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Wheres the (Dynamic) events?

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  • p_c_sousap_c_sousa Member Posts: 620

    as i say before, some guys need to go check on dictionary what DYNAMIC word mean. 

    when i saw some guys say isnt dynamic because dont have permanent effects on world i just can laugh, because permament and dynamic are like antonym.

    if something is permanent they arent dynamic because cant change.....

  • Originally posted by fiontar

    Eventually, a game will be able to create it's own content with in given parameters and unleash them into a simulated world environment. We are probably a good way off from that day, because even though games can be programmed to produce random content, like random dungeons, it requires more sophisticated AI to dynamically produce content that is as finely crafted as human designed content.

    Fairly simple, playable simulated worlds may be possible in the next decade, but I don't think we are close at all to the day where a computer could design an MMO as well as a human content design team. Part of the problem is providing the proper context and narrative, but an even bigger problem might be that a realistically simulated game world could quickly get away from players and produce a game environment that would be unplayable. It might be cool as hell to have a simulated NPC faction conquer and dominate a game map, but then you have a lack of varietry and the possibility that the NPC faction is so successful that players can't compete.

    I can, however, see GW2 style dynamic events becoming more complex over time. Not only with more complex event chains that have more branches and interact more with other event chains, but also the ability to customize named NPCs so that once one is defeated, another with a different name, AI, skill set and look will take their place. Some of this increase in complexity could come as GW2 itself evolves, but I'm sure other future titles will adopt a similar system and will look to take things a step further.

    The more likely scenario is paid people who create content on the fly.  Hero's Journey was supposed to do something like that, but Simutronics switched focus to developing and selling the Hero Engine.  That engine allows devs to take control of NPC's and even add content in real time.  So a company could have a small team that does nothing but builds new content and inserts it into a running game spontaneously.  Perhaps not giving new events every hour, but changing or adding steps to existing events as part of their normal routine.

    Here's a blurb from the link above:

    "This technology, we were told, actually has the ability to carry over not just into development, but into the live game. So, if you can imagine being a part of a live event where some of the monsters or NPCs are inhabited by developers, or where the developers can literally change the landscape based on the actions of the players… Hero Engine actually makes that easy."

  • Z3R01Z3R01 Member UncommonPosts: 2,426
    Originally posted by Chrisbox

    Throughout my time testing the game, I have tried to do every event that I can find in my area ( Charr zones ).  I came across many, ran many, and repeated many, but I never felt that Impact that Arenanet has hyped as a key game component.  When I killed the fire shaman, the game was not affected.  When I stopped the harpy invasion on the gates of a city, I felt like a complete hero.  Until they respawned 10 minutes later.  Now I can go on and on with how many events I did ( and trust me I did alot ) but im just wondering if anyone has felt this impact that I haven't, sadly these events have left me with the impression of a slightly more difficult public quest system.

    So you want the entire world to revolve around your character?

    You finish a quest and the world is changed forever? 

    Well... the problem is this isnt a single player game and unless to use a phazing or heavily instanced technique its impossible to change the world for good when other people share it.

     

    I suggest maybe a single player Rpg  Or a sandbox one that offers more player risk vs reward gameplay.

    Playing: Nothing

    Looking forward to: Nothing 


  • IcewhiteIcewhite Member Posts: 6,403
    Originally posted by Sixpax

    The more likely scenario is paid people who create content on the fly.  Hero's Journey was supposed to do something like that, but Simutronics switched focus to developing and selling the Hero Engine.  That engine allows devs to take control of NPC's and even add content in real time.

    HJ turned to vaporware when David Whatley came to the realization just how expensive building a data center (on a MMO scale) would be.  Eyeing a bait larger than his company could actually consume, at that time.

    But yas, taking active control of a crittur shell and leading major Invasion events was something Simutronics GMs commonly did in all of their existing titles.  And part of the reason HJ could not succeed; MMOs do not operate with that level of GM involvement, that requirement of Staff to Player ratios.

    Whatley's business model was built around heavy semi-amateur staff.  We got paid beer money, but were really volunteers.  And we never exceeded 500:1 players, usually much less.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • Originally posted by Icewhite
    Originally posted by Sixpax

    The more likely scenario is paid people who create content on the fly.  Hero's Journey was supposed to do something like that, but Simutronics switched focus to developing and selling the Hero Engine.  That engine allows devs to take control of NPC's and even add content in real time.

    HJ turned to vaporware when David Whatley came to the realization just how expensive building a data center (on a MMO scale) would be.  Eyeing a bait larger than his company could actually consume, at that time.

    But yas, taking active control of a crittur shell and leading major Invasion events was something Simutronics GMs commonly did in all of their existing titles.  And part of the reason HJ could not succeed; MMOs do not operate with that level of GM involvement, that requirement of Staff to Player ratios.

    Whatley's business model was built around heavy semi-amateur staff.  We got paid beer money, but were really volunteers.  And we never exceeded 500:1 players, usually much less.

    Yeah that's a bit ambitious to have constant GM involvement across all servers, but they could certainly have a team who's job it is to add/change existing content and apply it across all servers.  So cut the team who normally does new content for major patch releases in half and have one side do on-the-fly content and one side do the heavy duty work like adding new dungeons and such.

  • IcewhiteIcewhite Member Posts: 6,403
    Originally posted by Sixpax

    Yeah that's a bit ambitious to have constant GM involvement across all servers, but they could certainly have a team who's job it is to add/change existing content and apply it across all servers.  So cut the team who normally does new content for major patch releases in half and have one side do on-the-fly content and one side do the heavy duty work like adding new dungeons and such.

    A Dev staff and a Customer Experience staff, in other words.  Exactly what Simu did, in fact.

    But that business model needs to radically change for an MMO; you're suddenly looking at a CE staff that's (relatively) microscopic in comparison, 50000 or more players per GM.  The personal contact with the players is gone, your response time (answer "tickets") goes from minutes to days--a modern MMO operates with an effective staff size of a tiny fraction of what Whatley was used to working with.

    And customers got used to a level of staff involvement and customer service that was also a tiny fraction of what they once enjoyed.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • BadSpockBadSpock Member UncommonPosts: 7,979
    Originally posted by The_Korrigan
    Originally posted by RizelStar
    It's hard to tell the truth but easy to lie. DEs are rifts and pqs.

    As you said, it's easy to lie. It's very hard to hide the truth from those who have really experienced things though.

    Exactly.

    Having played RIft and WAR extensively, GW2 felt very, very different in practice.

    Big difference between on-paper trolling and in-game experience first hand.

    Most MMORPG's sound the same on paper.

  • MMO_REVIEWERMMO_REVIEWER Member Posts: 371

    man this hting is still going?

    Jesus Avery Christ....END THE PAIN!

    MMO's are the ark of the gaming world. Let it take us in new directions.

  • just1opinionjust1opinion Member UncommonPosts: 4,641
    Originally posted by BadSpock
    Originally posted by The_Korrigan
    Originally posted by RizelStar
    It's hard to tell the truth but easy to lie. DEs are rifts and pqs.

    As you said, it's easy to lie. It's very hard to hide the truth from those who have really experienced things though.

    Exactly.

    Having played RIft and WAR extensively, GW2 felt very, very different in practice.

    Big difference between on-paper trolling and in-game experience first hand.

    Most MMORPG's sound the same on paper.

     

    Isn't that the truth?  Trying to lie to people who have played all 3 of the aforementioned games is pretty pointless.  On-paper trolling vs. In-game experience....exactly.

    There will always be people who don't like every game that is released.  Those people exist.  But there are also people who have played a lot of games and can tell the truth from a lie.  I'm not buyin' what's bein' sold 'round here.

    And here comes the next BWE.....w00t w00t!

    President of The Marvelously Meowhead Fan Club

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