We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
I can not remember winning or losing a single debate on the internet.
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
Could you form roving gangs in a building you had taken over or a house you built from scratch after gathering the materials to do so?
Could you make your own towns, camps and defenses? Or set up some sort of base that wasn't instanced? Could you design your own town or take over a buildings or run over monsters and players?
If you could then it was.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
Not really. There may be a couple of very lose tie-ins, But loose tie-ins can also be made tof some of the other indie FFAPVP sandbox games out there now that are nothing like SWG. When I try to envision how the above description will work within the context of it's setting, I am not seeing the dynamic that made SWG what it was.
Edit:
And to your follow up post, the answer is not a resounding "YES!" to all those questions. And even the one that you can answer yes to, only in a limmited way. And even if that whole paragraph was a "yes" , there was so much more to SWG than just building towns.
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
To an extent, although no one really cut any trees down. The community aspect was very much about player ownership/creation (player created cities) though. It sounds like they're going for more realism in resource gathering, rather than using the method they did in SWG, large factory style machinery.
That said, people need to keep in mind Smed is a hype guy, his job is all about exaggeration.
SWG vets love being given reason to go for his throat though, so this reaction is not surprising.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
Not really. There may be a couple of very lose tie-ins, But loose tie-ins can also be made tof some of the other indie FFAPVP sandbox games out there now that are nothing like SWG. When I try to envision how the above description will work within the context of it's setting, I am not seeing the dynamic that made SWG what it was.
There will be different server types though, so who knows how this will turn out...
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
Not really. There may be a couple of very lose tie-ins, But loose tie-ins can also be made tof some of the other indie FFAPVP sandbox games out there now that are nothing like SWG. When I try to envision how the above description will work within the context of it's setting, I am not seeing the dynamic that made SWG what it was.
I would see Distopia's answer above.
If you could make your own buildings and create your own towns then I think that is where the connection is.
Over the years I kept reading about how players "did" make their own buildings and towns with mats they collected.
One might not have chopped down a tree but I think looking at it at that level is too literal,.
You said there was a dynamic that made "SWG" what it was. What was that dynamic?
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Was SWG like that?
To an extent, although no one really cut any trees down. The community aspect was very much about player ownership/creation (player created cities) though. It sounds like they're going for more realism in resource gathering, rather than using the method they did in SWG, large factory style machinery.
That said, people need to keep in mind Smed is a hype guy, his job is all about exaggeration.
SWG vets love being given reason to go for his throat though, so this reaction is not surprising.
SWG vets wouldn't feel the need to GFTT if we didn't get trolled by Smed. This reference is looking more and more like just that....a good trolling.
aside from housing and potentially crafting (which sounds more like Minecraft/Landmark so far, not SWG), what about combat/skill system? SWG like? pre-CU? Then I would really see the connection.
Originally posted by mbd1968 I hope making your own player towns/cities is not the the only SWG connection. If it is I fail to see how this will be the 'spiritual successor".
To really be a spiritual successor to SWG you have to have it's type of community, which was a mix of all the different types of playstyles. There is no other way to recreate what was there. SWG had everything from the hardcore PVPer to the person who really only likes the SIms or games like it.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
SWG vets wouldn't feel the need to GFTT if we didn't get trolled by Smed. This reference is looking more and more like just that....a good trolling.
It's not trolling it's trying to attract an audience there's a huge difference...HE certainly got our attention. I think it really boils down to him realizing he needs us more than we need him in todays gaming climate, without people who know what created the SWG experience (because they were a part of that community), this games has no chance of becoming anything remotely close to that.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Originally posted by jandrsn Once again, Sony completely missed the point of what made swg unique. But hey, good luck to them. Twitchy combat and a cash shop, I'll pass.
That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?
But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.
Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Originally posted by jandrsn Once again, Sony completely missed the point of what made swg unique. But hey, good luck to them. Twitchy combat and a cash shop, I'll pass.
That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?
But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.
Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.
That's pretty much the just of it Sov, it doesn't matter how a game is designed if it does not attract the key element that made SWG, it's type of community.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Gotta love all this anguish over Smed "descrating" the memory of SWG... fun thing is that it was already pointed out SWG was made mostly by its community so you guys are already going about making no game being as good as SWG a self-fulfilling prophecy. Not that I think H1Z1 is good or bad just that I do not pre-judge like that twat from ctrl-alt-del that has yet to get back to his actual characters nearly after a year's worth of delay. If the game is worth it and it is stable and not a hole riddled corpse like ESO is turning out to be I will play it.
As we see with this type of thing though that's unlikely...
Personally I don't get it, people trash themeparks for years because we are not getting "sandboxes" and yet again a sandbox is announced and yet again it's already dead in the water
Says a lot about why we get nothing but themeparks...Supporting the models you want is a lot more important than putting smed in his place... Well it should be anyway..
A sandbox MMORPG is about community building and roelplay, the theme means jack squat in that.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Originally posted by jandrsn Once again, Sony completely missed the point of what made swg unique. But hey, good luck to them. Twitchy combat and a cash shop, I'll pass.
That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?
But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.
Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.
That's pretty much the just of it Sov, it doesn't matter how a game is designed if it does not attract the key element that made SWG, it's type of community.
So what are the key elements? It's possible that it has to be Star Wars.
but does that mean that the setting is key and any game that has every other element but setting can't attract the players?
Because if that's the case, Star Wars Galaxies players are going to be waiting a long time.
Isn't it the freedom that Star Wars Galaxies had? that's got to be a huge part of it. Or does it?
Additionally, that Ctrl+Alt+delete cartoon posted above is hilarious.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Originally posted by jandrsn Once again, Sony completely missed the point of what made swg unique. But hey, good luck to them. Twitchy combat and a cash shop, I'll pass.
That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?
But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.
Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.
You know what other game has player made cities? Anarchy Online. But AO cities are nothing like SWG cities. the question isn't "Does the game have player made towns?" The question is, "Why does this game need player made towns and what will players use them for?"
Originally posted by jandrsn Once again, Sony completely missed the point of what made swg unique. But hey, good luck to them. Twitchy combat and a cash shop, I'll pass.
That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?
But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.
Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.
You know what other game has player made cities? Anarchy Online. But AO cities are nothing like SWG cities. the question isn't "Does the game have player made towns?" The question is, "Why does this game need player made towns and what will players use them for?"
Ok then that at least is a real answer.
So if players, in this zombie game, can sell out of their towns, maybe even have specific crafting stations, then does that bring it closer to the SWG ideal?
It seems, as it stands now, there isn't enough information. Or, maybe that's it, players can just make buildings and decorate.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
So what are the key elements? It's possible that it has to be Star Wars.
but does that mean that the setting is key and any game that has every other element but setting can't attract the players?
Because if that's the case, Star Wars Galaxies players are going to be waiting a long time.
Isn't it the freedom that Star Wars Galaxies had? that's got to be a huge part of it. Or does it?
Additionally, that Ctrl+Alt+delete cartoon posted above is hilarious.
That's the problem I just pointed out in response to that comic. We're waiting so long because nothing is ever perceived even from the onset as a possible alternative. I think a lot of it is that it was Star Wars for some of these people and they don't even realize it. Because they certainly forget that SWG as a game had little to do with an IP tie in... or star wars for that matter. Only later in it's life did they really turn around and focus on that aspect.
Early on it was more or less UO 2 with streamlined mechanics.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think the connection is they're both going to/got ruined by John Smedley. (bad joke)
I really want a good zombie game and H1Z1 might be it. But i've seen promises like this before and i've seen John Smedley spout off promises before. Mentioning SWG this early in the game just makes me believe he wants to draw in a built-in fanbase like Camelot Unchained did with DAOC.
So what are the key elements? It's possible that it has to be Star Wars.
but does that mean that the setting is key and any game that has every other element but setting can't attract the players?
Because if that's the case, Star Wars Galaxies players are going to be waiting a long time.
Isn't it the freedom that Star Wars Galaxies had? that's got to be a huge part of it. Or does it?
Additionally, that Ctrl+Alt+delete cartoon posted above is hilarious.
That's the problem I just pointed out in response to that comic. We're waiting so long because nothing is ever perceived even from the onset as a possible alternative. I think a lot of it is that it was Star Wars for some of these people and they don't even realize it. Because they certainly forget that SWG as a game had little to do with an IP tie in... or star wars for that matter. Only later in it's life did they really turn around and focus on that aspect.
Early on it was more or less UO 2 with streamlined mechanics.
I had said many times, that it looked like SW, it sounded like SW, but the game never felt like SW. The IP was incidental, it could have disappeared from the game and been replaced with generic Sci-Fi tie ins and it could have continued. A spiritual successor, probably should be Sci Fi, but I don't think it's an absolute requirement. But looking at the context of this game and comparing it to the setting of SWG with or without the IP and I'm just not seeing it. SWG at it's core was not a survival game. And so the pressures from that will generate a completely different set of dynamics.
Comments
Would it be this?
We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Was SWG like that?
I can not remember winning or losing a single debate on the internet.
Could you form roving gangs in a building you had taken over or a house you built from scratch after gathering the materials to do so?
Could you make your own towns, camps and defenses? Or set up some sort of base that wasn't instanced? Could you design your own town or take over a buildings or run over monsters and players?
If you could then it was.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
No fate but what we make, so make me a ham sandwich please.
Not really. There may be a couple of very lose tie-ins, But loose tie-ins can also be made tof some of the other indie FFAPVP sandbox games out there now that are nothing like SWG. When I try to envision how the above description will work within the context of it's setting, I am not seeing the dynamic that made SWG what it was.
Edit:
And to your follow up post, the answer is not a resounding "YES!" to all those questions. And even the one that you can answer yes to, only in a limmited way. And even if that whole paragraph was a "yes" , there was so much more to SWG than just building towns.
To an extent, although no one really cut any trees down. The community aspect was very much about player ownership/creation (player created cities) though. It sounds like they're going for more realism in resource gathering, rather than using the method they did in SWG, large factory style machinery.
That said, people need to keep in mind Smed is a hype guy, his job is all about exaggeration.
SWG vets love being given reason to go for his throat though, so this reaction is not surprising.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
There will be different server types though, so who knows how this will turn out...
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I would see Distopia's answer above.
If you could make your own buildings and create your own towns then I think that is where the connection is.
Over the years I kept reading about how players "did" make their own buildings and towns with mats they collected.
One might not have chopped down a tree but I think looking at it at that level is too literal,.
You said there was a dynamic that made "SWG" what it was. What was that dynamic?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
SWG vets wouldn't feel the need to GFTT if we didn't get trolled by Smed. This reference is looking more and more like just that....a good trolling.
aside from housing and potentially crafting (which sounds more like Minecraft/Landmark so far, not SWG), what about combat/skill system? SWG like? pre-CU? Then I would really see the connection.
--------------------------------------------
Youtube newb:
https://www.youtube.com/channel/UC96N3cxBuqKTPV2BQNlzGUw
To really be a spiritual successor to SWG you have to have it's type of community, which was a mix of all the different types of playstyles. There is no other way to recreate what was there. SWG had everything from the hardcore PVPer to the person who really only likes the SIms or games like it.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
It's not trolling it's trying to attract an audience there's a huge difference...HE certainly got our attention. I think it really boils down to him realizing he needs us more than we need him in todays gaming climate, without people who know what created the SWG experience (because they were a part of that community), this games has no chance of becoming anything remotely close to that.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?
But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.
Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
That's pretty much the just of it Sov, it doesn't matter how a game is designed if it does not attract the key element that made SWG, it's type of community.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
As we see with this type of thing though that's unlikely...
Personally I don't get it, people trash themeparks for years because we are not getting "sandboxes" and yet again a sandbox is announced and yet again it's already dead in the water
Says a lot about why we get nothing but themeparks...Supporting the models you want is a lot more important than putting smed in his place... Well it should be anyway..
A sandbox MMORPG is about community building and roelplay, the theme means jack squat in that.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
So what are the key elements? It's possible that it has to be Star Wars.
but does that mean that the setting is key and any game that has every other element but setting can't attract the players?
Because if that's the case, Star Wars Galaxies players are going to be waiting a long time.
Isn't it the freedom that Star Wars Galaxies had? that's got to be a huge part of it. Or does it?
Additionally, that Ctrl+Alt+delete cartoon posted above is hilarious.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
You know what other game has player made cities? Anarchy Online. But AO cities are nothing like SWG cities. the question isn't "Does the game have player made towns?" The question is, "Why does this game need player made towns and what will players use them for?"
Ok then that at least is a real answer.
So if players, in this zombie game, can sell out of their towns, maybe even have specific crafting stations, then does that bring it closer to the SWG ideal?
It seems, as it stands now, there isn't enough information. Or, maybe that's it, players can just make buildings and decorate.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
That's the problem I just pointed out in response to that comic. We're waiting so long because nothing is ever perceived even from the onset as a possible alternative. I think a lot of it is that it was Star Wars for some of these people and they don't even realize it. Because they certainly forget that SWG as a game had little to do with an IP tie in... or star wars for that matter. Only later in it's life did they really turn around and focus on that aspect.
Early on it was more or less UO 2 with streamlined mechanics.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think the connection is they're both going to/got ruined by John Smedley. (bad joke)
I really want a good zombie game and H1Z1 might be it. But i've seen promises like this before and i've seen John Smedley spout off promises before. Mentioning SWG this early in the game just makes me believe he wants to draw in a built-in fanbase like Camelot Unchained did with DAOC.
I had said many times, that it looked like SW, it sounded like SW, but the game never felt like SW. The IP was incidental, it could have disappeared from the game and been replaced with generic Sci-Fi tie ins and it could have continued. A spiritual successor, probably should be Sci Fi, but I don't think it's an absolute requirement. But looking at the context of this game and comparing it to the setting of SWG with or without the IP and I'm just not seeing it. SWG at it's core was not a survival game. And so the pressures from that will generate a completely different set of dynamics.