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Creative capital of SOE in EQN

donpopukidonpopuki Member Posts: 591

Just wanted to compile a short list of all the creative assets we know and could expect in Everquest Next.

The known:

1. The Everquest IP - a given. It's in the name! EQ used to be symomos with MMOs. Rich lore and fleshed out world.

2. ForgeLight graphics engine - Confirmed. Used in Planet Side 2. Could mean EQN will look similar to PS2 but artistic direction can make a difference. However for example alot of games that use the Unreal engine tend to look similar.

3. Storybricks - Originally meant to be a game where players design quests and give npcs more character. Could be a tool avaible to players as a means to produce content within EQN but it's specific implemention is not disclosed.

other assets

4. Star Wars Galaxies - SOE made it and probably retains some of the development team. One of the best sandbox MMOs ever made and SOE stated EQN would be the biggest sandbox MMO to date so we can expect EQN to surpass SWG in the sandbox department. In game assets that can be pull from SWG
  • the fabled crafting system
  • skill based progression
  • very large open world
  • player housing and cities
  • Storyteller profession and Chronicles player made quest system (late NGE innovation)  Possible tie in with Storybricks
  • relevant non-combat classes/professions
  • Macro system that allowed players to write scripts using the in game ui         
5. SOE Player Studio - development tool rolled out in EQ1,2 and Freerealms. Scheduled to be implemented in SOEs other games such as Vanguard and PS2. It would be safe to assume this tool will be available in EQN but perhaps not at launch.
 
6. Dungeon Maker - user generated content tool rolled out in EQ2. While instanced dungeons may conflict with SOE's stated direction of no instances it may be modified for other aspects in game such as assigning pathing to NPCs in player cities.
 
That's all I'm willing to write before this gets too long.
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Comments

  • DullahanDullahan Member EpicPosts: 4,536

    Thats not what storybricks is for, as it was shown in your last thread.

    http://techcrunch.com/2013/04/24/everquest-next/

     "Gone was the company’s super-ambitious mission to create a new browser-based MMO that would let users turn stories into games. Instead, harnessing much of its core tech, the startup was aiming to build the best artificial intelligence (AI) engine for online games by giving characters emotions — and licensing this engine to third-parties. And now it seems that Sony Online — specifically EverQuest Next — will be the first title to benefit from Storybricks’ AI boosting technology."

    As much as you want EQ Next to be the next DnD where players act as a GM and create the world with dev tools, nothing suggests it will.


  • AeliousAelious Member RarePosts: 3,521
    SoEMote
    Used not only for player communication but also making all voiced over NPCs "talk" to you. When the voice is recorded they can record the person's face and synch them in game. You can see it in the new areas of EQ2.

    Proximity chat
    Your character becomes a walking point of communication with those around you, even if you are not in the same group or guild. This is used in PS2 and the controls are great. Different key binds for proximity, outfit (guild) and platoon (raid force).

    Built in VoIP
    EQ2 has a really good system with all the channels you could use and negates the need for outside programs. I'm hoping that they will upgrade the VoIP in EQN to "place" sound sources in a 3D space in your headphones.

    Proximity chat + SoEMote = unseen communication between players and the environment.

    Overall I think what will surprise people most about EQN will be the tech involved and what it allows you to do. Great post.
  • AeliousAelious Member RarePosts: 3,521
    Dillahan

    Maybe Storybricks won't be available for use by players but it wouldn't make much sense with all of the talk about UGC by SoE. It would be counterintuitive.

    My guess is that players will be able to create areas that are tied into the world such as portals or cave openings where you can phase into the player made content.

  • AeliousAelious Member RarePosts: 3,521
    * create those areas using Storybricks.
  • donpopukidonpopuki Member Posts: 591
    Originally posted by Aelious
    SoEMote
    Used not only for player communication but also making all voiced over NPCs "talk" to you. When the voice is recorded they can record the person's face and synch them in game. You can see it in the new areas of EQ2.

    Proximity chat
    Your character becomes a walking point of communication with those around you, even if you are not in the same group or guild. This is used in PS2 and the controls are great. Different key binds for proximity, outfit (guild) and platoon (raid force).

    Built in VoIP
    EQ2 has a really good system with all the channels you could use and negates the need for outside programs. I'm hoping that they will upgrade the VoIP in EQN to "place" sound sources in a 3D space in your headphones.

    Proximity chat + SoEMote = unseen communication between players and the environment.

    Overall I think what will surprise people most about EQN will be the tech involved and what it allows you to do. Great post.

    Good ones! I always wanted to try SOEMOTE but I don't have a camera. I would get one just for EQN. The proximity chat sounds cool, I hope they put it in.

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Aelious
    Dillahan

    Maybe Storybricks won't be available for use by players but it wouldn't make much sense with all of the talk about UGC by SoE. It would be counterintuitive.

    My guess is that players will be able to create areas that are tied into the world such as portals or cave openings where you can phase into the player made content.

     

    I think player content is going to be player content like it normally is in a sandbox.  I think it may include terraforming, a vast array of tradeskills and professions, and systems that allow a player to make certain decisions like allowing FFA pvp within the confines of a territory they own (on PvE servers)  like a ruler or governor of a territory should be able to.  UO had stuff like this as well.  Most players are just so unfamiliar of how sandbox really works they get the wrong idea of how EQ Next could bring all that together under one roof in one persistent world.

    Sorry, but the idea of EQ Next UGC just being an upgrade version of Ryzom ring from half a decade ago, or a cooler "Foundry" just doesn't impress me in the least, nor does it seem to impress most I've talked to.  I personally don't believe what has SOE so excited is an attempt to reintroduce features to their next MMO that very few people cared about in the past.


  • isslingissling Member UncommonPosts: 162
    Originally posted by Aelious
    SoEMote
    Used not only for player communication but also making all voiced over NPCs "talk" to you. When the voice is recorded they can record the person's face and synch them in game. You can see it in the new areas of EQ2.

    Proximity chat
    Your character becomes a walking point of communication with those around you, even if you are not in the same group or guild. This is used in PS2 and the controls are great. Different key binds for proximity, outfit (guild) and platoon (raid force).

    Built in VoIP
    EQ2 has a really good system with all the channels you could use and negates the need for outside programs. I'm hoping that they will upgrade the VoIP in EQN to "place" sound sources in a 3D space in your headphones.

    Proximity chat + SoEMote = unseen communication between players and the environment.

    Overall I think what will surprise people most about EQN will be the tech involved and what it allows you to do. Great post.

    This and the Op had some great insights, thanks for the info guys or gals:)

  • donpopukidonpopuki Member Posts: 591
    I'm sure what some people are trying to win with their pessimism and lack of imagination.
  • GrymGrym Member UncommonPosts: 301
    *sigh*   I really can't wait for SOE Expo to happen so all this speculation can end.  Seriously, it's becoming annoying.

    (My son speaking to his Japanese Grandmother) " Sorry Obaba, I don't speak Japanese, I only speak human."

  • TorcipTorcip Member UncommonPosts: 669
    Originally posted by Grym
    *sigh*   I really can't wait for SOE Expo to happen so all this speculation can end.  Seriously, it's becoming annoying.

    I think a lot of people are going to be disappointed.

  • azarhalazarhal Member RarePosts: 1,402

    For people who don't understand what Storybricks, it's just like "Bethesda Radiant AI" used in Oblivion/Skyrim/Fallout. That tools help SOE  scripting the NPCs behavior to react to dynamic environments and schedule their daily lives. I really doubt SOE is going to allow players to use it, because it's a 3rd party that probably come with strict licensing.

     

     

     

     

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Aelious
    Dillahan

    Maybe Storybricks won't be available for use by players but it wouldn't make much sense with all of the talk about UGC by SoE. It would be counterintuitive.

    My guess is that players will be able to create areas that are tied into the world such as portals or cave openings where you can phase into the player made content.

     

    By counter intuitive do  you mean, you really want to use SB and would be upset if you didn't get it?  SO you make a point of calling it counterintuitive IF it doesn't exist?

    How about fact driven living?  Do  you know for a fact you will be using it OR your hopes are of using it.  There is a bid difference. 

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • AeliousAelious Member RarePosts: 3,521
    Meaning it wouldn't make sense to have such an emphisis on UGC, especially since EQ2 already has a lot of it, and not allow players to use a great system specifically designed for UGC like Storybricks.

    While it makes sense that there could be licensing issues keeping players from using it, SoE coming up with a seperate system that may not do the same thing as well seems counterintuitive.
  • NagelRitterNagelRitter Member Posts: 607
    Originally posted by Grym
    *sigh*   I really can't wait for SOE Expo to happen so all this speculation can end.  Seriously, it's becoming annoying.

    Erm. Absolutely nobody is making you read it...?

    Favorite MMO: Vanilla WoW
    Currently playing: GW2, EVE
    Excited for: Wildstar, maybe?

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901

    Look up games made on the Hero and Unreal engien and you will see many games with very different graphics and art style is just as different. We have no clue what EQN will lool like. Still wide open.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Aelious
    Meaning it wouldn't make sense to have such an emphisis on UGC, especially since EQ2 already has a lot of it, and not allow players to use a great system specifically designed for UGC like Storybricks.

    While it makes sense that there could be licensing issues keeping players from using it, SoE coming up with a seperate system that may not do the same thing as well seems counterintuitive.

    I't is not a matter of logic but of design choice.  YOUR USE of it "sense" is a personal one.  Right?  You want it right?

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • donpopukidonpopuki Member Posts: 591
    One big thing that wasnt mentioned was SOE's nack for designing complex quests. EQ2 rather spoiled me with the Heritage and Epic quests. After I stopped playing that game I kept expecting other games to have such a quest system but none have so far.

    I expect big things from SOE in EQN because they own and operate lots of cool features in many of their games. They are willing to experiment and try new things. A lot of these creative assets can be put into EQN easily because it wouldn't require reinventing the so called wheel. All the heavy lifting (and cost) of designing and testing the tools has already been done. The only thing stopping them from including most of these features would be design choices or technological limitations.

    Companies work with the assets they have so taking a inventory of those assets we can make so what of an educated guess as to how EQN will be like.
  • MMOExposedMMOExposed Member RarePosts: 7,400
    We need more forum trolls. Somebody call and hire SoE to be our trolls. Nobody beats the mess they started. People believe EQNext will be fantasy SWG 2.0 lol.  SoE trolling big ass time.

    Philosophy of MMO Game Design

  • BurntvetBurntvet Member RarePosts: 3,465
    I would just like to point out, that if you expect anything resembling the stuff in SWG, don't.  Raph Koster was the primary architect of the sandbox systems for SWG and he is LONG gone from SOE (and from making MMOs for that matter).  As are most of the people that did secondary design and implemented that stuff.  So, the fact that SOE launched a "good" sandbox game 10 years ago means absolutely nothing. The same people are not there, and SWG was wrecked while under SOE management.  So totally discount any SOE and SWG connections to sandbox play.  (It's like saying the Chicago Bears are going to be good this year, because they won the Super Bowl in the '85 season. Same name, totally different people.)
  • donpopukidonpopuki Member Posts: 591
    It may be true some of the original designers of SWG have left the company but remember SWG was still operating up until Dec 2011. You don't have to design it yourself to understand how it works and be able to add to it or change it.

    Could it be around the same time SOE got the news from Lucas Arts that SWG was going to shut down they moved some of the SWG team over to develop EQN which lead to the sandbox reboot?
  • BurntvetBurntvet Member RarePosts: 3,465
    Originally posted by donpopuki

    It may be true some of the original designers of SWG have left the company but remember SWG was still operating up until Dec 2011. You don't have to design it yourself to understand how it works and be able to add to it or change it.

    Could it be around the same time SOE got the news from Lucas Arts that SWG was going to shut down they moved some of the SWG team over to develop EQN which lead to the sandbox reboot?

     

    Considering that SWG was down to 1 person for the last couple years, it does not matter. Post NGE, SOE didn't even have enough people that understood the code for that game, which is why it was a mess, for years. And why all development in that game consisted of adding stupid crap and fluff items (chocolate fountains and zombies, anyone?) instead of fixing the broken stuff. Anyone can cut and paste. Also why they never changed the space system: no one knew how.
  • Four0SixFour0Six Member UncommonPosts: 1,175
    Originally posted by Grym
    *sigh*   I really can't wait for SOE Expo to happen so all this speculation can end.  Seriously, it's becoming annoying.

    no shit huh.

    Over the last couple of years I have watched "over-hype" cause, in my opinion, the downfall of a few games. The hype is so great now, that it isn't just "fans" getting hyped, but everyone. That always spells disaster.

  • azarhalazarhal Member RarePosts: 1,402
    Originally posted by Four0Six
    Originally posted by Grym
    *sigh*   I really can't wait for SOE Expo to happen so all this speculation can end.  Seriously, it's becoming annoying.

    no shit huh.

    Over the last couple of years I have watched "over-hype" cause, in my opinion, the downfall of a few games. The hype is so great now, that it isn't just "fans" getting hyped, but everyone. That always spells disaster.

    Don't forget your popcorn on August 2nd!

     

  • MendelMendel Member LegendaryPosts: 5,609
    Originally posted by Burntvet
    Originally posted by donpopuki
    It may be true some of the original designers of SWG have left the company but remember SWG was still operating up until Dec 2011. You don't have to design it yourself to understand how it works and be able to add to it or change it.

    Could it be around the same time SOE got the news from Lucas Arts that SWG was going to shut down they moved some of the SWG team over to develop EQN which lead to the sandbox reboot?

     

    Considering that SWG was down to 1 person for the last couple years, it does not matter. Post NGE, SOE didn't even have enough people that understood the code for that game, which is why it was a mess, for years. And why all development in that game consisted of adding stupid crap and fluff items (chocolate fountains and zombies, anyone?) instead of fixing the broken stuff. Anyone can cut and paste. Also why they never changed the space system: no one knew how.

    There's also the legal issue of ownership of the SWG code.   I do not know if any of the game systems could be considered intellectual property of another company.   Taking code from one intellectual property, especially if it is protected by copyright and / or patents could place SOE in all sorts of legal soup.    An implementation is patentable, an idea isn't.

    If anything does come from SWG, bet on it being at the conceptual level only, not a cut and paste operation.

    Logic, my dear, merely enables one to be wrong with great authority.

  • William12William12 Member Posts: 680

    I would like to point out in several Interviews The producer of the Everquest Franchise Dave  said player created content is the future of MMOs and they absolutely love the idea of mod teams making content that the players can enjoy because the devs will never be able to keep up with content demand.  

     

    Take this to mean whatever you want, but SOE would not make a dungeon builder and use it for just EQ2 when they could easily import it into the state of the art game engine and brand new game they have here.   

     

    Just saying don't rule anything out here.   They already let you make item graphics with player studio.  Is it far fetched they go the direction of letting you make other content also ?

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