions that can't be simultaneously completed, and you'll have to make the difficult decision of "who am I going to help here…what are the ramifications of helping one group over another?"

VE3D: So they're mutually exclusive? Like if you do one...

Richard Garriott: ...the other one's failed. And you'll know—it'll be clear. One of the first ones—one of my favorites is a drug-running mission—there's a group of NPCs that tell you, "Me and my buddy are being forced to stay up all night. We really need a stimulant. Will you help us get this stuff? And it pays well…" A lot of players will take that at face value, figure it's the wrong thing to do, so they're going to turn [the NPCs] in—because there's another guy trying to figure out where all the stim-dust's gone to, the commander of another area. But if you do that, you actually find out that this whole organization is somewhat corrupt, and stim-dust is really needed by a lot of these people, and they really do have trouble finding it, and you've cut off something that's actually a much more sophisticated story than how it appears on the surface. It still doesn't mean it's the right thing to do, to go down one path or the other. We're just full of these kind of ethical parables [requiring you to choose] what would be the right thing to do.

So, anyway, that's what leads you up to the elder game. In most MMOs, the first decision you make is what class you're going to play, and that's a permanent decision for that character. And once you've started leveling, you can't really go check out the other classes without starting over at Level 1. So what I think often happens…people will focus on one character to get up to peak level. If you have to start all over again, that's what I would call one of the "opportunities to exit."

Tabula Rasa has a very different leveling mechanic. We have a class "tree" that your character goes through, and you can load and save your character state all up and down the tree. You can "clone" your character at any point along that tree. What that means is that you can, for example, once you've explored the soldier class up a few levels, you may decide what you really wanted to try was a ranger. Well, that ranger—which has more sniping and spy skills—that branch of the tree may have only been 10 or 15 levels behind you. You can go clone your character back at that branch and explore up the tree the other way. And so we think people will explore a much broader suite of all the content we provide compared to most MMOs.

When you reach Level 50, which is our current cap, that's when your character becomes a General. The more General levels you've reached (stars), then the elder game includes things you can do each time you add a star, but in these higher echelons you get into things like being able to pick up a squad of NPCs that help you and being able to command them around the battlefield. We also have player-versus-player maps that kick in.

That drug-running mission I just told you about is an example that, on the surface of our game, it seems like a simple struggle of humanity trying to survive against the Bane—these evil aliens we're bringing in. But once you get into the game, you realize it's got a little more subtlety to it. The human command is not necessarily the group you may want to align with. The civilization on the first planet you go to may not be where you want to give your allegiance. The Bane are pretty much where you definitely don't want to give your allegiance. But as players get to higher and higher levels, they'll get to create their own factions. You may say, "Look, I agree with saving humanity, but the way they're doing it is all wrong." That gives us our impetus for the player-versus-player part of the game that shows up later on, beyond the impetus of just challenging another player to a duel—which is always fun, too—but the fictional faction battles come in at the higher level of the game.

VE3D: So PvP is a higher-level feature of the game?

Richard Garriott: Well, you can PvP immediately…you can start the game in PvP. But the fictional basis for turf wars comes into play at the higher levels of the game.

VE3D: What's your character's name?

Richard Garriott: What would you guess it would be?

VE3D: Umm...Commander British?

Richard Garriott: It's actually Lord British. Well, that's the character I play—at the moment—because you can clone your character. We have a first and last name capability in the game; that way your reputation follows you no matter what clone you're in. Your reputation goes to your last name, your family name, and each individual character has a first name. So one of my characters is Lord British. I have a female character named Lady British…pick how many variations of Lord and Lady, sons-and-daughters-entourage-British.


Title: Re: Tabula Rasa back from the dead
Post by: WindupAtheist on February 18, 2007, 11:32:16 AM
Lord British is a mangina.  Lawl.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on February 18, 2007, 01:25:08 PM
Quote from: Garriot
We're just full of these kind of ethical parables [requiring you to choose] what would be the right thing to do
This is really what I've been hoping he would finally be able to revisit in a game. L1 was done when he got there and L2 seemed to be very much about Korean conventions, so not sure how much creative effect he had on the game. With TR, I'd been hoping he could bring some of the accountability I remember from Ultima IV/V so well. This may or not work as he describes in that one statement, but it's good enough to at least hear someone talking like this. Currently, "Faction" is little more than what you need in order to access places and vendor stores, from EQ1 on forward.

Quote
The more General levels you've reached (stars), then the elder game includes things you can do each time you add a star, but in these higher echelons you get into things like being able to pick up a squad of NPCs that help you and being able to command them around the battlefield.
That's cool. Sounds a bit like the NPCs of GW. Maybe we can control them individually, RTS style. Won't know until beta.

Quote
Well, you can PvP immediately…you can start the game in PvP. But the fictional basis for turf wars comes into play at the higher levels of the game.
About time. I never could believe this game wouldn't have PvP at some point, given the combat mechanic. Just didn't make any sense. I guess they prioritized it? Or did they simply not bother discussing it and letting people (including myself) think it'd not have a PvP component?


Title: Re: Tabula Rasa back from the dead
Post by: Margalis on February 18, 2007, 01:29:18 PM
Quote
That's one of the things we've been most pleased with. When you think about most MMOs, once you've determined your best weapon and method of distributing damage, you basically end up doing that repetitively with each opponent you encounter. We've worked very hard to make sure that each creature has an AI associated with it that will change the way you need to engage it.

Sounds good to me. A number of other things in there sound promising as well. A psuedo job-system for example.


Title: Re: Tabula Rasa back from the dead
Post by: Moorgard on February 18, 2007, 05:55:55 PM
Quote from: Lord British
In our game, we often give you multiple missions that can't be simultaneously completed, and you'll have to make the difficult decision of "who am I going to help here…what are the ramifications of helping one group over another?"

This is the part of the interview that sticks out for me. Pulling this off in a way that is both meaningful and enjoyable for the players will be tricky, but I hope they can.


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on February 18, 2007, 07:39:29 PM
There can only be so many branches/ factions when doing things that way, though.  Too many and you will alienate your customers by ignoring the people who made a different decision than you can come up with new content for.   It'll be interesting to see how 'wide open' it actually is, and how it's handled.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on February 19, 2007, 09:11:40 AM
This game sounds like it will be a mess at launch, at least that is my jaded response to that interview.  Trying to do too much, can't even give clear hype-speak on what they are actually doing.  I like the sound of what they are going to try, I think, but I doubt it will all come together.

Looking forward to the OB for this one though.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on February 19, 2007, 10:18:30 AM
Maybe my jade-o-meter hasn't reached the levels of critical mass that nearly everyone else's has, but for some reason, the more info they release about the game, the more excited I get.  The graphics look good, the gameplay mechanic seems interesting, and the storyline is decent.

Wish the fuckers would make a better site, thou....


Title: Re: Tabula Rasa back from the dead
Post by: Tmon on February 19, 2007, 10:30:22 AM
There can only be so many branches/ factions when doing things that way, though.  Too many and you will alienate your customers by ignoring the people who made a different decision than you can come up with new content for.   It'll be interesting to see how 'wide open' it actually is, and how it's handled.

I suspect that within a couple weeks the usual sites will have detailed guides that show the 'optimum' path through the various competing quests and within a couple months anyone asking for help on something not on that path will be shouted down as a noob.


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on February 20, 2007, 03:18:28 AM
From the last part of Richard Garriott interview.

Quote
VE3D: I don't think players think about MMOs as having a lot of AI. They think of them as having scripting.

Richard Garriott: They don't, right. Literally even the tutorial map, which you'll be able to play at GDC [in March], it's really funny to watch people who are uninitiated to Tabula Rasa. Either they treat it like a first-person shooter and start jumping up and down and zigzagging, thinking it will make a difference, which it doesn't. What we have to educate people to is that the targeting is "sticky," you still have to aim through the reticle, say I'm going to shoot you, and if he runs under cover, you still need to move so you can get a bead on him, but the targeting reticle sticks to who you mean to be targeted to, so it's not an arcade game.

And the other behavior is people treat it like a traditional MMO, and you just target the guy and ignore him while you fireball/fireball/sword swing/healing potion. Whereas right in that same intro sequence you are taught, here's a group of sandbags right beside you. If you step behind the sandbags and kneel down, now when they shoot at you, the hit probabilities and indicators show you down behind cover—now you can face the whole storm of guys coming at you and pick 'em off, no problem.

It's getting people to realize now that it's neither extreme of the mind numbing whack-a-mole, nor the dexterity-based jump-up-and-down-and-zigzag. It becomes now tactical—where I really need to consider what group of opponents they are, how they are going to move, what's their sensitivity, how smart are they and therefore now I'm going to make judgments as to what I'm going to do. But that becomes apparent to you right at the beginning of the game.


Title: Re: Tabula Rasa back from the dead
Post by: shiznitz on February 20, 2007, 09:06:29 AM
It sounds like they intend to put the fun up front. I hope they do.


Title: Re: Tabula Rasa back from the dead
Post by: WindupAtheist on February 20, 2007, 09:52:11 AM
He talks good talk, and NCSoft certainly has been patient in terms of giving him time to finish.  But as much as I want to be a Lord British fanboy, I just can't.  I'll need to see some execution to go alongside all those nifty concepts.


Title: Re: Tabula Rasa back from the dead
Post by: Margalis on February 20, 2007, 02:38:52 PM
At least he has some nifty concepts. We were talking about this very thing recently - different enemies behaving differently, with different movement and attack patterns, instead of every encounter in the entire game being the exact same.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on February 23, 2007, 05:51:34 AM
I've, err, "heard" that beta invites went out for those who were on the Benefactor Stone Promotional thing from E3 last year (or was that two years ago now?). Do we think it worth having a forum set up for it, one that could be closed once the game launches or the beta dropped?


Title: Re: Tabula Rasa back from the dead
Post by: Nonentity on February 23, 2007, 10:18:35 AM
I've, err, "heard" that beta invites went out for those who were on the Benefactor Stone Promotional thing from E3 last year (or was that two years ago now?). Do we think it worth having a forum set up for it, one that could be closed once the game launches or the beta dropped?

I've already mentioned I had my Benefactor Stone piece of cardboard.

Other then that, :nda:.

But yeah, a forum might be fun.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on February 23, 2007, 12:29:05 PM

I've already mentioned I had my Benefactor Stone piece of cardboard.


/jealous

I wanna play....:(


Title: Re: Tabula Rasa back from the dead
Post by: tmp on March 07, 2007, 05:39:23 PM
GDC 2007 trailer: http://www.youtube.com/watch?v=ECiwuVuAunI


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on March 07, 2007, 06:02:53 PM
Yea, another lame trailer that has people standing around getting shot at. I still have no fucking clue what the gameplay is going to be like.


Title: Re: Tabula Rasa back from the dead
Post by: Sky on March 08, 2007, 09:01:17 AM
I have to agree with Trippy. Not sure what these trailers are supposed to accomplish.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on March 10, 2007, 04:08:06 AM
It shows what it looks like on a computer newer than mine, I'll tell ya that much :)


Title: Re: Tabula Rasa back from the dead
Post by: schild on March 10, 2007, 05:30:28 AM
Yea, that trailer isn't what I'd call a "high point" in the lifecycle of this title.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on March 10, 2007, 06:31:58 AM
It's kinda funny really. Almost every trailer they've shown hasn't done the game any service. I'm hoping they get a PR agency on board soon, one that can do some good editing. Granted, they can only work with what they can get from the game that exists at that specific time, but still, they really need to drive more info about this title than the weak-wannabe-FPS that these videos come off as showing. They'll never appeal to folks who can immediately tell the difference between TR and real FPS titles, and that's most anyone who's ever played an FPS.


Title: Re: Tabula Rasa back from the dead
Post by: schild on March 10, 2007, 06:41:59 AM
I thought the first trailer with the fucking crazy asian designs and harps as weapons and all the vibrant colors was just goddamn fantastic. Sure, maybe the gameplay sucked, but the look was 9,000 times more appealing and out WoW'd WoW.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on March 10, 2007, 10:45:22 AM
Good point. I meant the stuff that's come since they changed the theme to sci-fi.


Title: Re: Tabula Rasa back from the dead
Post by: HaemishM on March 12, 2007, 12:10:34 PM
The latest trailer was certainly an improvement over the one at E3, but I still remain skeptical.


Title: Re: Tabula Rasa back from the dead
Post by: Reign on May 20, 2007, 10:46:05 PM
That's what I'm not good at... shooters.  For some strange reason, they make me feel panicky.  I would really like to see Garriott do something wonderful, though...

Signe, the 'panicky-ness' is just the adrenaline byproduct of another player trying to blow your virtual head off. ; )


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on May 23, 2007, 02:10:48 PM
Another TR video (http://www.youtube.com/watch?v=Jvl1f_11K-g&mode=related&search=), with interview with Richard Garriott.

I'm a big fat wet n00b.


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on May 23, 2007, 02:55:30 PM
Another TR video (http://www.youtube.com/watch?v=Jvl1f_11K-g&mode=related&search=), with interview with Richard Garriott.

That's from last year's E3.  The Night Elf Druid running around on his mount in the middle of the interview instead of a TR clip was amusing though.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on May 23, 2007, 03:45:25 PM
Oh.  Shit.   I didnt hear the sound when I watched it, only assumed.  Thought it was new.

Fuck.

Nevermind!


Title: Re: Tabula Rasa back from the dead
Post by: Mi_Tes on May 23, 2007, 06:29:14 PM
Applied and have the benefactor stone from several E3's ago - anyone have an idea of what is up with the betas?


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on May 24, 2007, 04:11:34 AM
Applied and have the benefactor stone from several E3's ago - anyone have an idea of what is up with the betas?

A few folks around here are in beta already.  They aren't allowed to explicitly say so, but they've :NDA: 'd enough to gather that much info.  Given the way one's planning on spending the entire summer dedicated to the beta, I don't expect to see/ hear about open beta before Q4 at the earliest.    Then again, I still think it's not coming out this year at all, so I'm biased in that opinion.

Really, if the game's farther along than I'm thinking, then their press has been pretty abysmal, and PR needs a kick in the pants.


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on May 24, 2007, 04:51:44 AM
Really, if the game's farther along than I'm thinking, then their press has been pretty abysmal, and PR needs a kick in the pants.
Or maybe they are just PR shy right now after having hyped the original game design and then being forced to scrap it and start over.


Title: Re: Tabula Rasa back from the dead
Post by: Murgos on May 24, 2007, 05:49:09 AM
Richard Garriot.  A.K.A. "Lord, I live in a fucking castle, British" publicity shy?

Pull the other one, it's got bells on.


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on May 24, 2007, 09:40:15 AM
What Murgos said.

Plus, for a game that's supposed to release in 5-6 months (on the outside) there's very little info out there.  All anyone really knows is "It's going to be a FPS-RPG hybrid with a unique lore." 

At this point SOMETHING about the rest of the game would be great, but all we've gotten for a long, long time is "RPG-SHOOTER!!" in various forms.  Wow, ok.. so I want to play for months at a time and pay the $15/ month, WHY?  What can I do besides running around leveling-up or advancing my character or whatever.  Is it's a world, with houses and crap? Do I group up for lootz and trinkets? Is there a story I'm following until I hit the 'end' and have to wait for more content?  If it's just to run around shooting things because it's fun and I get some kind of 'ding gratz' it's a little shallow for the hype.


Title: Re: Tabula Rasa back from the dead
Post by: Furiously on May 24, 2007, 09:46:43 AM
You could do all that in SWG - RIGHT NOW!


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on May 24, 2007, 09:51:11 AM
Can you feel me trying to kill you with my mind?


Title: Re: Tabula Rasa back from the dead
Post by: waylander on May 24, 2007, 10:22:59 AM
IF I had some guild members in the beta, they might be interested in running with other folks who MIGHT be in the beta.  IF that were possible, I'd be interested in hearing from anyone via PM to make that happen.


Title: Re: Tabula Rasa back from the dead
Post by: Murgos on May 24, 2007, 12:03:47 PM
IF I had some guild members in the beta, they might be interested in running with other folks who MIGHT be in the beta.  IF that were possible, I'd be interested in hearing from anyone via PM to make that happen.

Well, that was subtle.

Last I heard was an email saying, "We haven't forgotten you yet!  Hang in there!"  I'm pretty sure I saw something from them in my spam box as I was clicking 'delete all' though so I'll probably be waiting a while.


Title: Re: Tabula Rasa back from the dead
Post by: Mi_Tes on May 25, 2007, 07:08:17 PM
Thanks for the info - guess I will try to be patient a little longer. 

Just noticed the official site has a new look, now being referred to as "Richard Garriott's Tabula Rasa", and says PC Gamer will have a three-page preview in the July 2007 issue. 

http://www.playtr.com/index.html

Looks like perhaps the PR just started?


Title: Re: Tabula Rasa back from the dead
Post by: Slayerik on May 25, 2007, 07:54:38 PM
Yuck...The bobbing aliens things...ug.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on May 25, 2007, 08:07:51 PM
He's not talking to the community nor the testers but he is talking to the press. Article in PC Gamer this round, short on real details, and he didn't play it for very long.  But this seems very much like typical corporate approach: talk to the media, not the actual audience.


Title: Re: Tabula Rasa back from the dead
Post by: Mi_Tes on May 25, 2007, 08:36:21 PM
He's not talking to the community nor the testers but he is talking to the press. Article in PC Gamer this round, short on real details, and he didn't play it for very long.  But this seems very much like typical corporate approach: talk to the media, not the actual audience.

That is odd.  Perhaps still a bit touchy given the AA experience?  But definitely doesn't seem like a game releasing this year with no hype and no word of mouth. 


PS  For anyone still missing the first TR, I finally found the unicorn screenies

http://media.pc.ign.com/media/016/016535/img_2226509.html

(http://vaultmedia.ign.com/rpgvault/image/tabularasa0704-01_1089624837.jpg)

Edit by Trippy: made it a direct image just for fun


Title: Re: Tabula Rasa back from the dead
Post by: Reign on May 25, 2007, 10:30:38 PM

PS  For anyone still missing the first TR, I finally found the unicorn screenies   http://media.pc.ign.com/media/016/016535/img_2226509.html   http://media.pc.ign.com/media/016/016535/img_2226509.html

I seriously hate you man... past midnight here, I have church in the morning, and Im going to be laughing at that damn unicorn pic the entire night....and maybe through church tomorrow...

At least Garriott saw what a disaster the original would be and decided to make 'less' of a disaster...gotta give him credit for at least doing that much- Mcquaid should take a few pages from that methodology.


Title: Re: Tabula Rasa back from the dead
Post by: Sir Fodder on May 25, 2007, 10:45:24 PM
Quote
He's not talking to the community nor the testers but he is talking to the press.

He hasn't ever since the infamous apology statement was released during the Ultima IX debacle. His community manager advised him to stay away from the boards while she stepped up and took the heat (she was later axed in the TR meltdown). Weak.


Title: Re: Tabula Rasa back from the dead
Post by: Lantyssa on May 26, 2007, 08:58:12 AM
I seriously hate you man... past midnight here, I have church in the morning, and Im going to be laughing at that damn unicorn pic the entire night....and maybe through church tomorrow...
Some of us wanted one of those unicorns...

 :cry:


Title: Re: Tabula Rasa back from the dead
Post by: Murgos on May 26, 2007, 09:30:31 AM
Fortunately for the rest of us sentient red pandas don't make up a very large share of the MMO purchasing market...


Title: Re: Tabula Rasa back from the dead
Post by: Chimpy on May 26, 2007, 10:36:00 AM
Last time I checked, Unicorns only had one horn.

Sorry that is all I could think of after I looked at the picture.  :|



Title: Re: Tabula Rasa back from the dead
Post by: schild on May 26, 2007, 02:45:19 PM
I would've played the shit out of that weird harp slinging bard in the original TR.

That game had more color than Banjo Kazooie. It was gorgeous.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on May 26, 2007, 05:50:19 PM
He hasn't ever since the infamous apology statement was released during the Ultima IX debacle. His community manager advised him to stay away from the boards while she stepped up and took the heat (she was later axed in the TR meltdown). Weak.
Hrm, I missed that apology. Have a link? Just curious :)

As to titanic egos and their babies, maybe that's the case here. Or maybe they realize they can make money on releasing info through paid media so shouldn't waste juicy stuff on the folks charged to, like, you know, assess whether it's working or not.

Not that I speak from direct experience of course. This is just what I hear.


Title: Re: Tabula Rasa back from the dead
Post by: Zonk on May 26, 2007, 06:29:43 PM
I would've played the shit out of that weird harp slinging bard in the original TR. That game had more color than Banjo Kazooie. It was gorgeous.

I too will admit that 'what could have been' TR had an attraction. Nobody else would have played it, of course, but it was cool-looking. As far as that goes, Garriot's talk at GDC last year, where he broke down the huge problems the project had was as much of an apology as I think you're going to see.

Search indicated this hasn't been linked yet in this discussion, and it might be relevant, so: http://games.slashdot.org/article.pl?sid=06/03/23/180259

Apologies if it's already shown up.


Title: Re: Tabula Rasa back from the dead
Post by: schild on May 27, 2007, 04:33:38 AM
There's something that's really bothering me about the PR for Tabula Rasa. Specifically, the ads and art they've chosen. If you're going to use phrases that make it sound like WWII propaganda. make the goddamn advertisements appealing in the same way. If I see a poster that says Know Your Enemy - I expect to see some crosshairs on a nazi looking mofo. I don't expect to see 2 people falling over while trying to shoot at some organicy looking mech. Also, I don't "Join the Fight" for a chick in yellow goggles. Even the website specific things like "Images from the Front" should have been sepia'd out.

If you're going to spend years and years on a game, scratch an entire version, restart - you need to make fucking sure that you have killer marketing, because, the way I see it - any of those pictures might as well say Failure. It's just as appealing, and possibly more honest given how mum everything is on it thus far.

Garriot could be the child of god and it wouldn't matter at this point. Blizzard will still have WoW out, and NCSoft hasn't made a single attempt to get positive word out about the game.

All I can do is hope that the inevitable launch of this title doesn't end in a series of interviews.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on May 27, 2007, 04:40:40 AM
I agree. There's a lot of inconsistent vision about this game, including, as evidenced, how to market it. The public image of TR has always been the weak link.

Fun though TR could be, I've long felt their biggest challenges are business related. Is PvE Planetside sellable in sufficient quantities? I hope we get to find out. But if the more time goes on, the more stiff competition it's up against. I still think they could can this thing. On one side is too much money spent to not get any ROI (though I'd contend that's offset by maybe wanting to avoid the ongoing cost sink of live). On the other side though is the public image challenges a non-uber launch/game could cause for many.


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on May 27, 2007, 04:53:36 AM
Fun though TR could be, I've long felt their biggest challenges are business related. Is PvE Planetside sellable in sufficient quantities?
We still don't even fucking know if this game is really a shooter or some FSM-awful hybrid.


Title: Re: Tabula Rasa back from the dead
Post by: schild on May 27, 2007, 05:00:31 AM
Eh, it was playable at E3. It's what Star Wars Galaxies wanted to be. Mostly third person, twitchy-feeling lock-on combat with proper collission detection.

So, yes, it's a hybrid.

But!

The combat was tolerable. Basically, the metagame is going to make or break TR. Absolutely make or break it. Will the guild stuff be good? Will there be proper crafting? Player Housing? Will the loot system be appealing.

Honestly, if I was making a game with combat, the quality of loot would be directly below the gameplay/fun of combat itself. There's absolutely Nothing More Satisfying than a reward for your hard (or even easy) work. And, unfortunately, I think this is exactly where TR will fail. PvE battlegrounds is just a bad idea.

Let me explain all of this another way. This game has "been in development" for what, 5-6 years now? From what I was allowed to play at E3, short of some really gorgeous art assets, the game itself seemed like it could have been made by an indie dev house for 1/10th the cost. I hope I'm wrong.


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on May 27, 2007, 05:14:33 AM
Eh, it was playable at E3. It's what Star Wars Galaxies wanted to be. Mostly third person, twitchy-feeling lock-on combat with proper collission detection.

So, yes, it's a hybrid.
Can you dodge shots or do you just stand there like a fucking idiot?


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on May 27, 2007, 06:43:20 AM

The combat was tolerable. Basically, the metagame is going to make or break TR. Absolutely make or break it. Will the guild stuff be good? Will there be proper crafting? Player Housing? Will the loot system be appealing.

Exactly, and that's the exact stuff that there's been NO press on.  We just don't know what the rest of the game is. At this late date I don't take that as a good sign.

Eh, it was playable at E3. It's what Star Wars Galaxies wanted to be. Mostly third person, twitchy-feeling lock-on combat with proper collission detection.

So, yes, it's a hybrid.
Can you dodge shots or do you just stand there like a fucking idiot?

In that interview linked above, RG said something about there being dice rolls for shots.  So it sounds like you CAN move around, but the question is does it affect anything.  It's possible that moving adds a bonus to your doge roll, or the 'rolls' just determine how close to dead-on your shots have to be.   There's already "sticky" targeting, though, so I suspect movement is pointless.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on May 27, 2007, 06:54:15 AM
Re:  PR and advertising

Maybe they're taking an anti-Vanguard approach?  A quiet launch?  So, that if it falls and stumbles out of the gate, noone really notices, but if it takes off they can ramp up accordingly?

Wouldn't be the first time a MMO studio has tried something 'different'.


Title: Temp
Post by: Zonk on May 28, 2007, 06:56:25 PM
I apologize for aiding in getting this conversation off track. I will now do my best to return it to the original focus: TR is still a mystery.

WarCry put up an interview last week with CuppaJo. http://tr.warcry.com/forums/read/191.42268

They um ... they still don't seem to know what their game is yet either. If anyone does, shouldn't they?

Quote
WarCry: We know that if your character dies in TR you will respawn at a checkpoint. What other penalties are there for dieing?

April Burba: We know we will have a death penalty, but it has not been added yet and we aren't really ready to talk about it until we have had a chance to put it in game and see how it works out.


Title: Re: Tabula Rasa back from the dead
Post by: Trippy on June 02, 2007, 05:16:12 PM
All the Ultima/JRPG stuff has been split off to here:

http://forums.f13.net/index.php?topic=10156.0


Title: Re: Tabula Rasa back from the dead
Post by: schild on June 02, 2007, 05:21:44 PM
Trippy, to answer the previous question about dodging shots. I couldn't tell. There was so much pew pew pew pew pew that I think it's just based on constant dice rolls and there's so much shit going on that if you actually dodged one shot, you'd get hit by another. So, uhm, yea. Probably no REAL dodging.


Title: Re: Tabula Rasa back from the dead
Post by: tmp on June 02, 2007, 09:26:43 PM
Trippy, to answer the previous question about dodging shots. I couldn't tell. There was so much pew pew pew pew pew that I think it's just based on constant dice rolls and there's so much shit going on that if you actually dodged one shot, you'd get hit by another. So, uhm, yea. Probably no REAL dodging.
Not like you can really dodge spray of machine gun bullets anyway so that's hardly odd. From what I understand taking cover behing land obstacles and such renders the character harder to hit and whatnot which seems reasonable, if in more tactical rather than twitch sense.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on June 03, 2007, 08:29:24 AM
Remember all those videos of TR showing players standing in place while they do all of their shooting?  :nda:


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on June 03, 2007, 09:02:08 AM
Makes me think one of two things: 

You have to be stationary to fire. 
Or you have to be stationary to have any hope of hitting anything.


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on June 03, 2007, 10:26:02 AM
Makes me think one of two things: 

You have to be stationary to fire. 
Or you have to be stationary to have any hope of hitting anything.

Didn't I say that before, a few pages back? I'm pretty sure I did.   I also previously mentioned - not in this thread - that the 'landing ships' and what-not in the vids looked like they were very much on rails.  I know some folks were all  :heart: :heart: :heart: when they saw the vehicles, but I think the reality is far different from their imagination.

Yet another reason the lack of info to us plebs (a game magazine? Really? Who the fuck reads those on a regular basis anymore?) or even the 'non-journalists' at IGN or even X-fire is going to hurt the game.  If everyone's got their own vision building-up in their head about their wonderboy Garriot's 'new vision' and it turns out to be something less than their vision, it's going to get ugly.   You don't want to over-hype the game, but you don't want the fanbase you've got coming up with delusions of their own, either.

Really, I'm thinking the game's going to be hurting in short order.  Too much 'unknown' floating out there, not enough info & time for people to temper their expectations w/ reality.  If you hear "Deus-Ex gameplay" while thinking it's "True FPS" 5 or 6 months before launch, you can come to grips with that.  If you go in thinking "FPS" and get handed dice rolls, you're going to be pissed and not give much of a chance at all.   Doesn't this hold true for you Garriot fans thinking "world" if you were to login and find "Planetside" instead?


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on June 03, 2007, 01:00:25 PM
Makes me think one of two things: 

You have to be stationary to fire. 
Or you have to be stationary to have any hope of hitting anything.

Didn't I say that before, a few pages back? I'm pretty sure I did.   I also previously mentioned - not in this thread - that the 'landing ships' and what-not in the vids looked like they were very much on rails.  I know some folks were all  :heart: :heart: :heart: when they saw the vehicles, but I think the reality is far different from their imagination.

Yet another reason the lack of info to us plebs (a game magazine? Really? Who the fuck reads those on a regular basis anymore?) or even the 'non-journalists' at IGN or even X-fire is going to hurt the game.  If everyone's got their own vision building-up in their head about their wonderboy Garriot's 'new vision' and it turns out to be something less than their vision, it's going to get ugly.   You don't want to over-hype the game, but you don't want the fanbase you've got coming up with delusions of their own, either.

Really, I'm thinking the game's going to be hurting in short order.  Too much 'unknown' floating out there, not enough info & time for people to temper their expectations w/ reality.  If you hear "Deus-Ex gameplay" while thinking it's "True FPS" 5 or 6 months before launch, you can come to grips with that.  If you go in thinking "FPS" and get handed dice rolls, you're going to be pissed and not give much of a chance at all.   Doesn't this hold true for you Garriot fans thinking "world" if you were to login and find "Planetside" instead?

I can't remember if you said it not.  I'm lucky if I can remember where I put my keys 5 minutes ago.

Anyway, as much as I've looked for info about the game, pretty much everything I know can be summed up as:
1)  No elves.
2)  People use guns.
3)  New alphabet / language thing
4)  Legos.  Or loges.  Logos.  Something.
5)  Humans vs Bane.  Gotcha.
6)  Purty graphics (from screenshots, at least)
7)  Click to target.  But not twitch to continue to aim. 
8)  Fire 'normal' shots with left click, specials with right click, movement with WASD (I think)

Not much more.


Title: Re: Tabula Rasa back from the dead
Post by: Signe on June 03, 2007, 02:33:27 PM
Quote
7)  Click to target.  But not twitch to continue to aim. 

That last is a must for me.  I might be coordinated (lucky?) enough to pull it off once but I'm absolutely not coordinated enough to be twitchy continuously. 


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on June 03, 2007, 03:25:56 PM
Edit by Schild: You know why.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on June 03, 2007, 05:38:11 PM
Fuck I missed some  :nda: lovin...

Stupid TR, I dont know anyone in the beta IRL to find out info from.   :|


Title: Re: Tabula Rasa back from the dead
Post by: Sir Fodder on June 04, 2007, 12:43:58 PM
Starr Long interview (http://www.computerandvideogames.com/article.php?id=165206) and a new video. Not much new info, but the part about dynamic mob wars sounds interesting. It is encouraging to me that he is clear they are making an RPG and not a twitchy shooter or some please 'em all attempt at a hybrid. Too many quick ADD edits in the video to glean much on gameplay, but it looks like the characters are moving around while fighting. The character graphics look really nice IMO.


Title: Re: Tabula Rasa back from the dead
Post by: Falconeer on June 05, 2007, 10:49:39 AM
Gamespy hands-on (http://pc.gamespy.com/pc/tabula-rasa/794032p1.html).

Quote

Spiffy: Fast-paced combat system; "cloned" characters and open class system; Logos powers; morality-based missions.

Iffy: Combat system takes some getting used to; how much effect will "ethical" missions have on gameplay?

Earth is dead and Ilyana is a recruit for the Allied Free Sentients. She's raw meat, a fresh body dropped on the lush world of Forean to battle the Bane. She's Logos-sensitive and that marks her as potentially valuable to the campaign to destroy the Bane. Merely being able to harness Logos isn't enough to ensure her survival, though. She'll need to use all kinds of weapons ranging from laser pistols to rocket-propelled grenades to psychically-generated lightning in order to survive. Denzil's Caldera will be her trial by fire and if she fails, humanity is one step closer to extinction. Her first view of her new world is of burned-out bunkers, smoke and the screams of wounded soldiers. Welcome to Tabula Rasa.

This isn't the Tabula Rasa I saw in May of 2004. Back then the game was a bizarre conflation of eastern and western sensibilities that sported weapons shaped like musical instruments, bizarre mathematical pseudo-science and monsters that belonged more on a 1970's black-light poster than in a modern MMO. More recently, I was invited to Austin, Texas to finally go hands-on with Tabula Rasa. After a brief time creating Ilyana, my ALS "Recruit," I was dropped unceremoniously on Foreas. Foreas is a chaotic war-torn world filled with fast-moving monsters, the sound of explosions and lots and lots of gunfire.

I like this better.


"We lost a good two years worth of work." The speaker is Richard Garriott, better-known as Lord British to the legions of gamers who grew up playing his Ultima titles. The place is a cramped conference room in NCSoft's Austin office a few hours before my hands-on time with the game. Garriott and his long-time collaborator Starr Long are giving a briefing on the new game. The original, it seems, suffered from an issue of "too many chefs" and unfocused development priorities. Trying to make a game that appealed to both western and eastern sensibilities, the resulting mishmash pleased no one and the frustration on both sides caused friction among the original team.

In the end, NCSoft did the almost unthinkable -- jettisoned several years' worth of work, nearly 20 percent of the original team and the majority of the game's code base and art assets. The "new" Tabula Rasa is a much more narrowly focused product. Rather than try to redefine the MMO genre as a whole, the team is now merely trying break out of the mold pioneered by Ultima Online, refined by EverQuest and perfected by World of Warcraft.

Whack-A-Bane

"One of the biggest problems MMOs have is that they never immerse you in the world," Garriott said. "You spend most of your time pressing buttons, watching the interface and waiting for a cooldown meter to finish so you can press it again." Long and Garriott refer to this kind of MMO combat as "whack-a-mole" and claim that it's a legacy of a problem faced by the Ultima Online team. Given the connection speeds of the time, it was prohibitively difficult to synch combat in massively multiplayer online space, so the team solved the problem by taking the pacing of the battle out of the hands of players. The result was the traditional "round-based" combat used by most MMOs since.

Tabula Rasa's combat is different. As Ilyana appears on the planet her AFS trainer runs her through the basics. Combat is in real-time, and movement, cover and range are extremely important and battlefield positioning will be critical. Indeed, at first glance, the game looks like a first-person shooter and when I face down my first Bane, I treat it as such. I kneel down behind some rubble to shoot at a Bane soldier and then duck behind a shattered column to avoid its return fire. Then I see the Bane's bullets dodge around the column and nail me anyway. Tabula Rasa is demonstrably not an FPS and playing it as such is guaranteed to get an avatar killed.

At its heart, Tabula Rasa remains an RPG with RPG-style statistics-based combat. That means that when Ilyana fires a rifle at a Bane soldier, the game juggles a whole lot of character skill numbers really fast to determine if the shot hits or misses, how much damage it does and whether it causes any secondary effects. The difference is that the pacing -- the "pulse" of combat -- is placed under the player's control. Players want to keep moving and utilize cover not to mess up an opponent's aim, but because all of these effects are taken into account when the computer rolls its virtual dice. Combat is more about situational awareness and timing than either twitch reflexes or speccing out maximum DPS. Winning a fight means holding fire until various parameters snap into place that maximize the chance to inflict damage. Many of the monsters in the game are built to take advantage of this system. One of the Bane's floating gun platforms (called a "Predator"), for example, is essentially unkillable from the front and will require coordinated effort from a team to hit the platform in its weaker rear armor.

It's these shifting parameters that the Tabula Rasa team hope will make the world far more immersive than the standard MMO. Rather than creating a static universe filled with mobs that wait around for the player to kill them, Garriott and his team are working on what they call "dynamic battlefields." NPCs in the game will have their own agendas and will pursue them whether or not the player is present. AFS and Bane forces will launch assaults on each other's bases and many of these attacks will be successful. This causes the planetary maps to constantly shift. A player may have a quest completed, for example, and be unable to turn it in because the position that held the NPC that made the request has been overrun. Some of the rarer loot in the game won't be rare because of the mobs that guard it, but because the players will have to arrange assaults on strongly held Bane fortifications just to have the quest for it become available.


I saw this in action myself during Ilyana's "Denzil's Caldera" missions. When I had taken her through some of the basic combat maneuvers, the sergeant NPC doing my training told me that the Bane were holding a secured position in some ruins up ahead. A force field guarded the door and several anti-infantry cannons guarded the force field generators. I found myself in the company of a group of computer-controlled howling commandos charging teeth-first into this little nightmare. To my shock, these guys were good. They worked together to open holes for me to slip through so I could fire rocket-propelled grenades at defensive emplacements and set charges to blow open the force field.

When I had taken down the door I found the place inside swarming with Bane. I shot up a couple and the NPC sergeant told me not to worry about killing every Bane I could see. I should just carve my way toward a control point in the center of the ruins. The control point was a glowing red column of energy and once I reached it, it took a few seconds to turn blue. An enormous transport swooped in from nowhere, dropping off fresh combat troops that finished off the remaining Bane. Non-combat personnel including trainers, vendors and quest givers took up positions around the ruins setting up defenses and crafting stations. It was one of those moments when your whole perspective shifts. What had been just a mission location suddenly transformed into the game's first town and quest hub. Apparently this happens a lot in the world of Tabula Rasa.

What's the Word?

When the Caldera had been secured, things calmed down a bit for Ilyana and I was able to explore a bit more about the setting and gameplay structures of Tabula Rasa. It seems that in an unspecified future, humanity is on the verge of mastering its global sandbox and its own penchant for self-destruction when a cosmic monkey wrench in the form of the Bane shows up. The Bane are a peaceful collective in that "submit to us or die" sort of way. After they essentially burn Earth to the ground humanity gets a last-minute save thanks to alien technology that allows them to make a quick escape and join an underground multi-species resistance movement called the Allied Free Sentients.

The good news is that humanity may hold the key to finally defeating the Bane. It seems that certain humans are sensitive to the power of "Logos," a mysterious pictographic language that, when appropriately combined in the minds of an attuned user, can alter the very fabric of space and time. Logos is an actual language devised by Garriott and it's festooned liberally throughout the game on walls, obelisks and in various hidden places. It can be translated (thought it's not necessary to do so in order to play) and Garriott expects big fans of the game to look for and translate the hidden passages in the game to uncover more about the game's back story. For those of us just interested in blowing stuff up, the acquisition of Logos symbols is one of the game's driving dynamics (there are over 130 of them and many will be extremely difficult to acquire). One of the first missions offered to Ilyana was to enter a nearby cave in order to find the Logos symbol for "Power" that will allow her to fire telekinetic lightning bolts.

After acquiring my first Logos power, I take some time to run some one-off missions, working to level up Ilyana. At level five, I'm offered my first specialization choice -- "soldier" or "specialist." Tabula Rasa's class system is designed so that players can tailor their class experience based on the way they like to play the game. This first choice splits the game between those who like being front-line soldiers and those who enjoy taking on more supporting roles. As characters continue to level up, the classes get more specialized through four tiers of differentiation.


According to Garriott this allows the players to make choices about their characters based on their experience in the game rather than at character creation when they don't really know what they'd like to do. Such traditional character development scenarios are filled with what Garriott calls "exit points," moments when players look for a new game rather than working their way up through lower levels again. The game even allows the player to clone an avatar at any point in order to try out other decision branches.

Ethical Dilemmas

Ilyana's first five levels are split between running operations for the AFS proper and making the acquaintance of the Foreans, the indigenous inhabitants of the game's first planet. The Foreans are a generally peaceful, ecologically-minded race that desperately wants to kick the Bane off their world, but aren't willing to destroy their planet in order to save it. According to Garriott, this will cause some conflicts with the human contingent of the AFS who mean to destroy the Bane by any means necessary and open up a serious can of ethical worms for the player.

Garriott, of course, is justly lauded for introducing the ideas of ethics to computer RPGs in Ultima IV. That game made the development of a character's virtues as important a part of the game as level, loot and killing power. Tabula Rasa hopes to take this dynamic to a new level by offering several sub-factions within the game that offer a variety of ethical dilemmas. "Broadly speaking, the AFS are the good guys and the Bane are the bad guys," Garriott says. "Between that black-and-white view of the world, though, there are many shades of gray."

Many of the quests available in Tabula Rasa will be offered by mutually antagonistic groups and will force the player to make decisions that they may feel uncomfortable with. In one example, there is a mission arc within the game in which the player will be tasked with destroying a dam in order to deny the Bane access to a vital area. The problem is that there's an innocent village that will be wiped out by the exploding dam. Does the player follow orders and wipe out the village or do they attempt to warn the village and risk allowing the Bane to get a foothold in the area? According to Garriott, there won't be any "right" or "wrong" answers, just unappetizing choices that the player will have to live with.

In my own case, Ilyana's first ethical dilemma came about as a result of a trip to an AFS prison. It seems the AFS managed to capture a Bane Thrax Soldier -- something extraordinary as most Bane die before submitting to capture. The problem is that in order to keep the Bane alive, the AFS needed Bane food; the prisoner simply couldn't process anything else. Naturally Ilyana drew the short straw when it came to assignments and she was assigned by a medic named Campbell to get this monster's lunch.


The mission to get the food was exciting, if a bit routine. Head out to a Bane base camp, click on glowy food packs and try not get shot. The interesting bit happened after I got back. I suddenly had two options when it came to turning in the food packs. I could turn it in to one Agent Franz who was going to use a combination of drugs and starvation to wrangle some information out of the prisoner. I could also listen to the entreaties of the Bane itself, a conscript Thrax named Thull who promised to repay my kindness if I gave it the food directly without allowing the food packs to be drugged.

I now had a choice to make, neither of which made me feel particularly good. Give in to short-term compassion for an enemy prisoner and miss out on information that might save the lives of other AFS soldiers? Be a good soldier and give the food to Franz knowing I was sanctioning torture? How to know which was the correct course? My one act of compassion might open a door to freeing the Thrax from Bane control. On the other hand, the Thrax might be lying to me to play on my sympathies. According to the members of the development team, there's no real "right" answer in terms of moving the game forward. Picking either choice would provide the same item or monetary reward, but it will open up a different series of missions -- one involving the human intelligence services and one involving service to the Thrax. Both will eventually lead to a satisfying conclusion to the Forean story. The difference will be how the player feels about the Bane, the humans and themselves.

Unfortunately, all that would have to wait. My time with Tabula Rasa was over and I still had a lot of questions left unanswered. Could the Thrax be turned around? How far could I go and not truly betray my people? How much effect would these different missions have on the resolution of each planet's story? Will this matter at all to the power gamers who pride themselves on never reading quest text? Good questions, to be sure, and now that the space harps and cosmic unicorns have been jettisoned in favor of big guns and flesh-eating aliens, I'm much more eager to find the answers during the game's scheduled release this fall.


Title: Re: Tabula Rasa back from the dead
Post by: Tmon on June 05, 2007, 11:01:30 AM
Quote
I now had a choice to make, neither of which made me feel particularly good. Give in to short-term compassion for an enemy prisoner and miss out on information that might save the lives of other AFS soldiers? Be a good soldier and give the food to Franz knowing I was sanctioning torture? How to know which was the correct course?

Easy you clone yourself and try each choice and take the path that gives the best reward.


Title: Re: Tabula Rasa back from the dead
Post by: Xanthippe on June 06, 2007, 11:17:38 AM
Spoken like a true min/maxer.

This sounds very promising.  I'm indeed looking forward to it.


Title: Re: Tabula Rasa back from the dead
Post by: WindupAtheist on June 06, 2007, 11:37:14 AM
Gamespy hands-on (http://pc.gamespy.com/pc/tabula-rasa/794032p1.html).

Quote
stuff

I just got a boner.


Title: Re: Tabula Rasa back from the dead
Post by: Vinadil on June 06, 2007, 11:44:33 AM
Quote
I now had a choice to make, neither of which made me feel particularly good. Give in to short-term compassion for an enemy prisoner and miss out on information that might save the lives of other AFS soldiers? Be a good soldier and give the food to Franz knowing I was sanctioning torture? How to know which was the correct course?

Easy you clone yourself and try each choice and take the path that gives the best reward.

I know this was likely sarcastic... but it sounded like the reward was the same (present reward) either way you go, and the only difference was in future missions.

Honestly, though, even the ability to pick different things will stop being "Ethical" to me quickly if it has no effect on the outside world.  The first couple might make me pause to consider what is "right", "wrong", or just "best"... but after a while I will see that regardless of what I choose the storyling goes on about its merry old way.

Hopefully each of these little ethical decisions will shape the face of a server (world) so that different servers actually see different story arcs.  It is well-past time we see a MMO that actually delivers a truly dynamic world/story-line.  That is really at the HEART of the RPG and has never made it into MMO-RPGs yet.


Title: Re: Tabula Rasa back from the dead
Post by: Sky on June 06, 2007, 12:01:50 PM
Hopefully each of these little ethical decisions will shape the face of a server (world) so that different servers actually see different story arcs.  It is well-past time we see a MMO that actually delivers a truly dynamic world/story-line.  That is really at the HEART of the RPG and has never made it into MMO-RPGs yet.
You'll never see that in any mainstream mmo. Dynamic worlds like UO are just not going to happen outside niche products like Second Life or AtitD.

The problem with mmoRPg is that nobody wants to RP, they want phat lewtz. Mainstream anything is not going to be RP. Deal.


Title: Re: Tabula Rasa back from the dead
Post by: Nebu on June 06, 2007, 12:42:33 PM
Run to camp at xxx, yyy and get 5 food packs.  Return with food packs for your reward. 

AWESOME!


Title: Re: Tabula Rasa back from the dead
Post by: HaemishM on June 06, 2007, 12:54:54 PM
Seems like a lot of good IDEAS in that preview, but at the same time, a lot of stinkers. The shots tracking you around objects is going to be one of those things I'm used to with MMOG's and will continually disappoint me. In a game with magic, it doesn't bother me as much. In a game with pewpew lazers, it bugs me a great deal.

But it's all in the execution. I'm highly skeptical.


Title: Re: Tabula Rasa back from the dead
Post by: Merusk on June 06, 2007, 02:26:24 PM
Seems like a lot of good IDEAS in that preview, but at the same time, a lot of stinkers. The shots tracking you around objects is going to be one of those things I'm used to with MMOG's and will continually disappoint me. In a game with magic, it doesn't bother me as much. In a game with pewpew lazers, it bugs me a great deal.

But it's all in the execution. I'm highly skeptical.


Meh, it's a roll system.. I'm glad to see they released some info finally, and I'm surprised I was so close on the DeX reference.  But better that it comes out NOW than later, because you could almost hear the 'wtf' in that "writer's" explanation of what happened.

Now if they'd release some info about what ELSE happens, or if it's all just pew pew, next mission.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on June 06, 2007, 03:02:52 PM
MMO's that try to sound like they are full of single player game features almost always fail to deliver on most of those features.  My excitement meter has pretty much redlined on this one after that interview.


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on June 06, 2007, 03:29:27 PM
Bleh. NDA. Good writeup though it that it tries to make more real the hands-on version of the game. They didn't get to play very long it seems, which makes sense. Good coverage of the concepts versus what's actually in the game they were able to play.


Title: Re: Tabula Rasa back from the dead
Post by: Tmon on June 06, 2007, 06:58:09 PM
Easy you clone yourself and try each choice and take the path that gives the best reward.

I know this was likely sarcastic... but it sounded like the reward was the same (present reward) either way you go, and the only difference was in future missions.

Honestly, though, even the ability to pick different things will stop being "Ethical" to me quickly if it has no effect on the outside world.  The first couple might make me pause to consider what is "right", "wrong", or just "best"... but after a while I will see that regardless of what I choose the storyling goes on about its merry old way.

Hopefully each of these little ethical decisions will shape the face of a server (world) so that different servers actually see different story arcs.  It is well-past time we see a MMO that actually delivers a truly dynamic world/story-line.  That is really at the HEART of the RPG and has never made it into MMO-RPGs yet.

Yeah it was sarcastic, and I agree the "ethics" thing loses its punch if there is no real difference between the outcomes of your choices.   In a single player game I can see these psuedo ethical choices being a useful mechanic but in a mmog they just become another step on the path to ding gratz.  Unless there are some paradigm breaking mechanics in this game I'm pretty sure that if I choose to drown the village it will still be there for someone else to drown or not drown later, so there's no real reason to get all worked up about the decision and aside from the few RPers who still play these games no one will.


Title: Re: Tabula Rasa back from the dead
Post by: Vinadil on June 06, 2007, 08:12:57 PM
Where does the difficulty come in programming a dynamic world?  It seems like WAR is trying to do it with their PvP system.  From what I understand you could have a series of instances that occur within a set time, lets say 50 happen in 1 day and then the "score" is counted.  Side A wins 40, Side B wins 10... the bar moves towards Side A.  Once the bar hits a certain level (meaning they win enough games or enough days), all of a sudden the persistent world map experiences a pre-designed stage.  If the other side does not step it up then eventually Side A is knocking on their doors and ready to conquer their city.

Now, in TR's case it seems that Side A will be PCs and Side B will be NPCs... so it is ALREADY partly in the hands of the devs as to how/when/if the storyline progresses.  I don't buy the whole "people don't want to RP" thing... almost all of the people I game with enjoy it.  That does not mean they don't also enjoy the ding/loot... but the two don't have to be mutually exclusive do they?

Is there some huge coding barrier here, or are we just dealing with a game mechanism that nobody thinks will work so they don't even try it?


Title: Re: Tabula Rasa back from the dead
Post by: Margalis on June 06, 2007, 11:44:07 PM
It depends on why you mean by "dynamic." Your question is too vague to answer.

Having a set number of pre-fabricated world changes would not seem very dynamic after a while to some people, while to others that might be the bees knees.


Title: Re: Tabula Rasa back from the dead
Post by: Vinadil on June 07, 2007, 06:59:59 AM
Ok... well "dynamic" means that once me and my friends go "save the town" from the incoming horde of whatevers... that the next adventurers coming by actually see a town there instead of a quest to "save" the town.

At best it would be Very RTS style where the town would only be a Town Center.  That TC might give quests like we all know and love: 1) Bring me more boars (if you want to have more villagers in the town) 2) Cut me some trees (if you want more buildings) 3) Kill the local animal population (again population or maybe income/trade related).

Basically as the new players come in they can do simple quests to help build up the town... because in a dynamic world there is going to be an attempted Takeover by the "others" at some point in time.  Where the town is on the map might have something to do with that.  The closer it is to the "starter" village then the longer the timer on the take-over.  But, if ever the PCs stop doing the newbie quests then the town will eventually begin to die down (unless it is a REALLY cool system where you have PvP as well as dynamic PvE and the towns-folk become their own quest-doers until other PCs come kill them and burn down the village.)

I don't really care about the whole "If I kill the dragon then nobody else should kill it!" kind of dynamic because that is too single-playerish.  But, just in a few minutes of brain-storming people should be able to come up with repeatable, dynamic quests.  They are repeatable in the sense that a RTS match is repeatable, or a FPS match is repeatable.  You go in, accomplish the directive, "Win", see a result... and then if you keep winning you keep moving... until you start losing.

I guess I see it similar to SB (only game I can compare it to that has an actual player-defined world) but where the Players are competing against some Computer mob (even manned by live devs if need be) instead of or as well as against each other.  Perhaps I only have a year or so to wait and see how it works out... it just amazes me that it has not been implemented yet.


Title: Re: Tabula Rasa back from the dead
Post by: Calandryll on June 07, 2007, 08:01:29 AM
Both UO and Asheron’s Call had similar things to this. Asheron’s Call probably had the best ongoing story quests and content of any mmog, even to this day. And you can still go back and play those old stories even though you missed the end result. Now they may not have been as dynamic as you are talking about (I am not sure) but the players had to interact with the story in order to move it forward.

In UO, my team released a bunch of content called the Scenarios. In many of these, players could control the outcome through their actions. In the first one, a group of savage warriors attacked the Orc forts, pushing the Orcs out of their homes and into the human cities. In order to drive the Orcs out of the cities, the players had to both fight the orcs in the cities and fight orcs/savages in the Orc forts. Depending on which side the players killed the most, the other side would eventually control the fort. So on some servers there are savages in the Orc forts and in others there are Orcs. Once the forts were settled, the players had to fight a final battle in the cities. As the players fought, the spawn ramped up and they had to keep a good pace of monster killing to finally drive the Orcs out. If the players didn’t show up or if they let up during the fights, the monsters would never go away. On some shards, it took more than a week to finally free all of the cities.

We did similar things in later scenarios such as requiring players to build magical devices to open a dungeon. We spawned these devices all over the landscape along with NPC guards that players had to kill. Once they killed the guards, they had to open a panel on the device and play a quick puzzle game to disable it. Once enough devices were destroyed, a dungeon was opened (the enemy lair), and the players had to perform a series of steps (some combat, some not) to free the newly created Gargoyle city. The city started out as a place full of monsters, but once the players won the dungeon, it turned into a regular city with NPCs, shops, etc. Saving the city also changed the spawn on the landscape as the evil group responsible for enslaving the gargoyles lost their foothold.

The last scenario actually required the players to defeat “plague” monsters in order to save the town of Yew. If they failed, then Yew remained overtaken by a swamp. If they won, it went back to a forest. On more than a few shards, the players lost and Yew, as far as I know, is still covered in swamp. We caught a lot of flack for that because some players assumed they couldn’t “lose” despite our warnings that they could. :)

The thing is, for all of that story telling and dynamic content, guess what the number one reason was for participation? Loot. The scenarios only lasted a year unfortunately. And despite AC having some of the best ongoing dynamic content of the time, it was also the smallest of the “big 3” mmogs.


Title: Re: Tabula Rasa back from the dead
Post by: Sky on June 07, 2007, 08:11:03 AM
The thing is, for all of that story telling and dynamic content, guess what the number one reason was for participation? Loot.
The mmogtards have brought the genre down upon themselves.

That's why I sit on the fringes and occasionally pine for something better, but it's really not going to happen on any big-budget title, because of the need to cater to the LCD, which is happy with phat lewtz and clicking through quest dialogues to get to it faster rather than reading and participating.

The thing I remember most about UO events was people just showing up to kill everything in sight.


Title: Re: Tabula Rasa back from the dead
Post by: Vinadil on June 07, 2007, 09:10:39 AM
Hmmm... I could see myself being of the "loot" mind also before I started playing in a guild.  I am not sure, but I think guilds in general have evolved a GOOD bit since the days of UO and AC1.  Guilds tend to play games for bigger reasons than the loot.  I know that for us whether it was SB, WoW, or whatever, we set our own goals and played the game accordingly.

I could see guilds getting behind some of these scenario things in a large way.  Of course you would still have the masses and need to be able to get THEM behind the main Guilds.  I can see it kind of like the average American considers himself a part of some NFL team even though he will NEVER get to see all the content that the players on that team get to see.

So, how do we get people to feel accomplishment from watching other players actually DO the accomplishing?  Hmmm...

PS - wish I had not missed those days of UO/AC... because that scenario style of gaming is right up my alley.  Of course, that is now, some 9 years later... maybe I would have been one of the "where'stheloot" guys back then too.


Title: Re: Tabula Rasa back from the dead
Post by: Calandryll on June 07, 2007, 09:33:49 AM
Hmmm... I could see myself being of the "loot" mind also before I started playing in a guild.  I am not sure, but I think guilds in general have evolved a GOOD bit since the days of UO and AC1.  Guilds tend to play games for bigger reasons than the loot.  I know that for us whether it was SB, WoW, or whatever, we set our own goals and played the game accordingly.

I could see guilds getting behind some of these scenario things in a large way.  Of course you would still have the masses and need to be able to get THEM behind the main Guilds.  I can see it kind of like the average American considers himself a part of some NFL team even though he will NEVER get to see all the content that the players on that team get to see.

So, how do we get people to feel accomplishment from watching other players actually DO the accomplishing?  Hmmm...

PS - wish I had not missed those days of UO/AC... because that scenario style of gaming is right up my alley.  Of course, that is now, some 9 years later... maybe I would have been one of the "where'stheloot" guys back then too.
Yea, don't get me wrong, there were a lot of people who enjoyed the stories. We also had guilds that were very organized and took part in the scenarios together. They were a lot of fun and I was very disappointed when they were discontinued after I moved onto UXO.

But for the most part, if the monsters didn't have what was considered good loot, the players left the monsters alone. :)


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on June 07, 2007, 01:49:07 PM
Ok, so the primary goal was to collect loot. However, I think this focuses too much on loot, allowing people to think "mmotard loot-whores killed UO". I think the real problem was that players were looking for a reason to participant.

The real problem with this genre in terms of story isn't the quality of the story. It's that the story doesn't matter to one's character abilities. It's the same thing we'd been discussing in the LoTRO Taxi thread. Yes, it's nice that a big selling point of LoTRO is story. However, that story, good though it is, can be completely ignored. Because, again, knowledge of that story does not contribute to you being better or worse at the game. Basically, the story and the game mechanic are mutually exclusive.

That's not a dig on LoTRO, nor any MMO. They all do it. Or, actually, don't do it.

The reason stories don't matter is because there's very little choice to make in MMOGs these days. You are either progressing or you are not. You can't make wrong decisions except those that incur XP debt or a lost shot at a rare loot. That's not choice. That's not getting the pellets.

Real stories fundamentally link to character accountability in the game. And it's not just about reading some solo quest. It's about making choices that affect the world. The last real NPC accountability system I've seen in this genre is EQ1's Faction system.

But there's a reason I said "NPC accountability." Player to player accountability is already here, in Eve, in SB, in any full PvP game where your actions affect the game world and those playing in it. Of course, this also exposes a deeper insight into just how many people want this level of immersion.

So to me we need to flesh out the NPC accountability, to bring Ultima IV back to this genre, to make stories and actions have a noticable impact on the public space, or at least zones in which people can go.

Yes, that means the game will be different three years after launch. So? The tech is there now to let the live team focus more than ever no content. And anyone who thinks MMOGs are the same three years later even now hasn't quit one shortly after launch and returned three years later.

Embrace the change. Then facilitate it. Let old timers be veteran demigods in the game, even if it's just statues named after them.

I think this is what AC1 was trying to do. Why it's only been AC1 since, I'll never understand.


Title: Re: Tabula Rasa back from the dead
Post by: Hoax on June 07, 2007, 02:03:48 PM
An eloquently worded post about why I'm always wishing for more sandbox/virtual world player accountability, meaningful pvp and all that jazz.  This post alone almost makes up for all the dumbass slap fights (including the LOTR thread) we've had around here while we're waiting for a game worth talking about to launch.

Bravo sir

/tips virtual hat.


Title: Re: Tabula Rasa back from the dead
Post by: Slayerik on June 18, 2007, 10:57:51 AM
Rumor has it, big push of beta invites went out.

Might not be a bad time to check your emails :)


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on June 18, 2007, 11:38:06 AM
 :nda:


Title: Re: Tabula Rasa back from the dead
Post by: schild on June 18, 2007, 12:02:00 PM
PM OVERLOAD.

We're not doing a private forum for Tabula Rasa. More details on this later.

And for those wondering, I wanted to have one.


Title: Re: Tabula Rasa back from the dead
Post by: Signe on June 18, 2007, 12:16:02 PM
If you hadn't said anything, I wouldn't be wondering!

Dammit.


Title: Re: Tabula Rasa back from the dead
Post by: sam, an eggplant on June 18, 2007, 12:29:40 PM
We're not doing a private forum for Tabula Rasa.
Bummer. I was just about to send your 10 millionth PM too.


Title: Re: Tabula Rasa back from the dead
Post by: schild on June 18, 2007, 12:42:47 PM
We're not doing a private forum for Tabula Rasa.
Bummer. I was just about to send your 10 millionth PM too.
Merely the 2,176th.


Title: Re: Tabula Rasa back from the dead
Post by: Nija on June 18, 2007, 12:44:18 PM
Yeah, it's a sure sign of quality when your Korean slaves fuck up the beta email template.

Not that I received any beta email with fucked up unicode fonts. Nope, not me.

JESUS CHRISTO! (hay-zeus)


Title: Re: Tabula Rasa back from the dead
Post by: Miasma on June 18, 2007, 04:30:16 PM
Hrose, if you're still around, please mockingly change the thread title to '"Richard Garriott's" Tabula Rasa back from the dead'.  TIA.


Title: Re: Tabula Rasa back from the dead
Post by: Slayerik on June 18, 2007, 04:31:38 PM
Hrose, if you're still around, please mockingly change the thread title to '"Richard Garriott's" Tabula Rasa back from the dead'.  TIA.

Well done, good sir.


Title: Re: Tabu..wait... Richard Garriot back from the dead
Post by: schild on June 18, 2007, 04:35:14 PM
Fair enough.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on June 18, 2007, 05:16:33 PM
Correction. I'm going to work on things. I'll have news about a forum sometime next week (hopefully early next week). Please don't bug me about it. :)


Title: Re: Tabula Rasa back from the dead
Post by: ajax34i on June 18, 2007, 06:30:22 PM
Hrose, if you're still around, please mockingly change the thread title to '"Richard Garriott's" Tabula Rasa back from the dead'.  TIA.

Bah, where's the ^H^H^H^H?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Cheddar on June 18, 2007, 06:31:37 PM
I take it they invited the entire intardnet?  Guess I'll trash this invite, then.  Fucking tards.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on June 18, 2007, 06:35:30 PM
I take it they invited the entire intardnet?  Guess I'll trash this invite, then.  Fucking tards.

Nope.. because I didn't get an invite.  I are sadz.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Yoshimaru on June 18, 2007, 09:23:00 PM
I take it they invited the entire intardnet?  Guess I'll trash this invite, then.  Fucking tards.

Nope.. because I didn't get an invite.  I are sadz.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Murgos on June 19, 2007, 05:59:16 AM
I take it they invited the entire intardnet?  Guess I'll trash this invite, then.  Fucking tards.

Nope.. because I didn't get an invite.  I are sadz.

<nelson muntz>HA HA!</nelson muntz>


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: LC on June 19, 2007, 07:10:05 AM
Need a whole new acronym for this game. I suggest MMODPS or Massively Multiplayer Online Dice Pitching Simulator.


I predict a short life for this game. Possibly shorter than AC2's miserable life.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nija on June 19, 2007, 09:00:46 AM
<rFACKler> did you end up trying it nija?
<Nija_work> nah, fell asleep while it was patching
<Nija_work> that sums up online games these days.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on June 19, 2007, 09:29:06 AM
Need a whole new acronym for this game. I suggest MMODPS or Massively Multiplayer Online Dice Pitching Simulator.


I predict a short life for this game. Possibly shorter than AC2's miserable life.

And so my predicted "WTF" angst begins.  :-D

I take it they invited the entire intardnet?  Guess I'll trash this invite, then.  Fucking tards.

Nope.. because I didn't get an invite.  I are sadz.

<nelson muntz>HA HA!</nelson muntz>

You made me cry.. the Leprechaun tells me I should burn you.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Surlyboi on June 19, 2007, 03:42:56 PM
Eh, I'll give it the benefit of the doubt 'til I've tried it myself...


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on June 19, 2007, 05:16:13 PM
I take it they invited the entire intardnet?  Guess I'll trash this invite, then.  Fucking tards.
They sent out 10,000 invites, which is a pretty good chunk. I can't imagine they got that many applications. Seems like maybe 3/4 of the people that applied got in.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nija on June 19, 2007, 09:38:31 PM
The first animation the guy did in character creation was yawn.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Righ on June 19, 2007, 10:07:57 PM
So in fact you're saying that online games sum you up these days?  8-)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Viin on June 20, 2007, 09:00:32 AM
Is there a super sekret forum for this now? Not that I got in or not  :nda: but just wondering...


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Lantyssa on June 20, 2007, 09:07:19 AM
Is there a super sekret forum for this now? Not that I got in or not  :nda: but just wondering...
Correction. I'm going to work on things. I'll have news about a forum sometime next week (hopefully early next week). Please don't bug me about it. :)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: HaemishM on June 20, 2007, 01:22:01 PM
Bleh. No love for me.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Xerapis on June 20, 2007, 02:32:43 PM
Theoretically, one could start the update patching at around midnight when one went to bed, wake up at 5:30am only to find it still patching.  Even if one has a screamingly fast Korean-approved internet connection of play-Starcraft-till-you-die-super-speed.

One might be vexed.  Theoretically.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on June 20, 2007, 02:36:14 PM
Theoretically, one could start the update patching at around midnight when one went to bed, wake up at 5:30am only to find it still patching.  Even if one has a screamingly fast Korean-approved internet connection of play-Starcraft-till-you-die-super-speed.

One might be vexed.  Theoretically.

The EQ2 patcher suffers from needing a restart to maintain speeds after a few hours for some odd reason.  One might try that if they found themselves in such a position.. despite being separate theoretical companies, you never know.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Trippy on June 20, 2007, 03:06:04 PM
Is there a super sekret forum for this now? Not that I got in or not  :nda: but just wondering...
There's no super sekrit forum for TR.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on June 20, 2007, 03:34:14 PM
Shame, because I bet those lucky guys that got in have some hilariously funny screenshots and stories already.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on June 20, 2007, 03:42:05 PM
Shame, because I bet those lucky guys that got in have some hilariously funny screenshots and stories already.

I certainly hope not, because that wouldn't bode well at all.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: vex on June 20, 2007, 04:18:26 PM
Theoretically, one could start the update patching at around midnight when one went to bed, wake up at 5:30am only to find it still patching.  Even if one has a screamingly fast Korean-approved internet connection of play-Starcraft-till-you-die-super-speed.

One might be vexed.  Theoretically.

Or it could only take a few seconds.  I'm glad I don't have your connection.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Surlyboi on June 20, 2007, 04:44:00 PM
So, Vex is not vexed?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Xerapis on June 20, 2007, 04:45:47 PM
I will only say this once.  It is NOT my connection.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: SnakeCharmer on June 20, 2007, 04:51:19 PM
I will only say this once.  It is NOT my connection.

Nah, it's probably the other 9,999 people that were trying to get it at the same time as the one person was.










The birds have some good stories though....


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: vex on June 20, 2007, 05:32:05 PM
I will only say this once.  It is NOT my connection.

Maybe those intertubes got all tangled then or you were trying to download during my turn.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on June 20, 2007, 05:56:05 PM
10,000 invites went out?

Not sure what tincan-string thing vex is using.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: UnSub on June 20, 2007, 08:48:04 PM
Shame, because I bet those lucky guys that got in have some hilariously funny screenshots and stories already.

I certainly hope not, because that wouldn't bode well at all.

Actually, it bodes the same as every other MMOG launched or betaed, good or bad, that Waterthread / F13 posters have been in. Some will like it, some will hate it, all will mock its flaws.


Title: Re: Tabula Rasa back from the dead
Post by: Stephen Zepp on June 20, 2007, 10:13:28 PM
I want to be a Lord British fanboi again. God knows I want to see someone dethrone WOW, and back in the day, you'd think RG would be the man to do it. I fear that he's become too much of a businessman, though.
I don't think it's him, but rather, the climate. In his heyday, just launching a game was a big deal. And everything was so new there were no real rules. You COULD literally make a big selling game out of your garage, maybe even program it yourself.

Nowadays that's still maybe possible in lower-order casual online and mobile games. But you won't be launching an MMO by yourself, so you need to convince people to work with and fund you.

WE know well who he is and what he's done. But the better ya know/of him, the more outside the core target demographic you are  :-P

Jumping to the head of the line by hitting quote before I finish the thread, but not really true.

Minions of Mirth (that game that not many actually liked very much when I first linked it last year) is a 2 person shop (1 programmer, 1 designer who happens to be his SO I think) is up to approx 40k sales (or more, my numbers are from memory, and dated for sure).

The guy is literally the poster child of indie game devs--and I honestly don't think he's human (or at least sleeps about 2 hours a week).

Now of course the question is, "is this an MMO", and I don't mean to derail that badly, but I did want to pop up that sometimes it still can be done indie style.


Title: Re: Tabula Rasa back from the dead
Post by: SnakeCharmer on June 21, 2007, 06:30:35 AM
Now of course the question is, "is this an MMO", and I don't mean to derail that badly, but I did want to pop up that sometimes it still can be done indie style.

Do you mean Tabula Rasa? Or Minions of Mirth?

(I feel like that should be highlighted green, but.....)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: tkinnun0 on June 21, 2007, 06:37:16 AM
Does anyone else find text this small hard to read?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on June 21, 2007, 09:07:05 AM
Shame, because I bet those lucky guys that got in have some hilariously funny screenshots and stories already.

I certainly hope not, because that wouldn't bode well at all.

Actually, it bodes the same as every other MMOG launched or betaed, good or bad, that Waterthread / F13 posters have been in. Some will like it, some will hate it, all will mock its flaws.

Mocking flaws is a given. Hell I'd be disappointed if it didn't happen.  However, when I hear "hilariously funny screenshots and stories" I expect flying tanks taxiing to victory, not graphical flaws, minor errors, balance issues and the bugs you'd expect in a beta.  The former is a bad sign, the latter is just crap that may or may not get cleaned-up prior to release, but won't hurt for long.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on June 21, 2007, 09:29:56 AM
The game is under NDA, so this discussion won't be going anywhere. All I'll say is please don't read too much into one offhand comment, we do mock everything, and betas exist to expose the broken stuff.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Vinadil on June 21, 2007, 11:09:08 AM
Does anyone else find text this small hard to read?

Yes


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: tkinnun0 on June 21, 2007, 12:01:42 PM
Yes

When people write in small font, they really should make it worth the trouble, like so: |'l|.l |:i.|. |l|'l|' l:|':i |ll|', l|;'l: |l|i|! !!!!!!!!


Title: Re: Tabula Rasa back from the dead
Post by: Venkman on June 21, 2007, 03:51:47 PM
Jumping to the head of the line by hitting quote before I finish the thread, but not really true.
Wow, January :)

Anywho, the problem here is one of context. Would RG really work all by himself on an MMO being funded (and still funded through major redesign) over a four+ year period by a major international publisher? TR is the product of a heck of a lot of time and money, and that's not coming from some Photoshop jockey alone :) This is much more "real game built through normal development pipeline" than "pie-in-sky built on quadruple mortgage and max'd credit cards".

Can indie MMOs be done? Absolutely. I've spent no small amount of time in ATiTD and Eve even in the latter's earliest days. But putting "RG" the brand and "NC Soft" the publisher onto it for the Western market ups the ante considerably.


Title: Re: Tabula Rasa back from the dead
Post by: Secundo on June 22, 2007, 09:45:36 PM
TR is the product of a heck of a lot of time and money

It is?

They have certainly spent time making it but my impression of the budget is that it is rather small.


Title: Re: Tabula Rasa back from the dead
Post by: Amaron on July 09, 2007, 05:41:05 PM
TR is the product of a heck of a lot of time and money

It is?

They have certainly spent time making it but my impression of the budget is that it is rather small.

TR's financial funding is probably extremely high going off certain comments made by NCSoft people.  Even with stuff like AA flopping NCSoft is still making money hand over first despite WoW stealing some of their pie.  I can't find the article anymore but the Korean CEO Tack Jin was talking like NCSoft was focusing on TR for it's sunday punch.   He was basically defending how much money is being spent on it still.  So if the Korean CEO of NCSoft has to defend how much money is spent on TR then I can only imagine that it's a very large sum of money so far.

It could be a similar situation to EA picking up Mythic and pretty much throwing money at them left and right in order to make something that can compete with WoW.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Secundo on July 12, 2007, 08:34:57 PM
When a CEO is defending his budget decisions it is usually because he can't show much result.
I imagine they spent a shitload on that rainbow unicorn version of TR, which got canned. But after the remake I haven't seen anything that indicates a big budget.

.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Cheddar on July 13, 2007, 10:26:44 AM
They must REALLY want me in the beta- got another e-mail asking me to play.  So I guess I will, tonight.  Its that or beat off to gay porn.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Miasma on July 13, 2007, 10:38:16 AM
Its that or beat off to gay porn.
LotRO? *cheapshot*

Correction. I'm going to work on things. I'll have news about a forum sometime next week (hopefully early next week). Please don't bug me about it. :)
I guess they aren't going to let us have one?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Alkiera on July 13, 2007, 12:59:16 PM
Having a private forum would be good.

Why is it that the only thing worse than a game's live forums, are a game's beta forums?

--
Alkiera


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: caladein on July 13, 2007, 02:04:20 PM
Why is it that the only thing worse than a game's live forums, are a game's beta forums?

Fanboys reduce your faith in humanity more so then blabbering idiots? I mean... at least for me they do.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Miasma on July 13, 2007, 05:07:10 PM
And on that note any idiot who goes through the effort to type "Toodles" in every single fucking post he makes should be dragged out into the street and shot.  People could at least put that garbage in their sigs so that when you turn off all sigs you don't have to see it.

Why is it also that the most annoying pricks are the same ones that feel it necessary to post on every single page of every single thread like so much intarweb diarrhea?

Not that I'm in the beta or read their worthless, very low activity, fanboi-riddled cesspool of a forum of course.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on July 13, 2007, 05:13:43 PM
Worse... I know exactly who you're talking about... insanity.

I don't think we need a TR forum here. No particular reason ;)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nonentity on July 13, 2007, 05:16:08 PM
Guys, you are all missing the point in this thread.

Richard Garriott is a TABULA RASA SPACE MARINE.
:vv: :vv: :vv:

EDIT: WHO IS ALSO LORD BRITISH LOOK AT HIS NECKLACE

(http://www.thenonentity.com/garriott.jpg)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Miasma on July 13, 2007, 05:27:21 PM
Holy crap.

I guess the next step is to sell his castle and turn it into a futuristic bunker.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Righ on July 13, 2007, 05:46:39 PM
EDIT: WHO IS ALSO LORD BRITISH LOOK AT HIS NECKLACE

That's General British, soldier!


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Lantyssa on July 13, 2007, 07:41:11 PM
General British needs to fire his tailor.  You'd think he could afford to make it look like a uniform and not a costume.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on July 14, 2007, 06:28:48 AM
Filefront article from E3 (http://news.filefront.com/category/game-platforms/computer/). There's a few glaring mistakes in it.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Mi_Tes on July 15, 2007, 10:18:35 AM
Someone forgot to tell him that neclaces stay INSIDE the jacket.  Besides the snaky neclace is the design of shoulderpads anyway, so why bother.

However, what makes the outfit is the cowboy boots.  Perhaps they match the neclace?

http://www.playtr.com/news/archives/2007/07/post.html (http://www.playtr.com/news/archives/2007/07/post.html)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: tazelbain on July 15, 2007, 10:52:14 AM
Truly, he is a fancy lad, if I have ever seen one.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: HaemishM on July 16, 2007, 09:50:54 AM
Why can't he just make games and stop dressing up like a goddamn nancy boy? He looks like he fell off the set of a Roger Corman movie.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: shiznitz on July 16, 2007, 11:17:54 AM
That uniform insignia looks like he was burping an infant.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Furiously on July 16, 2007, 11:24:54 AM
Does anyone else think he looks like Chris Elliott?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: HaemishM on July 16, 2007, 11:53:41 AM
Yes.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Miasma on July 16, 2007, 12:44:21 PM
Actually now that you mention it he really, really does.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Secundo on July 17, 2007, 11:33:47 AM
I think it's cool that he has the guts to do these things. I wish more people would(including myself).
The world would certainly be more dull without true originals.

.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Lantyssa on July 17, 2007, 01:24:54 PM
I have no trouble with people dressing up.  I do it.  My problem is with a person who owns a castle but cannot afford a decent enough tailor to not look worse than the lousy costume put together by a crazed fanboy.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Mrbloodworth on July 17, 2007, 01:26:19 PM
Does anyone else find text this small hard to read?

yes.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on July 17, 2007, 01:37:30 PM
I have no trouble with people dressing up.  I do it.  My problem is with a person who owns a castle but cannot afford a decent enough tailor to not look worse than the lousy costume put together by a crazed fanboy.
Castle v.1 isn't exactly the most authentic place. Cool for a house, cheesy for a castle/manor. Heard he's building another one, though.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nija on July 17, 2007, 04:33:52 PM
I've not paid attention, but did they show the awful state of the game at this year's E3?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on July 17, 2007, 11:47:47 PM
It was at E3, but there was no bad press about it per se. This is not the E3 anyone was looking for though. That happens in October (EforAll). If they do the business-E3 again next year (I have my doubts), I expect even less useful information to come from it.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: WindupAtheist on July 18, 2007, 04:04:01 AM
Man, it's Richard Garriot.  He's fucking crazy and dresses like a weirdo.  Welcome to twenty years ago.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: dusematic on July 18, 2007, 04:16:27 AM
lol


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Oban on July 18, 2007, 07:28:02 AM
Speaking of the Beatles, I picked up their DVD-Audio album "Love" last week.  Truly amazing.

(http://www.clisham.com-a.googlepages.com/love_01.jpg)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: WayAbvPar on July 18, 2007, 09:19:37 AM
I have tickets to see Love at the Mirage on September 6th. Woohoo!

TY again to Ab for the link to the cheap tix  :-D


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Furiously on July 19, 2007, 03:08:02 PM
You know - I did think there was something strange when UO lauched and he was in the Artic....


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Signe on July 27, 2007, 10:55:28 PM
Fileplanet is giving away Tabula Rasa beta keys to Founder members.  If anyone is an interested Founder memeber.  I think they're limited. 

I have the most horrible case of really strong hiccups ever.  It's those hard ones that hurt.  I've had them before and very nearly turned myself inside out.

 :cry:


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Oban on July 28, 2007, 05:34:04 AM
Fileplanet is giving away Tabula Rasa beta keys to Founder members.  If anyone is an interested Founder memeber.  I think they're limited. 


Where did you see that offer?  I do not see it anywhere on the site.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Xerapis on July 28, 2007, 06:01:41 AM
EMAIL.  It's super-secret-squirrel.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Signe on July 28, 2007, 07:48:43 AM
It's also there when you log into your Founder's Member account.  If you have a Founder's Member account, that is. 

http://www.ignfoundersclub.com/


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Oban on July 28, 2007, 09:33:40 AM
Ah ha.

Thanks!

 :nda:


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nonentity on July 28, 2007, 01:12:51 PM
Fileplanet is giving away Tabula Rasa beta keys to Founder members.  If anyone is an interested Founder memeber.  I think they're limited. 

I have the most horrible case of really strong hiccups ever.  It's those hard ones that hurt.  I've had them before and very nearly turned myself inside out.

 :cry:

Don't turn inside out! That is painful! Trust me.

:nda: on this one, but yeah. You can get it now.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on July 29, 2007, 04:34:30 AM
Part of me wants to play TR.

Part of me wants to ignore it like the outbreak of a bad plague.

It's been in development too long, methinks.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Oban on July 29, 2007, 07:04:35 AM
Part of me wants to play TR.

Part of me wants to ignore it like the outbreak of a bad plague.

It's been in development too long, methinks.

 :nda: :popcorn:


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: UnSub on July 29, 2007, 09:31:21 AM
I have the most horrible case of really strong hiccups ever.  It's those hard ones that hurt.  I've had them before and very nearly turned myself inside out.

Your hiccups are so strong they've flipped your avatar on her head.

She doesn't look happy about it.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on July 30, 2007, 11:32:27 AM
Part of me wants to play TR.

Part of me wants to ignore it like the outbreak of a bad plague.

It's been in development too long, methinks.
I like EQ2.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: stu on August 03, 2007, 08:03:43 AM
How long has Tabula Rasa been in development? I'm just glad it's not a game that celebrates sameness.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 03, 2007, 08:21:28 AM
I think four years now. They completely redesigned it about 2 years ago, but there's still total sunk development time and money.

It originally celebrated difference by utilizing a rather recognizable fantasy-inspired setting with some tweaks. Now it's celebrating difference by utilizing a rather recognizable sci-fi inspired setting with some tweaks. Even from the public information it's easy to see there's more that is similar to other games than different. We keep hoping though.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Trippy on August 03, 2007, 02:30:29 PM
How long has Tabula Rasa been in development? I'm just glad it's not a game that celebrates sameness.
According to Wikipedia over 6 years now (May 2001 was the start).


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 06, 2007, 08:10:30 AM
Turns out NCSoft DOES want to make a distinction between reporter and player. C'est la vie. Rest of thread will reappear when the "real" NDA drops.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 06, 2007, 08:14:51 AM
Great, thanks for confirming schild.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Falwell on August 06, 2007, 08:25:28 AM
Cool Schild. Appreciate ya saving all that shit for later btw.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on August 06, 2007, 12:23:38 PM
Turns out NCSoft DOES want to make a distinction between reporter and player. C'est la vie. Rest of thread will reappear when the "real" NDA drops.
So give DQ a blue name :)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 09, 2007, 11:43:26 AM
Pre-order boxes are shipping to retail (http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=80028). Among other things lets players get into the game 3 days early.

Seems like they're lined up for a late-September launch. No comment on whether that's a good thing.

Quote
“There is an amazing amount of anticipation for Tabula Rasa’s launch within our development team and the player community,” said Richard Garriott, executive producer. “The player feedback at this point has been extremely helpful and we’re putting the final touches on the game. This pre-order release truly marks the final stages in developing this epic adventure, and since owning the pre-order allows players beta access, it is a great way to try Tabula Rasa out before we launch the game.”

I emphasized that because I thought it was interesting they wanted to stipulate the exact source of the anticipation.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 14, 2007, 05:50:45 AM
Game Trailer is up (http://www.cinemablend.com/games/Tabula-Rasa-s-Intro-Movie-Kicks-Butt-5792.html).


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: LK on August 14, 2007, 10:26:06 AM
You mean Game Intro.  A trailer would show some actual gameplay.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 14, 2007, 10:27:51 AM
Yea, good point. However, it's also a trailer because it's not in the game yet.

oops.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: LK on August 14, 2007, 10:43:28 AM
Yea, good point. However, it's also a trailer because it's not in the game yet.

oops.

I'm confused by your statement but won't press the issue since this video doesn't affect my decision whether to buy the game or not.  If it does for you, then I'm sure there are countless other "game trailers" that are nothing but CGI that I can direct you to.

The Bioshock commercial, while not in-game, was a semi-accurate representation of game mechanics though.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nyght on August 14, 2007, 11:35:43 AM
I was disappointed with the trailer or whatever you want to call it.

First and most obvious thing was the Heroine's midriff was not bare although the skin tight light leather armor was appealing.

I give it 6 of 10, because it had a beat you could dance to.

 


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: WayAbvPar on August 14, 2007, 11:37:22 AM
And if the Heroine pranced around with a bare midriff, it would have a dance you could beat to?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 14, 2007, 12:53:38 PM
I'm confused by your statement but won't press the issue since this video doesn't affect my decision whether to buy the game or not.  If it does for you, then I'm sure there are countless other "game trailers" that are nothing but CGI that I can direct you to.

Doesn't affect my decision, just a long-standing issue with how information has been flowing about TR. Will explain when the NDA drops.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on August 14, 2007, 01:09:55 PM
It's so easy to get in the beta that it's essentially open now. It's silly that they haven't lifted NDA so we can talk about it. Oh well.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Trippy on August 15, 2007, 08:08:42 AM
People with a preorder bonus pack key can get into the Beta now.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Furiously on August 15, 2007, 10:18:09 AM
Anyone else think there was a strange resemblance to Milla Jovovich?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 15, 2007, 10:22:46 AM
It's so easy to get in the beta that it's essentially open now. It's silly that they haven't lifted NDA so we can talk about it. Oh well.

For this reason alone I'm not even going to try it out.  People will have to be singing praises to the rafters to get me to do it, because anything kept this quiet this long can't be good.  Different? Sure. Good? No.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: TheDreamr on August 15, 2007, 03:45:03 PM
Anyone else think there was a strange resemblance to Milla Jovovich?

After consulting several of her films I can conclusively say it's not her - at no point does a nipple belonging to this fake "Mila" appear, therefore this cannot be Mila Jovich as she has a rider in her contract which states a) she will be served no brown M&Ms and b) her nipple(s) will feature in at least one scene.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: caladein on August 15, 2007, 05:16:11 PM
I know there have been better versions of Sarah (generic heroine person). That said, they really hit her with the ugly stick in the FilePlanet ads...


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: LK on August 15, 2007, 05:33:33 PM
It's not an NCSoft game unless it has a forgettable female spokesmodel with an unforgettable chest.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 16, 2007, 04:09:52 AM
Fileplanet is giving away Tabula Rasa beta keys to Founder members.  If anyone is an interested Founder memeber.  I think they're limited. 

I just remembered that I was on the end of a 6 month account last night and DL'd this.  It won't install.  I'm sure I completed the download and it's the correct file size, however it just locks-up when you run the .exe while reporting 00 memory use in task manager.  Perhaps the download was corrupt, and I'll give it another shot, but it doesn't bode well.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Huevos on August 16, 2007, 11:51:16 AM
i was able to access beta the same day pre-orders went on sale (after people bitched about being tricked the devs opened it up) and have had no technical issues installing or playing. 

definitely will be buying on release.  maybe it's just a side effect of playing vanguard since beta that every other game seems so much better... plus no gnomes.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Yegolev on August 16, 2007, 12:52:16 PM
Super, be sure to come back and tell us how it is.  We lost our Vanguard nut, so we're down to just the UO nut and the FFXI nut.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Mrbloodworth on August 16, 2007, 12:59:11 PM
Super, be sure to come back and tell us how it is.  We lost our Vanguard nut, so we're down to just the UO nut and the FFXI nut.

I am also in the beta (no NDA break to say that). But i'm not nuts about it.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on August 16, 2007, 01:34:00 PM
Everybody's in the beta. That's what's annoying, that we can't talk about an essentially open beta. Saying it sucks does break NDA, you know.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on August 16, 2007, 01:52:28 PM
I have no idea why there is still an NDA.

Oh wait, yes I do.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 16, 2007, 01:53:49 PM
i was able to access beta the same day pre-orders went on sale (after people bitched about being tricked the devs opened it up) and have had no technical issues installing or playing. 

definitely will be buying on release.  maybe it's just a side effect of playing vanguard since beta that every other game seems so much better... plus no gnomes.

How long have you been playing?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Der Helm on August 16, 2007, 02:12:38 PM
I am also in the beta (no NDA break to say that). But i'm not nuts about it.

It isn't ? Great! I am also in!  :-D


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Signe on August 16, 2007, 06:32:31 PM
I've been in for a while.  Righ is in, too.  Gee, I wonder why we never bump into each other?   (http://sheknows.com/graphics/emoticons/rofl.gif)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: HaemishM on August 17, 2007, 09:27:18 AM
I'm in too, though I've only played once.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: LK on August 17, 2007, 11:35:39 AM
I think the biggest question I'd ask of any MMO, including this one, is "Describe the first 30 to 60 minutes game play."


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on August 17, 2007, 11:42:51 AM
It's pretty useless to speculate with so many people having already played it and under NDA. It's been made pretty clear we're not going to be that site, even if the NDA is stupid at this point.

In non-NDA news, anyone notice PC Gamer gave Garriot his own pulpit to pimp TR column to discuss mmo design?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Miasma on August 17, 2007, 11:43:38 AM
I think the biggest question I'd ask of any MMO, including this one, is "Describe the first 30 to 60 minutes game play."
Of course once in a while the first introductory quest is actually fairly well done and it's everything from 60 minutes on that sucks.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Mrbloodworth on August 17, 2007, 12:49:19 PM
Funny thing is, i hear the keys given away at sites, and places like file plant, are time limited, they don't go to the end.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 17, 2007, 01:19:16 PM
So, I finally got it installed.  It *was* a corrupted download (thanks Fileplanet!).  It still took a while to unpack and then run the installed, but it's 2.2gig I can accept that.

I think the biggest question I'd ask of any MMO, including this one, is "Describe the first 30 to 60 minutes game play."

What if you don't make it that long into the game?  What then?

Funny thing is, i hear the keys given away at sites, and places like file plant, are time limited, they don't go to the end.

You're correct.  The file planet one ends either tomorrow or the 20th I don't recall which. The 20th makes more sense, but I've seen dumber.  You can also only play after 5pm central (6est/ 3pst).  (All this is covered on the FP site so I'm not breaking an NDA here.)

 I believe the preorder keys are open until the end of beta, and -of course- then into the pre-release days.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: BigBlack on August 17, 2007, 04:25:26 PM
NDA down for Journalist types. (http://www.mmognation.com/2007/07/30/tabula-rasa-beta-journal-first-impressions/)

He seems optimistic, but he seems easy to please as well.

I'm sad to hear there's not much in the way of interesting questing.  I'd hoped for something more along the lines of Neocron-like environments in a state of total war; it sounds more along the lines of your typical MMO fields of baddies.  Was hoping for more of a feeling that you could go 'behind enemy lines' and whatnot.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on August 17, 2007, 04:32:19 PM
NDA down for Journalist types. (http://www.mmognation.com/2007/07/30/tabula-rasa-beta-journal-first-impressions/)
We know. That article is dated july 30th. And still, none of us can talk about it.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 17, 2007, 04:32:30 PM
It's an MMO with a fairly different combat UI.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Hoax on August 17, 2007, 04:44:13 PM
Thanks for the link, was a decent read but seriously people who say shit like this make me laugh:

Quote
I want to preface this with a note that this is a game still in Beta. Lots of things can change before launch

Sounds like it'll be worth the free trial and $50 but nothing more (too bad) but god I totally agree with the sentiment that NCsoft needs some kind of station pass system.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 17, 2007, 04:47:03 PM
I'm a games.writer. And I'm not pulling any punches anymore.

First Impressions:

I'm going to play it more before release for a proper review. But I'll sum up the newbie mission.

It's f'ing dreadful.

The controls are wonky, the UI is a wreck, and it's very obvious that in terms of Vision, all they had was HEY, IT'S A DARK FUTURE LOL LET'S MAKE A GAME. I'm sitting here wondering where all the money went and at this point I'd rather be a fruity faghag with a harp.

I don't like it. It's one of the worst Intro Missions I've ever seen. If it wasn't my damn job, I would have just uninstalled it. I am _upset_ with where all that money went. Because it apparently didn't go into fun.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 17, 2007, 05:36:42 PM
 :thumbs_up:


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Ragnoros on August 17, 2007, 06:02:13 PM
(http://img242.imageshack.us/img242/4955/skewered1ms7.jpg)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Trippy on August 17, 2007, 06:06:42 PM
schild is being kind (in his own special way). He'll find a lot more complain about after he plays it some more.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: LK on August 17, 2007, 06:41:28 PM
Marvelous.  Thanks for saving me from whatever hype machine they were going to start up over this game, schild.

Well, I gave up MMOs for now anyway.  What with the next 4 months or so being 360 gaming gold.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: FatuousTwat on August 17, 2007, 07:08:47 PM
Things must have changed in the last 3 or so months because back then the game was pretty fun... I had to quit after about 3 or 4 week though, RL wee.

Edit: Feel free to edit this or whatever if I'm breaking NDA... Don't think I am.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Bill on August 17, 2007, 07:15:16 PM
Garriott, or General British as he is known in-game joined my group the other night and had a brief chat with me and a friend, which was somewhat entertaining.

I will attempt to use emoticons to illustrate my feelings about the game. If this counts as breaking the NDA, well sue me. The following represents my weeks worth of play.

 :|   :-(   :|   :-)   :-D   :-)   :-(   :?   :|




Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on August 17, 2007, 08:10:45 PM
I'm a games.writer. And I'm not pulling any punches anymore.
It pisses me off that I can't respond to this. Oh well.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 17, 2007, 08:40:40 PM
I'm a games.writer. And I'm not pulling any punches anymore.
It pisses me off that I can't respond to this. Oh well.

hah, owned.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Engels on August 17, 2007, 08:54:38 PM
Its like Schild's secret fantasy come true; he can sit and trash a game to his heart's content, everyone's gonna read it, and noone can respond! Enjoy it while it lasts, bucko, because I'm in beta too, and when the NDA lifts, I'm gonna  :nda: and  :nda: and  :nda: and  :dead_horse:

so there.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 18, 2007, 05:22:17 AM
Quote
I want to preface this with a note that this is a game still in Beta. Lots of things can change before launch

Not the important stuff though, not at this late date.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Hoax on August 18, 2007, 09:06:14 AM
The way you quoted that makes it look like I agree with that retarded sentiment...

Damn you Darniaq!!  DAAAAAMN j00


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 18, 2007, 01:26:27 PM
Quote from: The original article that Hoax pulled the quote from
I want to preface this with a note that this is a game still in Beta. Lots of things can change before launch

Not the important stuff though, not at this late date.

And Hoax absolutely agrees with this retarded sentiment*

 :evil:

* just kidding. See his post below this one.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 18, 2007, 01:31:29 PM
Internet is hard today, isn't it?

That's ok, it's Caturday.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: cmlancas on August 19, 2007, 10:51:37 AM
(http://img482.imageshack.us/img482/6664/miltondantemk3.jpg)

Caturday?!


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Tannhauser on August 19, 2007, 08:20:31 PM
I'm not in the beta, so I'm not under any NDA.  Also I know very little about this game, not even how many types of elves they have. 

But I can say that this game is the next Jesus.

Now if you'll excuse me, I must be off to collect my check from Lord British, he's waiting by Britain bank.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: shiznitz on August 20, 2007, 08:23:33 AM
I want to thank schild for saving me a pre-order.  He really just put me over the top, though. Word of mouth is definitely 'meh'.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on August 20, 2007, 09:18:46 AM
Ehh...really? Just on that flimsy knowledge?

I would definitely hold off until the NDA drops and we (every other person on this site who's played the darn thing) can give some impressions.

Remember, schild hates fun. It's not a game from Japan.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 20, 2007, 09:22:41 AM
Remember, schild hates fun. It's not a game from Japan.

Yea, that's it.

No, Sky, my crap-tolerance is just much, much lower than yours.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 20, 2007, 09:37:07 AM
Schild isn't the only one with a problem with it.. just the only one talking.

I wonder how much  :heart: is because British gets on and talks at people, and how much is nostolgia for British being a premier game designer.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 20, 2007, 10:11:20 AM
Schild doesn't hate fun. He just doesn't find any in MMORPGs. That's fine, if you agree with him.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 20, 2007, 10:23:43 AM
That's fine, if you agree with him.

What's this "if" kemosabe? I prefer to be part of the solution. Not the problem. There's a reason I'm not supporting most of this dreck anymore.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 20, 2007, 10:30:07 AM
If one agrees with your opinion of a game. Nothing more nor less. Sorry if it seemed to imply something :)

As to TR, well, I can't say I agree nor disagree being all without my journalism cap. But I will say there will be people who like it. Because there are people who like other games too, no matter how universal their revulsion ;)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on August 20, 2007, 12:58:25 PM
No, Sky, my crap-tolerance is just much, much lower than yours.
:nda:

See how this isn't fair?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 20, 2007, 01:02:24 PM
Collector's Edition Announced (http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=80309).

Quote
This special retail box offers customers exclusive in-game items, including a special character emote, exclusive dye recipes players can use to create unique armor colors, and a unique pet. Players who purchase the Limited Collector’s Edition box also receive a briefing from Richard Garriott’s alter-ego in the game, General British, classified maps, an Allied Free Sentients (AFS) field guide, Tabula Rasa dog tags, an AFS challenge coin and a special edition poster.

Pet?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: SnakeCharmer on August 20, 2007, 01:41:32 PM
Quote
Collector's Edition Announced

Quote
This special retail box offers customers exclusive in-game items, including a special character emote, exclusive dye recipes players can use to create unique armor colors, and a unique pet. Players who purchase the Limited Collector’s Edition box also receive a briefing from Richard Garriott’s alter-ego in the game, General British, classified maps, an Allied Free Sentients (AFS) field guide, Tabula Rasa dog tags, an AFS challenge coin and a special edition poster.


Bloody Fucking Hell.

A BRIEFING FROM GENERAL BRITISH!!!!  AND A PET!!!  AND DOG TAGSS!!

SIGN ME UP!!!!ELEVENTYONE!!!111!

 :cry:  :nda:  :cry:


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Numtini on August 20, 2007, 02:15:45 PM
I'm still not in this thing. Bizarre. I always get into betas.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 20, 2007, 02:27:00 PM
I'm still not in this thing. Bizarre. I always get into betas.

You could've cheated, like me, and gotten in through fileplanet, but that's ended already.  :|  Maybe they're still sending out invites.

Collector's Edition Announced (http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=80309).

Quote
This special retail box offers customers exclusive in-game items, including a special character emote, exclusive dye recipes players can use to create unique armor colors, and a unique pet. Players who purchase the Limited Collector’s Edition box also receive a briefing from Richard Garriott’s alter-ego in the game, General British, classified maps, an Allied Free Sentients (AFS) field guide, Tabula Rasa dog tags, an AFS challenge coin and a special edition poster.

Pet?

Yeah, seems odd for a game of this type.  Not that having a panda/ Diablo/ zerg/ whatever made sense in WoW, either, but for a FPS it REALLY seems odd.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 20, 2007, 03:16:24 PM
There is a fairly interesting disconnect between the theory/philosophy and the actual execution*, like there's some question on what to market in the first place.

* Even noticable just from how the journalists are reporting it.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 20, 2007, 03:22:42 PM
You tread a fine line there, Darniaq. Don't misstep.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Trippy on August 20, 2007, 03:41:58 PM
Preorder bonus pack key holders get a choice of pets too (Shell Bot or Pine-Ock).


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Mi_Tes on August 20, 2007, 04:32:03 PM
Going from one extreme in the first incarnation of TR where the guys looked a bit fem to now where the women characters look butch (in public screen shots of course), wth?  Did they use the male models for the first try as the female faces for this version?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: CassandraR on August 20, 2007, 10:23:05 PM
The female characters are suppose to be soldiers. Shouldn't they look alittle butch?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: SnakeCharmer on August 20, 2007, 10:51:07 PM
Not THAT butch....


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 21, 2007, 01:16:02 AM
The female characters are suppose to be soldiers. Shouldn't they look alittle butch?

No one should want to play a butch chick in a video game. Ever. Video games are about escapism. You can go anywhere and see a butch chick in real life.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Engels on August 21, 2007, 07:14:35 AM
I think it depends on how you define butch. Lara Croft and the human female form in FFXI both have women with very powerful legs, not the long elegant sort supposedly favored by men. I think there's a not so small sector of the male gaming population that is attracted to women who actually look like they could kick your nerdy ass.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: cmlancas on August 21, 2007, 08:04:13 AM
I heard that all the human females in AoC Tabula Rasa look like Chyna Doll.


Are your pants tight yet?


Edit: I thought Conan was a funnier joke, but this is the TR thread. Sorry.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Signe on August 21, 2007, 08:06:36 AM
A lot of my chars in CoH/V are butch looking.  Short, mohawks, and built like fat little brick outhouses.  In fact, one of my chars is named Brick Outhouse.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Engels on August 21, 2007, 08:45:41 AM
A lot of my chars in CoH/V are butch looking.  Short, mohawks, and built like fat little brick outhouses.  In fact, one of my chars is named Brick Outhouse.

Let me guess, a brick style costume and he's an earth power's tank, so you can get that bubbly mud thing going around him/her?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nonentity on August 21, 2007, 08:56:13 AM
A lot of my chars in CoH/V are butch looking.  Short, mohawks, and built like fat little brick outhouses.  In fact, one of my chars is named Brick Outhouse.

My first character in WoW retail was a Dwarf Girl Warrior.

I LOVED HER. I STILL LOVE HER. OKAY IS THAT A PROBLEM


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: CassandraR on August 21, 2007, 09:25:36 AM
I disagree. You can often find me complaining about my characters looking like stick figures. I like my female warrior characters to look at least alittle like real warriors might. :)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on August 21, 2007, 12:20:34 PM
A lot of my chars in CoH/V are butch looking.  Short, mohawks, and built like fat little brick outhouses.  In fact, one of my chars is named Brick Outhouse.

My first character in WoW retail was a Dwarf Girl Warrior.

I LOVED HER. I STILL LOVE HER. OKAY IS THAT A PROBLEM
I played a female orc hunter in WoW. Total She-Hulk vibe with a crazy red ponytail. Not really bull-dykey though.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Signe on August 31, 2007, 10:33:22 AM
Here is a review from the Austin Chronicle:

Quote
Screens: August 31, 2007

http://www.austinchronicle.com/gyrobase/Issue/story?oid=oid%3A531738

Tabula Rasa
Beta-Test review
By Joey Seiler

Release date: Fall 2007

Even if you don't care for massively multiplayer online games, you still might be interested in Tabula Rasa. If you enjoy them at all, you'll likely love it.

Tabula Rasa is the upcoming science-fiction MMO from NCsoft Austin, headed up by Richard Garriott. While there isn't even a firm release date scheduled – other than "the fall" – early beta-test versions of the game are already showing its potential.

You play a soldier in a war against the Bane. And while you're outfitted with the latest in space-age weaponry, the real power comes from Logos, the remnants of a language left behind by the ancient Eloh. You gradually learn to read the Logos, uncovering more of the story and combining the symbols to form powerful attacks. It's like if Luke Skywalker practiced kabbalah.

Like in most role-playing games, characters gradually evolve into specialized classes, either brute-force soldiers or specialists like technology builders and medics. What makes Tabula Rasa unique is that at each crucial point, you can choose to clone your character. If you get tired of being a grenadier, you can jump back to one of your clones and explore what it's like to be a sniper without having to build a character from level one. It would be nice if the clones were saved automatically, but it's still a helpful option to limit the need to constantly grind out levels for a new character.

I'm not normally a fan of MMOs. The statistic-based gameplay usually makes me feel like I'm just pointing and clicking without any real control over the character. Tabula Rasa's first-person-shooter-style controls at least make it feel like the player is in the driver's seat.

With immersive visuals and sound that unwind a carefully orchestrated storyline, Tabula Rasa's preview state might not be quite enough to sell me on massively multiplayer games, but out of all the MMOs I've played, it's already my favorite.

Copyright © 2007 Austin Chronicle Corporation. All rights reserved.

I don't even know if the NDA is down for regular testers so I won't say anything.  I'd like to, but someone is bound to shout at me if I do.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on August 31, 2007, 01:10:23 PM
That sounds like an advertisement, not a review :-P


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Nyght on August 31, 2007, 01:18:37 PM
That sounds like an advertisement, not a review :-P

I suspect they bought a bit of ad space as well.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 31, 2007, 01:23:39 PM
Support your local businesses!


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on August 31, 2007, 01:31:54 PM
It's a guy looking for a testimonial quote on the box when it hits retail.  You can't qualify a couple of hundred words as a 'review' and hold any crediblity.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Signe on August 31, 2007, 01:44:25 PM
Is that not a proper newspaper, then?  If it's not... SORRY! 


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on August 31, 2007, 02:23:09 PM
I don't even know if the NDA is down for regular testers so I won't say anything.
It's not. The press can say what they will, but the public is muzzled. Make of that what you will.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Grublet on August 31, 2007, 07:57:25 PM
Because it apparently didn't go into fun.

What, no hills?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on August 31, 2007, 09:07:56 PM
Quote
It's not. The press can say what they will, but the public is muzzled. Make of that what you will.

(http://www.popmatters.com/film/reviews/l/images/little-nicky.jpg)

Unleash the evil?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: cmlancas on September 01, 2007, 04:03:16 AM
It just means it will be the best game released this year. Fuck Bioshock, there's TR to be played!

Right? RIGHT?!


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on September 01, 2007, 04:22:54 AM
You're half right.

;)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Merusk on September 01, 2007, 09:28:59 AM
Strike that, reverse it!   :-D


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on September 01, 2007, 01:10:17 PM
Unleash the evil?
I can't!


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: schild on September 04, 2007, 09:48:07 AM
New PR:
Quote
Tabula Rasa Walkthrough Videos Narrated by Richard Garriott Now Available.

NDA drops September 6th, same time as website redesign

I snipped out the filler.

I also lolled at the tutorial voiceover. "Try not to notice that environmental EXPLOSIONS don't hurt anyone on the screen. Also, try not to notice that our AI belongs in a children's game. Thanks. I'm the designer formerly known as Lord Britain."


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on September 04, 2007, 09:54:02 AM
Hmm. I'll have to set aside some time. Darniaq can probably sum it up better than me, though.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Miasma on September 04, 2007, 10:27:05 AM
Has the game made any significant changes since a few months ago?


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Sky on September 04, 2007, 11:47:10 AM
No idear.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: sam, an eggplant on September 04, 2007, 01:38:24 PM
Ask again on thursday.


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Venkman on September 04, 2007, 08:02:37 PM
Has the game made any significant changes since a few months ago?

Depends on the changes you're looking for. Two days and I'll answer ya :)


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: bhodikhan on September 05, 2007, 05:44:48 AM
Significant changes? Hell yea. I can't wait until the  :nda: drops. Look out!


Title: Re: Tabu..wait... Richard Garriott back from the dead
Post by: Trippy on September 07, 2007, 07:45:56 AM
Moved the disucssion over to here:

http://forums.f13.net/index.php?topic=10842.0

now that the NDA has dropped.