Therumancer said:
Starke said:
Therumancer said:
I hope I didn't shit on them.
You didn't until that last comment. I fail to see what the problem is with Escapist users and common courtasy nowadays. For the last few weeks it's just gotten ridiculous. Not you paticularly, in general.
Yeah, I've done a lot less posting lately in large part because of that. I've always been someplace between a bit acerbic and an unrepentant bastard in my posting habits, but lately (it seems) I'm actually one of the better behaved posters on here. Which, quite frankly, scares the shit out of me.
Therumancer said:
At any rate, despite that I think you both greatly overestimate what technology is capable of, and also that every sandbox has borders, how broad we can make those borders is limited by what we actually have.
That's actually quite possible.
I kinda think that if you break procedural chunks down into small enough pieces you can give a quest/mission/errand
/escaped lunatic the illusion of truly procedural system. I'd explain but I'm still too fucked up to make it coherent.
Therumancer said:
In an MMO, those quest lines including the NPCs and animations and such that go along with them, especially involved ones like the whole "Wrath Gate" quest line in WoW, or the recent failed attempt to retake Gnomeregan quest line involve a lot of scripting, art elements, and other things that require a human component to create, test, and run. The ability of a game to develop things on that level, even for a few thousand players, spontaneously and without duplication is well beyond what our technology can do. That will probably not always be the case, but it is now.
Yeah, on that you're completely right. What we can't do is emulate that wholesale right now. Particularly not set pieces like that. And not within current tech structures. For more mundane content? That might be more feasible.
You arrive at area X, which is being attacked by monster type Y.
->Y has kidnapped Z -> You must now get them back.
->Y has stolen A -> You must now retrieve it.
->Y has been doing this for B months. -> You must put a stop to this, either by reinforcing area X or by locating area C and eliminating all the Ys you find there.
What's more is you can stack these up a couple layers deep, to make it really unpredictable. But, if the system is designed around this branching system it becomes certainly possible and implementable.
Therumancer said:
As far as Star Trek Online goes, the game is not "a bit skeletal" it's a complete mess. I played the game in beta, and returned a few months after launch to see how it was shaping up. The problem being that they tried to do two diverse things within a single MMO with only the budget to do one of them well. It sort of demonstrates how you need to develop what amounts to two separate MMOs to achieve that effect.
I was referring to the base mechanics. The game does have other issues beyond that. Not the least of which was an eighteen month dev cycle.
Therumancer said:
Now, I suppose Old Republic could in theory have done that, but it's already one of the most expensive game projects ever undertaken, and needless to say the largest in Bioware's history.
Sorry, I usually hate "fixed" posting, but if the numbers we're hearing are accurate your statement should be in the definite.
Therumancer said:
Time, money, and resources are an issue, as is what the market is going to be willing to pay.
At the risk of tearing your post into bite sized chunks...
This is actually very specifically what worries me about TOR. There is an inordinate amount of money going in on the back end.
Therumancer said:
Like it or not, I do not think many people would pay two or three times the current going rate for access to an MMORPG either, and that's what it would take to justify the even larger budget needed for development. You might pay it, but as it is now there are people who blanch at paying $15 a month. While not a whole lot of money, $15 is still a noticeable cost, especially with a bad economy (which believe it or not, does influence how much people are going to throw into projects, and how liable they are to take risks).
And also influences game buying decisions.
Unfortunately in MMOs playing follow the leader does not seem to work at all.