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Topic: Red 5 (Read 13912 times)
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schild
Administrator
Posts: 60350
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Not resurrecting the old (2 years ago) thread. http://www.gamasutra.com/php-bin/news_index.php?story=19796Gamasutra ran an article and if I'm reading it right, they're looking more at a Guild Wars style game than a raw open mmog. I suppose we'll see though. I've heard nothing but good things about what they're doing though.
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Nonentity
Terracotta Army
Posts: 2301
2009 Demon's Souls Fantasy League Champion
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I read the article and didn't quite get the Guild Wars thing - if anything, it sounds like they want to have minimal instancing and just a lot of open world content that can be different objectives per person.
Very pie in the sky type stuff, but it'll be neat if they can pull it off.
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But that Captain's salami tray was tight, yo. You plump for the roast pork loin, dogg?
[20:42:41] You are halted on the way to the netherworld by a dark spirit, demanding knowledge. [20:42:41] The spirit touches you and you feel drained.
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schild
Administrator
Posts: 60350
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They can't pull it off really, that's the point. No one is going to accept that one person can do X and then someone else can't. The end result, imo, is that they'll have open world areas, maybe full world events, but there will be storyline specific stuff you can do in shared (raid or otherwise) spaces.
I also liked how much they seem to be focusing on community. Also, though, more pie in the sky stuff.
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Jerrith
Developers
Posts: 145
Trion
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I don't think it's going to be like Guild Wars at all. Just to be clear: it doesn’t sound like you’re talking about pure instancing. This is the key. While they'll use some instancing, most of what they're talking about will occur in the actual game world. I believe this concept is probably the next big step in the evolution of MMOs. Lots of people talk about it and want it, but actually doing it, in a way that's fun and interesting is the (very) tricky part.
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schild
Administrator
Posts: 60350
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I don't think the tech for that is there yet. I'd really like to think so, but I still think they'll reserve major storyline bits for instances. Despite what it says, everyone on this entire site knows to throttle back anything that comes out of a developers mouth.
Yea, sure, maybe the next step in evolution. But are we there yet? While I'd like to think so, I don't think so.
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Jerrith
Developers
Posts: 145
Trion
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We aren't there yet, but I think MMO tech is just far enough along that people can develop the rest of the tech needed to make it work. No one is going to accept that one person can do X and then someone else can't. I think the key may be just that. Let's say there's "Rat Lord Fred" who drops the "Dagger of Fine Slicing". You want to kill him and get the dagger. In most games, this means go to the one static spot he appears at, kill him, and get the loot. What if instead you were able to indicate to the game that "Rat Lord Fred" was what you wanted to kill, and it generated an adventure which finished in finding him somewhere, and killing him? Sometimes it might lead you up into the mountains, to the ruins of an old keep with giant rats, and other times it might lead you through the swamp to a heavily ruined city where Fred (along witih swarms of small rats) is inside the sewers underneath it. Two players can kill Fred and get the dagger (everyone can do X, where X is kill Fred for a dagger) but they are significantly different experiences along the way. Could you accept the fact that you had to go up into the mountains to the keep to kill Fred, while your friend had to go into the swamp to kill Fred, as long as the difficulty between the two was basically the same? You did both get the dagger.
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schild
Administrator
Posts: 60350
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Uh. How is moving the quest objective resulting in a unique experience? That doesn't make sense. Might as well have two quests with double the content. All that does is make it harder for curse.com to track your game. And it makes it impossible for a tie-in to a strategy guide.
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Venkman
Terracotta Army
Posts: 11536
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This was going to be one of the core premises in Microsoft's Mythica. Event-based outdoor procedural content type thing. ] What makes it very hard to do these days is the reliance on pre-scripted content. Nobody seems willing to allow NPCs to even go to bed anymore, much less die even temporarily. They're afraid someone's going to complain when in reality all this does is perpetuate the play-by-cheatsite mentality. It's a self-fulfilling prophesy. If there's only one way to play a game, it will get documented so it can be done so more efficiently. If all of the NPC conversations and quests were based on formula though, you could make adjustments to the world that would simply require players think differently. We did it in UO with procedural events that were created when we read News Postings at Empath Abbey. We did it again in SWG with the Mission Terminals. Both were grind mechanisms of course, but the theory was sound. And all but required in a world where players could build what they wanted where they wanted. Can't spawn a lair in a house (though of course they did sometimes  ) These were not award-winning quests of course. But then, even canned quests don't rate there either. Scripted or procedural, they're all forgotten after completion anyway because knowing what the quest was about in no way impacts the reward received. So it's not a bad thing to try. In fact, it could allow for deeper player decision making and more immersion in a storyline that's easier to release content for. But you need the right company with enough money, time, talent and publisher relationship to pull it off. That we haven't seen yet. Until then, it's simply easier to run scripted content through an established pipeline to deliver a game to players who want to game a canned system.
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Jerrith
Developers
Posts: 145
Trion
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Uh. How is moving the quest objective resulting in a unique experience? That doesn't make sense. Might as well have two quests with double the content. All that does is make it harder for curse.com to track your game. And it makes it impossible for a tie-in to a strategy guide.
I guess I didn't explain it well enough. Darniaq says it well, and his final paragraph is exactly right. In part, it's the details that are important. What I'm trying to describe is two completely different adventures that just share two common components at the end - killing the named NPC and getting the specific piece of loot. Add in details that happen along the way (faction gains (and losses) with nearby NPC groups), elements (drops, dialog) that lead to other, related quests. One of the important details is that it shouldn't be completely random. People should be able to say, oh, if you want a good dagger, go kill this specific NPC, and then they'll be able to compare their accomplishments. Anyways, it sounds like Red 5 might be working on something like this. I hope they are. :)
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CharlieMopps
Terracotta Army
Posts: 837
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I don't know why they just don't combine the 2 halves of MMOs... crafting and adventuring.
Make crafting super complex... most crafters want that anyway. Have dozens of components for each craftable item. Then allow the Crafter to either get the components on their own, or create quests for adventurers.
Have components for Tier 2 items drop on Tier 1 mobs. The crafter can then give Tier1 items as rewards for completing the quest. Boss mobs could drop different gems or some-such that would increase quality.
Adventurers could put in orders for items, the crafter could then build them a quest to get the item. The Crafter could put "Plot twists" into the quest he made, that would result in high quality items being returned to him... but would lower the chance of the adventurer being successful.
For epic quality items, the crafter could actually control the boss mob of another craft. Defeating that crafters heroes would give bonuses to his own projects and vice versa.
Entirely player driven quest system. no?
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Venkman
Terracotta Army
Posts: 11536
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ATiTD meets WoW. First company that can do that well is teh winar! That is not an easy task though, considering the type of development and thinking that goes into such diametrically opposing experiences.
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Bzalthek
Terracotta Army
Posts: 3110
"Use the Soy Sauce, Luke!" WHOM, ZASH, CLISH CLASH! "Umeboshi Kenobi!! NOOO!!!"
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Yes, please.
Give me random. Or anything that removes the static feel to current MMOs. While I'm jaded and pessimistic at best, I do have that shining kernel of hope that I'll see something like it before I keel over and die.
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"Pity hurricanes aren't actually caused by gays; I would take a shot in the mouth right now if it meant wiping out these chucklefucks." ~WayAbvPar
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CharlieMopps
Terracotta Army
Posts: 837
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Yes, please.
Give me random. Or anything that removes the static feel to current MMOs. While I'm jaded and pessimistic at best, I do have that shining kernel of hope that I'll see something like it before I keel over and die.
I think that's why EQ1 did well... it had crap loads of quests... none of them were had any standard design. There were no real guide sites (not at first) and even when they did come along, again, there were no real standards when they designed the game so there was no way to know how the mob spawns worked. We all had theories that basically devolved down to superstition. It made the game seem a lot more "Wild"
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NowhereMan
Terracotta Army
Posts: 7353
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Oh God, that reminded me of one of those horrible EQ1 experiences trying to get some magical boots at a lowish level (I wanted to kick ghosts, God knows why but it seemed important at the time). It involved getting the quest from a gnome guard, except most of the time he wasn't there. Occasionally he spawned in place of another guard but I don't recall there being any real regularity to it, nor was it very often. I think I spent about a week logging in and just standing around waiting for him to spawn. After the excitement of finally getting the boots wore off I had pretty much lost interest and took about a month off.
In fairness that was my fault rather than the game but it seemed indicative of the EQ1 game play for items, camp and wait for the respawn.
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"Look at my car. Do you think that was bought with the earnest love of geeks?" - HaemishM
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Bzalthek
Terracotta Army
Posts: 3110
"Use the Soy Sauce, Luke!" WHOM, ZASH, CLISH CLASH! "Umeboshi Kenobi!! NOOO!!!"
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Ghouls couldn't be hurt with normal weapons. I found out the hard way. Couple levels later I finally found one and went back hunting for revenge.
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"Pity hurricanes aren't actually caused by gays; I would take a shot in the mouth right now if it meant wiping out these chucklefucks." ~WayAbvPar
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NowhereMan
Terracotta Army
Posts: 7353
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Yeah I had magical weapons. There was just something about not being able to kick for damage that wounded my completist soul.
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"Look at my car. Do you think that was bought with the earnest love of geeks?" - HaemishM
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Xanthippe
Terracotta Army
Posts: 4779
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ATiTD meets WoW. First company that can do that well is teh winar! That is not an easy task though, considering the type of development and thinking that goes into such diametrically opposing experiences.
I see no reason why they would have to be diametrically opposing experiences. If someone made an adventure game complete with killing mobs that drop loot, and incorporated a crafting system - that nobody HAD to participate in, unlike ATiTD... in other words, just the crafting system, not the legal system or political system or any of that crap - it'd be a winner. ATiTD lacked adventure for me via killing mobs or players. I couldn't stand the politics, but then I don't much care for guild drama either. The crafting system was the best part - and finding things when exploring (but there was way too much nothing in between the things).
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HaemishM
Staff Emeritus
Posts: 42666
the Confederate flag underneath the stone in my class ring
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In fairness that was my fault rather than the game but it seemed indicative of the EQ1 game play for items, camp and wait for the respawn.
Believe me, it was. And it got worse. There were fuckers who camped one spot for a week straight (at the computer, logged in and waiting in one spot) for one drop on the cleric epic weapon quest. Fuckers were tripping ballz by the time the damn thing spawned.
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Nebu
Terracotta Army
Posts: 17613
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ATiTD meets WoW. First company that can do that well is teh winar! That is not an easy task though, considering the type of development and thinking that goes into such diametrically opposing experiences.
Isn't this exactly what SWG was attempting to do? A vibrant, player-based economy with some complexity to it coupled to essentially the classic diku model. (Note: it couldn't be WoW because of the timing, but I'm using diku-model in place of WoW). It's all in implementation. Doing ATitD + WoW sounds a lot easier than it actually is, though I know that you know this. You're far better versed on gaming than I could hope to be.
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"Always do what is right. It will gratify half of mankind and astound the other."
- Mark Twain
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Yegolev
Moderator
Posts: 24440
2/10 WOULD NOT INGEST
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I don't know why they just don't combine the 2 halves of MMOs... crafting and adventuring.
Make crafting super complex... most crafters want that anyway. Have dozens of components for each craftable item. Then allow the Crafter to either get the components on their own, or create quests for adventurers.
Have components for Tier 2 items drop on Tier 1 mobs. The crafter can then give Tier1 items as rewards for completing the quest. Boss mobs could drop different gems or some-such that would increase quality.
Adventurers could put in orders for items, the crafter could then build them a quest to get the item. The Crafter could put "Plot twists" into the quest he made, that would result in high quality items being returned to him... but would lower the chance of the adventurer being successful.
For epic quality items, the crafter could actually control the boss mob of another craft. Defeating that crafters heroes would give bonuses to his own projects and vice versa.
Entirely player driven quest system. no?
How is this different from EVE as it works today?
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Why am I homeless? Why do all you motherfuckers need homes is the real question. They called it The Prayer, its answer was law Mommy come back 'cause the water's all gone
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eldaec
Terracotta Army
Posts: 11844
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Very similar to SWG as well.
At least it was before they replaced SWG with that other game. I have no idea how SWG crafting works today.
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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schild
Administrator
Posts: 60350
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I don't know why they just don't combine the 2 halves of MMOs... crafting and adventuring.
Make crafting super complex... most crafters want that anyway. Have dozens of components for each craftable item. Then allow the Crafter to either get the components on their own, or create quests for adventurers.
Have components for Tier 2 items drop on Tier 1 mobs. The crafter can then give Tier1 items as rewards for completing the quest. Boss mobs could drop different gems or some-such that would increase quality.
Adventurers could put in orders for items, the crafter could then build them a quest to get the item. The Crafter could put "Plot twists" into the quest he made, that would result in high quality items being returned to him... but would lower the chance of the adventurer being successful.
For epic quality items, the crafter could actually control the boss mob of another craft. Defeating that crafters heroes would give bonuses to his own projects and vice versa.
Entirely player driven quest system. no?
How is this different from EVE as it works today? Eve isn't fun.
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Bzalthek
Terracotta Army
Posts: 3110
"Use the Soy Sauce, Luke!" WHOM, ZASH, CLISH CLASH! "Umeboshi Kenobi!! NOOO!!!"
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Mining dawg. It's where the real action be at.
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"Pity hurricanes aren't actually caused by gays; I would take a shot in the mouth right now if it meant wiping out these chucklefucks." ~WayAbvPar
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Yegolev
Moderator
Posts: 24440
2/10 WOULD NOT INGEST
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I will note that Charlie's design document does not contain the word "fun".
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Why am I homeless? Why do all you motherfuckers need homes is the real question. They called it The Prayer, its answer was law Mommy come back 'cause the water's all gone
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Trippy
Administrator
Posts: 23657
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ATiTD meets WoW. First company that can do that well is teh winar! That is not an easy task though, considering the type of development and thinking that goes into such diametrically opposing experiences.
Isn't this exactly what SWG was attempting to do? A vibrant, player-based economy with some complexity to it coupled to essentially the classic diku model. (Note: it couldn't be WoW because of the timing, but I'm using diku-model in place of WoW). SWG wasn't a Diku originally (it was skill-based like UO), though it is now.
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Trippy
Administrator
Posts: 23657
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ATiTD meets WoW. First company that can do that well is teh winar! That is not an easy task though, considering the type of development and thinking that goes into such diametrically opposing experiences.
I see no reason why they would have to be diametrically opposing experiences. If someone made an adventure game complete with killing mobs that drop loot, and incorporated a crafting system - that nobody HAD to participate in, unlike ATiTD... in other words, just the crafting system, not the legal system or political system or any of that crap - it'd be a winner. ATiTD lacked adventure for me via killing mobs or players. I couldn't stand the politics, but then I don't much care for guild drama either. The crafting system was the best part - and finding things when exploring (but there was way too much nothing in between the things). The Diku-model does not lend itself well to a player-based item/crafting system. It's no accident that the games with the best player-crafting systems (UO, SWG before it got destroyed, EVE) are/were all skill-based system.
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Slyfeind
Terracotta Army
Posts: 2037
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If someone made an adventure game complete with killing mobs that drop loot, and incorporated a crafting system - that nobody HAD to participate in, unlike ATiTD... in other words, just the crafting system, not the legal system or political system or any of that crap - it'd be a winner.
ATiTD lacked adventure for me via killing mobs or players. I couldn't stand the politics, but then I don't much care for guild drama either. The crafting system was the best part - and finding things when exploring (but there was way too much nothing in between the things).
If you had stuck around you would have found that every crafting system was contributing to political shitstorms, in one way or another. That's the core of ATITD really, and while it was fun playing with you, it's a good thing you left before the craziness began. :) I remember the early days of UO, where I would be at work and be wondering what was going on with the world while I was away. Then I'd get home and read the news of the realm, and eagerly jump in to see what all had transpired. With our current crop of MMOs, nothing transpires while you're away. It sounds like Red 5 might be bringing some of that back, and I think that's part of the magic we've lost.
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"Role playing in an MMO is more like an open orchestra with no conductor, anyone of any skill level can walk in at any time, and everyone brings their own instrument and plays whatever song they want. Then toss PvP into the mix and things REALLY get ugly!" -Count Nerfedalot
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Venkman
Terracotta Army
Posts: 11536
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ATiTD meets WoW. First company that can do that well is teh winar! That is not an easy task though, considering the type of development and thinking that goes into such diametrically opposing experiences.
Isn't this exactly what SWG was attempting to do? Yes. Which is why I said in my first reply: But you need the right company with enough money, time, talent and publisher relationship to pull it off. That we haven't seen yet. Until then, it's simply easier to run scripted content through an established pipeline to deliver a game to players who want to game a canned system.  It's Panacea, wishful thinking that any company is big or broad enough to be able to effectively combine both ATiTD-style crafting and diku playability/fun. In addition to the development processes requiring very different things, it cannot be ignored that ATiTD is an imperceptibly small percentage of the total MMO playerbase out there. Who can make that argument to their management/VC folks? "We want you to pay us buckets of cash so we can make a socioeconomic sim like the highly successful and profitable... what?"
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Venkman
Terracotta Army
Posts: 11536
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Gonna clarify that a bit:
I think the biggest problem is financial will. Either you're making an epic you want to put onto a store shelf, or it's an indie digital download. The costs for making either one are very different because how much you make back is very different. Nobody's going to spend $80mil on a game they'll only be able to sell through Steam for example.
Related to that is player interest. Eve is the absolute biggest of these types of games, but that's like saying SL is the biggest of the custom virtual world toolsets. It's a very small pond when compared to the other that is hunter/combat/diku-inspired adventure games.
It's a double-edged sword. The games get fewer development and marketing dollars because their projected playerbase is small. Their playerbase is small because the games get fewer development and marketing dollars.
After all that, then we add in the expectation of a hunter/combat/diku-inspired game. They take a LOT of money, but they GET a lot of money. And it shows in the content and their playability. This too is a double edged sword.
To me it's little wonder that the crafting side of thing gets so little dev time. They looked at EQ and DAoC and fast forwarded to WoW. All big sellers in their own rights. None had anything approaching a "good" crafting system. Even EQ2 wimped out on this (though in this particular realm it's better than the others).
So, to inspire a developer to even try requires a certain type of developer we don't really have anymore.
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Khaldun
Terracotta Army
Posts: 15189
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It's a good direction to go in, but god help you if you fuck it up. For one, you can't use content served this way to cockblock progression. Then it really does become a structural obstacle that players will hate.
Contrast these three:
1) I log in. Let's see, what shall I do tonight? Listen to rumors in the tavern. Hey, they're talking about the vampiric dagger of Rat Lord Fred. This guy will give me a map for ten coppers. Fun, let's do that. [somewhat randomized adventure ensues, dagger acquired, fun results. Log off].
2) I log in. Let's see, I'm level 15, and I need to train up my new skill in dual-axe-wielding. I must find and defeat the Axe Mangler, who is wandering somewhere in the northern wilderness. [Much hunting ensues. Can't find him. Turns out he's been dead most of the time because three other players hunting him for the same reason found him first. Log off, no fun.]
3) I gather clues to a new adventure, but it's one of only three totally scripted variants of the same adventure, so I just look it up on a cheat site. Or the clues don't matter at all, actually. I remember in Asheron's Call 1 early on that people were often convinced that you had to gather clues or information about some of the new content in order to find it or access it, but what actually happened was that whenever the content went live, somebody already knew (probably from knowing a GM or developer) where the new place was and the information was spammed over chat within an hour or two, everything was essentially scripted. Don't have variant pathways unless you have variant outcomes, and don't have variation unless some aspect of it is meaningfully random or unpredictable. If there are clues or mysteries or riddles or unknowns, they've got to be generated by something other than a script fragment.
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Lantyssa
Terracotta Army
Posts: 20848
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... diku playability/fun.
This is where your idea for combining the two types goes wrong. There are ideas used by some DIKU MMOs which are good. Those ideas are not inherent to DIKU. That's the problem though. Devs think the DIKU is the fun part, when it is really other mechanisms. They're copying the wrong parts and not innovating the bits that really need to change.
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Hahahaha! I'm really good at this!
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HaemishM
Staff Emeritus
Posts: 42666
the Confederate flag underneath the stone in my class ring
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3) I gather clues to a new adventure, but it's one of only three totally scripted variants of the same adventure, so I just look it up on a cheat site. Or the clues don't matter at all, actually. I remember in Asheron's Call 1 early on that people were often convinced that you had to gather clues or information about some of the new content in order to find it or access it, but what actually happened was that whenever the content went live, somebody already knew (probably from knowing a GM or developer) where the new place was and the information was spammed over chat within an hour or two, everything was essentially scripted. Don't have variant pathways unless you have variant outcomes, and don't have variation unless some aspect of it is meaningfully random or unpredictable. If there are clues or mysteries or riddles or unknowns, they've got to be generated by something other than a script fragment.
The scripting isn't the problem, it's the attempt to make something individually relevant in a world of thousands of individuals, all (most) of whom want to be the most important individual in the story. You can't deliver that without segregating each of those individuals or groups into their own instances. The whole concept of questing in MMOG's is flawed, because the quests are written from the viewpoint of providing one person or group a meaningful, tailored experience - and you have too many wanting their own personalized experience.
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Khaldun
Terracotta Army
Posts: 15189
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Yeah, that too is a good point.
Really, if the content isn't scripted, and the game isn't 95% instanced, what has to develop dynamically is not the player but the world. When I go off to find Rat Lord Fred with some buddies, and we kill him, something needs to change. Maybe the Giant Rats that have been infesting the city sewers need to be far less common, opening up an opportunity for the Society of the Cat Herders to muscle in on their territory. If most of the players in a given area are regularly killing the minions of one faction, something needs to happen to faction balance, distribution, presence, and activity.
Anybody remember the old AD&D Against the Giants modules? One of the great things about them when I played them as a wee lad was that they gave the DM some suggestions about dynamic responses to player action--if, for example, the players retreated out of the Hill Giant Steading to recoup and recover and came back two days later, the giants could have new guard posts, traps, and so on. What a real next-generation MMOG with dynamic content needs to do is scale that up and massify it, so it's not about your individual adventure, but about the collective impact that players as a whole are having on the world.
If this is just about "there are four scripts for the same adventure that has the same player-progression outcomes and it's a random draw which one you get", big fucking deal.
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HaemishM
Staff Emeritus
Posts: 42666
the Confederate flag underneath the stone in my class ring
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Really, if the content isn't scripted, and the game isn't 95% instanced, what has to develop dynamically is not the player but the world. When I go off to find Rat Lord Fred with some buddies, and we kill him, something needs to change. We (the royal "we" of MMOG players) fear change. 
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Slyfeind
Terracotta Army
Posts: 2037
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When dynamic spawns are brought up, one argument against them is "Oh but it'll just get meta-gamed so we shouldn't even develop it." This isn't a good reason to avoid dynamic spawns, because honestly, meta-gaming happens at all levels. Players like meta-gaming. I'd argue that dynamic spawns should be developed specifically to give players something to meta-game.
In the hill giant example, say there are 1000 hill giants in the world, all evenly distributed. If the players assault and retreat from the Hill Giant steading, the giants fortify it...with giants from other areas. Suddenly the other hill giant camps are weakened.
The players go "Hey if we control those other camps, we can keep the steading weak!" I guess this is seen as a bad idea or something, when it actually sounds like fun to me.
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"Role playing in an MMO is more like an open orchestra with no conductor, anyone of any skill level can walk in at any time, and everyone brings their own instrument and plays whatever song they want. Then toss PvP into the mix and things REALLY get ugly!" -Count Nerfedalot
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