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Raph Koster talks design pillars for Playable Worlds' upcoming MMO, Stars Reach, from creating an alive simulated world to having a sense of history, interdependence, and a move away from a theme park to look at.
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I am also pleased to see that he realises how detrimental streamers can be to games, the community should be in game and in social media attached to the game not with streamers. But I think he misses an opportunity with guilds, playing them down by allowing multiple guild membership and well not using them. He has plans in place to stand in for guilds, but they will be too diffuse, you can't have multiple loyalties every which way without diluting them all.
Overall some solid thinking about how the sort of game he wants to make should be created, look forward to seeing how he puts that vision into practice, it won't be easy!
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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I totally get what he's going for as well. I remember back in Vanilla DAoC when the whole economy was player based. End game content was about acquiring high end mats, not gear, and you had to know the high end crafters who could make what you needed. Also player housing was/is not instanced in DAoC. I had a whole notebook of the top crafters and the address of their shops.
Of course Mark Jacobs made one of the biggest blunders in MMO history with his first expansion which introduced high end raid gear that was soul bound and couldn't be crafting obsoleting the entire player driven economy. The ensuing mass exodus from the game was devastating and the game never recovered. The classic servers were too little too late.
But that's just the other side of why people are reluctant to become interdependent on other players because the very next expac my make all the investment obsolete.
I think his game will have a dedicated niche following, but the masses will stick with their disposable content theme park games.
Well there are a few of them, and they are mostly playing A Tale in the Desert.
As long as he’s realistic about his audience and the revenue from the this audience he’ll be fine.
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
Will. Try. To. Remember.
Also, the Stars Reach forums should be live now.
So a player, working within a Planet, has an automatic grouping of aligned Guilds to work with.
I'm thinking of Guilds like Smithing Guilds, Carpenter Guilds, Farmer's Guilds, etc.
So a player has this instant group of crafters (or whatever he needs) to fill his needs, and if one leaves there's more options for the same thing.
Think of Cities here.
I think part of game play will be to take control of a Planet, I don't think that's going to be as easy as folks think.
Once upon a time....
You shoot for five, you hit 15m.
More seriously -- something like just restocking a shop, or jumping in to start a asynch offline process, should be possible in a short session... do you disagree that's something worth supporting? I'm curious to hear why the concerns.
For me that's logging in to collect a reward for a game I no longer play, or in the case of Star Trek Online starting training or doing an event which could take up to 30min. Honestly though by this point I've put the game into maintenance mode.
My concern revolves around the fact that after MMORPG's went from group to solo focus they also began the journey from time intensive to casual. Grouping takes more time, that got kicked, soloers then over the years have expected to do more and more with less time spent in game. So something like meaningful 5 minute sessions sends up a red balloon, but doing something like shop management is fine.
What detracts from this a little bit is the game probably being several years off. I hope this same level of communication is evident on the Steam page, on the game's website, and so forth. Clear, specific design choices tied to in-game mechanics communicated on a web page at the time of game launch - would be refreshing.
Simple statements like "Our goal is to see this type of game play [insert that here], and to design a world that discourages [insert activity here]" will help find the proper audience.
And for the love of gaming, get GMs who understand the vision and defend it on the game's forum. It would be refreshing to have a GM say, "Thanks for your thoughts, this game currently isn't for you, and it will never be for you."
Furthermore, if Raph isn't going to define a vision and stick to it and defend it - all the writing here means literally nothing.
Let me know when it launches.
Until then, nothing to see.
Just cut 'em lose ASAP.