Oh my, I so don't care about everyone getting the same experience. The whole point of what I want is to experience something somewhat (at least) unique. That is the fun of it. In a real world (and that IS what we're trying to experience, an alternate world, yes, but one that feels real) everyone would experience differences. Imagine if each of us lived the same exact thing in this world? How boring is that? Do you go complaining that you didn't see the same thing as your friend did today? Of that you weren't at the Superbowl this year? Of missed the running of the bulls? Of that you didn't climb Mt. Everest like everyone else? Jeez, man, it's the unique experiences of life that set us apart. It's part of what makes life interesting. To make everything the same for everyone... well, that's what prison attempts to do.
Well, other than seemingly having you panties in a bunch, I think you need to realize it's a game, not real life, If you want something unique and special, go out and live it. Games are meant to be fun, and just having your 'fun' at the expense of others (since you don't care about anyone else getting the same experience) will certainly tank in the market.
Now the OP isn't talking about living another life, I think what he wants is simply what we get when we watch a new series of our TV show or read a new book in a popular series. We want to not only be immersed in a story, but have a feeling of change. If movies, books, and tv shows can achieve this, why can't games? Its simply getting around the fact that in games WE are a part of the content that is delivered. I think this is very possible, every developer knows this is possible; its just damn near difficult to create a dynamic system that allows such flexibility. It ends up being a time consuming and money-sinking task and that lowers the value of such ideas.
Oh my, I so don't care about everyone getting the same experience. The whole point of what I want is to experience something somewhat (at least) unique. That is the fun of it. In a real world (and that IS what we're trying to experience, an alternate world, yes, but one that feels real) everyone would experience differences. Imagine if each of us lived the same exact thing in this world? How boring is that? Do you go complaining that you didn't see the same thing as your friend did today? Of that you weren't at the Superbowl this year? Of missed the running of the bulls? Of that you didn't climb Mt. Everest like everyone else? Jeez, man, it's the unique experiences of life that set us apart. It's part of what makes life interesting. To make everything the same for everyone... well, that's what prison attempts to do.
Well, other than seemingly having you panties in a bunch, I think you need to realize it's a game, not real life, If you want something unique and special, go out and live it. Games are meant to be fun, and just having your 'fun' at the expense of others (since you don't care about anyone else getting the same experience) will certainly tank in the market.
Why do you think it is so important everyone has the same experience? That makes a bland conversation
For ex I like to talk to my friends bout Dragon Age Origins. But if we all made the same decisions, its a boring conversation. But if they did something different I ask them why, what they saw, and how can I get the same result.
Maybe give some ideas you have, or aspects you'd like to see changed.
Now, as to some ideas I have. Well, nothing special there. I'm not trying to write a game here. What I want I have a feeling many people would like as well. What if, for example, I could enter a game where I was on an epic story. In that story were characters (npcs) that were people I'd dealt with in the past. Now, mind you, these aren't people other players have dealt with. These are people that I met on an adventure. I made some friends and some enemies. Now, in the future, because of what I did back then they people are part of my ongoing epic story.
In this story, someone comes to me and says, "Hey, aren't you the guy who slayed that dragon and saved the princess?" To which i reply, yep, that's me." Then they say, "Well, I heard that the wizard who owned that dragon is after you. They say he's hired assassins to take you out. Though you ought to know."
The important part here is that I killed that dragon, not you, not some other player. And... this assassin, is after me, not you, or anyone else. He's after me because of what I did. Now, even though I go on my next adventure, I'm also going to have to keep an eye out for this assassin. Not only that, but his isn't like some PVP guy out to kill me. He has a reason, he has a boss, someone hired this guy. Now that I know it's going on, perhaps i want to track down this wizard and see if I can find out his beef? This is my story now, not someone elses, and unlike a PVP game, this has a story and adventure attached. Unlike PVE grind games, I'm not out doing mindless killing of brainless orcs to gain a level, I'm involved in a continuing story that affects my character's life. I have choices, I can deal with the assassins, go after their boss, make a deal with him, kill him, hire assassins of my own to take him out. I'm barely scratching the surface here.
If you're tired playing MMO games, why not try other games like FPS .The only game I'm interested from that list, so far, is Dead Rising 2. I'm a little curious about the STALKER sequel, though I've yet to finish the previous two games in the series.
Why do you think it is so important everyone has the same experience? That makes a bland conversation
For ex I like to talk to my friends bout Dragon Age Origins. But if we all made the same decisions, its a boring conversation. But if they did something different I ask them why, what they saw, and how can I get the same result.
I see what you mean, but can you seriously see an mmo that each player (in the thousands to start) each have options to create a personalized story unique to him by choices made? Really, it takes yrs as it is to make a huge world that everyone can experience. To add such variables as to cater to each and every player with something that no one else could see is overwhelming even in concept, let alone in execution. Stick to single-player RPGs for those, that's what they can do.
Maybe give some ideas you have, or aspects you'd like to see changed.
Now, as to some ideas I have. Well, nothing special there. I'm not trying to write a game here. What I want I have a feeling many people would like as well. What if, for example, I could enter a game where I was on an epic story. In that story were characters (npcs) that were people I'd dealt with in the past. Now, mind you, these aren't people other players have dealt with. These are people that I met on an adventure. I made some friends and some enemies. Now, in the future, because of what I did back then they people are part of my ongoing epic story.
In this story, someone comes to me and says, "Hey, aren't you the guy who slayed that dragon and saved the princess?" To which i reply, yep, that's me." Then they say, "Well, I heard that the wizard who owned that dragon is after you. They say he's hired assassins to take you out. Though you ought to know."
The important part here is that I killed that dragon, not you, not some other player. And... this assassin, is after me, not you, or anyone else. He's after me because of what I did. Now, even though I go on my next adventure, I'm also going to have to keep an eye out for this assassin. Not only that, but his isn't like some PVP guy out to kill me. He has a reason, he has a boss, someone hired this guy. Now that I know it's going on, perhaps i want to track down this wizard and see if I can find out his beef? This is my story now, not someone elses, and unlike a PVP game, this has a story and adventure attached. Unlike PVE grind games, I'm not out doing mindless killing of brainless orcs to gain a level, I'm involved in a continuing story that affects my character's life. I have choices, I can deal with the assassins, go after their boss, make a deal with him, kill him, hire assassins of my own to take him out. I'm barely scratching the surface here.
I gotta say it I think you look at PVP wrong. In eve online stories are created daily. For instance, try looking up the history of 'Providence' alliance in EVE and you'll see a mountain of text describing their history. You would think it was lore. And it is. It's the Lore the players wrote
Since our game was mentioned I've been following this post. Bookkeeper, I also responded to your question in the Citadel of Sorcery forum.
Let me just say that this kind of game play, though not exactly what Bookkeeper described, but very close, is absolutely possible. Several of you have mentioned that it is not technically possible, or feasible to make a world where time moves forward and players have unique adventures. We are building just that very thing.
I invite you to read about Citadel of Sorcery and ask me any questions you like. I am allowed to answer most of them, being part of the design team on the game for the past five years. This is a long term project, and like a few of you mentioned, it's not an easy task to build an MMO, let alone one that changes with time every day. But, that's what we have been building, and continue to build.
Come check it out, we're still looking for input from players as we have a lot of work yet to go.
I now return you to your discussion without further interruption.
Why do you think it is so important everyone has the same experience? That makes a bland conversation
For ex I like to talk to my friends bout Dragon Age Origins. But if we all made the same decisions, its a boring conversation. But if they did something different I ask them why, what they saw, and how can I get the same result.
I see what you mean, but can you seriously see an mmo that each player (in the thousands to start) each have options to create a personalized story unique to him by choices made? Really, it takes yrs as it is to make a huge world that everyone can experience. To add such variables as to cater to each and every player with something that no one else could see is overwhelming even in concept, let alone in execution. Stick to single-player RPGs for those, that's what they can do.
I don't see this happening anytime soon.
It's possible sure. I just cant think of a way to explain it briefly.
Essentially, the server will have to generate events. Basically, the NPCs will do things of their own accord. They do not sit around and wait on the player. It would not function like a single player game. It is a true multiplayer living world where NPCs have their own lives
See populous by Bullfrog or powermonger. Old games, but same ideas. The NPCs have their own real lives and grow old and die. and crap happens to them all the time
Well I'm in agreement with you. I don't think there are any mmo's out that have a changing world. Guild Wars 2 is coming with an event system that takes the place of quests. The event system is supposed to have world (on a micro level) changing activities, such as a centaur raiding group invading a town, if nobody attacks the centaurs in that town or chases them off then that town will be the centaurs forever (or until the players kill them off). So far that is about the closest I've heard of an mmo having a non-static world.
Tabula rasa had that system, just it was built into the main game system where their server issued the command for drop ships to invade outposts on a regular basis think it was like every 5-10mins, so one min the outpost is yours, next if not defended it's invaded and we loose that outpost and then have to wait for our dropships to make an assault, I loved that factor of tabula rasa, shame it went down it was an active world at war.
Well I'm in agreement with you. I don't think there are any mmo's out that have a changing world. Guild Wars 2 is coming with an event system that takes the place of quests. The event system is supposed to have world (on a micro level) changing activities, such as a centaur raiding group invading a town, if nobody attacks the centaurs in that town or chases them off then that town will be the centaurs forever (or until the players kill them off). So far that is about the closest I've heard of an mmo having a non-static world.
Tabula rasa had that system, just it was built into the main game system where their server issued the command for drop ships to invade outposts on a regular basis think it was like every 5-10mins, so one min the outpost is yours, next if not defended it's invaded and we loose that outpost and then have to wait for our dropships to make an assault, I loved that factor of tabula rasa, shame it went down it was an active world at war.
Hm, TR did have that. Yeah I was thinking somehting along those lines but maybe a little more complicated.
Since our game was mentioned I've been following this post. Bookkeeper, I also responded to your question in the Citadel of Sorcery forum.
Let me just say that this kind of game play, though not exactly what Bookkeeper described, but very close, is absolutely possible. Several of you have mentioned that it is not technically possible, or feasible to make a world where time moves forward and players have unique adventures. We are building just that very thing. I invite you to read about Citadel of Sorcery and ask me any questions you like. I am allowed to answer most of them, being part of the design team on the game for the past five years. This is a long term project, and like a few of you mentioned, it's not an easy task to build an MMO, let alone one that changes with time every day. But, that's what we have been building, and continue to build. Come check it out, we're still looking for input from players as we have a lot of work yet to go. I now return you to your discussion without further interruption. Jatar Designer MMO Magic, Inc. Citadel of Sorcery project
It's possible sure. I just cant think of a way to explain it briefly.
Essentially, the server will have to generate events. Basically, the NPCs will do things of their own accord. They do not sit around and wait on the player. It would not function like a single player game. It is a true multiplayer living world where NPCs have their own lives
See populous by Bullfrog or powermonger. Old games, but same ideas. The NPCs have their own real lives and grow old and die. and crap happens to them all the time
I guess I'm a skeptic about who would make such an ambitious mmo, and this CoS, if they can pull it off, will be something I'll definitely check out.
However, as it is in dev, and only vague statements about personalized storylines are mentioned, I'll keep my 'excitement' until i see it in execution. Many a game has 'promised' goodies only to be later shown as rotten fruit.
That's the thing. The first one of this "new" genre would not have to be as amazingly ambitious as some of you suggest. Simple things would mix it up enough to make it more fun. One NPC could give out say 3-4 different quests randomly. They could even be the cheesy kind. "Go get me 10 fox tails to the north" OR "Go get me 8 dead chickens from the south" OR Go get me 7 glasses of Kool Aid from the east". Then bigger encounters (boss types) could be random on the map. "Kill Grog the Ogre and bring me his head. He is west of here." But don't have him always at coordinate 1225, 485. Move him around. Give him some different abilites or such each time he spawns. Maybe even different servers could have key towns in different places. Sure, there goes the hint book sales and the help sites, but maybe that's what we need. Not being able to go to XYZwiki and look up everything. Explore and figure it out for yerselves. Then add events. Even respawning events like the public quests in Warhammer. Those were great. Imagine randomizing those just a little. Maybe the boss is different each time or they happen in slightly different locations, so as yer walking through some farmland instead of thinking "Hey, that giant burning windmill is up ahead, I'm gonna go kill those ghost things and get that ring", yer thinking, "Sweet a public quest that wasn't here an hour ago, I wonder what it is...better check it out."
Imagine playing a game where you had you main theme park world but players could create their own shard version of the world. So there would the official world which was the player’s touchstone, but in the alternatives all sorts of things had happened. Cities are destroyed, invasions threaten ‘safe’ zones, vast forests appear on former plains at the conclusion of a quest cycle. You get the idea.
For RP purposes you would have to 'forget' you ever visited other worlds or play that your avatar is in fact multiple characters. Unless the game was conceived with parallel worlds in mind.
The technology for this is beyond us, but give it ten years and it will be possible.
It's just getting very boring when you log in everyday and do the same thing everyday. It's just like a routine and I'm getting tired of it. What if there is a game where you can play FPS, sidescroller games, adventure games, etc... A game where you can play what you want and choose from a variety of games. An mmorpg with lots of mini games... How I wish there is one...
You know, I always thought that expansions should be focused more on editing/changing content as opposed to stapling on new content that may or not be related to the game at all. And so that everyone can stay on the same page, expansions (among other things), should be covered in the monthly subscription. I think that could go a long way towards creating a more dynamic world.
Imagine playing a game where you had you main theme park world but players could create their own shard version of the world. So there would the official world which was the player’s touchstone, but in the alternatives all sorts of things had happened. Cities are destroyed, invasions threaten ‘safe’ zones, vast forests appear on former plains at the conclusion of a quest cycle. You get the idea.
For RP purposes you would have to 'forget' you ever visited other worlds or play that your avatar is in fact multiple characters. Unless the game was conceived with parallel worlds in mind.
The technology for this is beyond us, but give it ten years and it will be possible.
This technology is not beyond us, it is currently running on our development servers. Much of what you just stated is how CoS functions. As for your comment about 'unless the game was conceived with parallel worlds in mind', read the Lore on our Web site and you'll learn about how the Reflected Worlds were created in our mythos.
But as for the technology, we've been developing the engine to do this for nearly five years now, though it will be some more time before we get to a release, but not ten years by any means!
Op you should come play EvE then... its the best sandbox right now If you ask me.
Things dont stay the same, the hole point of the game is fighting other players for teritory. You can build 99% of everything that is in the game. And it has the best economic pvp market of all mmos.
Build your own POS ( player owned structure) lay claim to your own space. Shoot, negotiate and spy on your competition.
Another sandbox game that the OP was trying to argue here was Shadowbane, Wheneer you logged on, every city could be different, it could be owned by another guild/nation or gone completely. That is why i loved that game and i wish there was a game like it but i have yet to meet a fantasy sandboxPvP MMO Close to it.
MMOs talk about the grand adventure, but they give you the same day over and over again. You kill the same things over and over. Everything stays in the same place, every day is the same as yesterday. The same guy hands out the same lame quest, to everyone, everyday. Everybody does the same lame quests. Time has no meaning, players have no impact. The MMO genre will continue to stagnate and bore the game community until some developer steps up and makes a changing living world. One where time moves forward and tomorrow is different than today.
Then why don't you quit? It is not like the market really needs you.
Another sandbox game that the OP was trying to argue here was Shadowbane, Wheneer you logged on, every city could be different, it could be owned by another guild/nation or gone completely. That is why i loved that game and i wish there was a game like it but i have yet to meet a fantasy sandboxPvP MMO Close to it.
And where is that game now?
Having a couple of cities changing hands once in a while is as boring. The only thing that entertains is content and you need a good company to build plenty of it.
What you ask for is near impossible unless you're ready for constant server downtime.
Playing - Champions Online Unsure Of - Darkfall, Star Trek Online Waiting For - Star Wars: The Old Republic, All Points Bulletin Played - Age Of Conan, Everquest II, Mabinogi, Tabula Rasa, Star Wars Galaxies, World Of Warcraft
What you ask for is near impossible unless you're ready for constant server downtime.
Mobs changing spots so you can't have online database with static spots.
NPC quest giver wondering around - would encourage exploration.
2 easy things to implement. But a lot of people just like static content (lazy bumps) so developers won't change it in near future.
Ask yourself WHY people prefer static content. The reason is simple. Searching around is NO FUN. Combat is fun. Thus, most developers focus on making the combat fun. I would much prefer spending my time FIGHTING the mob, than trying to FIND it.
Certainly not everyone is like that .. but a large enough population is.
Comments
Well, other than seemingly having you panties in a bunch, I think you need to realize it's a game, not real life, If you want something unique and special, go out and live it. Games are meant to be fun, and just having your 'fun' at the expense of others (since you don't care about anyone else getting the same experience) will certainly tank in the market.
Now the OP isn't talking about living another life, I think what he wants is simply what we get when we watch a new series of our TV show or read a new book in a popular series. We want to not only be immersed in a story, but have a feeling of change. If movies, books, and tv shows can achieve this, why can't games? Its simply getting around the fact that in games WE are a part of the content that is delivered. I think this is very possible, every developer knows this is possible; its just damn near difficult to create a dynamic system that allows such flexibility. It ends up being a time consuming and money-sinking task and that lowers the value of such ideas.
Well, other than seemingly having you panties in a bunch, I think you need to realize it's a game, not real life, If you want something unique and special, go out and live it. Games are meant to be fun, and just having your 'fun' at the expense of others (since you don't care about anyone else getting the same experience) will certainly tank in the market.
Why do you think it is so important everyone has the same experience? That makes a bland conversation
For ex I like to talk to my friends bout Dragon Age Origins. But if we all made the same decisions, its a boring conversation. But if they did something different I ask them why, what they saw, and how can I get the same result.
Now, as to some ideas I have. Well, nothing special there. I'm not trying to write a game here. What I want I have a feeling many people would like as well. What if, for example, I could enter a game where I was on an epic story. In that story were characters (npcs) that were people I'd dealt with in the past. Now, mind you, these aren't people other players have dealt with. These are people that I met on an adventure. I made some friends and some enemies. Now, in the future, because of what I did back then they people are part of my ongoing epic story.
In this story, someone comes to me and says, "Hey, aren't you the guy who slayed that dragon and saved the princess?" To which i reply, yep, that's me." Then they say, "Well, I heard that the wizard who owned that dragon is after you. They say he's hired assassins to take you out. Though you ought to know."
The important part here is that I killed that dragon, not you, not some other player. And... this assassin, is after me, not you, or anyone else. He's after me because of what I did. Now, even though I go on my next adventure, I'm also going to have to keep an eye out for this assassin. Not only that, but his isn't like some PVP guy out to kill me. He has a reason, he has a boss, someone hired this guy. Now that I know it's going on, perhaps i want to track down this wizard and see if I can find out his beef? This is my story now, not someone elses, and unlike a PVP game, this has a story and adventure attached. Unlike PVE grind games, I'm not out doing mindless killing of brainless orcs to gain a level, I'm involved in a continuing story that affects my character's life. I have choices, I can deal with the assassins, go after their boss, make a deal with him, kill him, hire assassins of my own to take him out. I'm barely scratching the surface here.
until MMOs start implementing good ole fashioned GM ran events all the time, were gonna eat static. I get tired of hearing the reasons this wont work.
If you're tired playing MMO games, why not try other games like FPS .The only game I'm interested from that list, so far, is Dead Rising 2. I'm a little curious about the STALKER sequel, though I've yet to finish the previous two games in the series.
I see what you mean, but can you seriously see an mmo that each player (in the thousands to start) each have options to create a personalized story unique to him by choices made? Really, it takes yrs as it is to make a huge world that everyone can experience. To add such variables as to cater to each and every player with something that no one else could see is overwhelming even in concept, let alone in execution. Stick to single-player RPGs for those, that's what they can do.
I don't see this happening anytime soon.
Now, as to some ideas I have. Well, nothing special there. I'm not trying to write a game here. What I want I have a feeling many people would like as well. What if, for example, I could enter a game where I was on an epic story. In that story were characters (npcs) that were people I'd dealt with in the past. Now, mind you, these aren't people other players have dealt with. These are people that I met on an adventure. I made some friends and some enemies. Now, in the future, because of what I did back then they people are part of my ongoing epic story.
In this story, someone comes to me and says, "Hey, aren't you the guy who slayed that dragon and saved the princess?" To which i reply, yep, that's me." Then they say, "Well, I heard that the wizard who owned that dragon is after you. They say he's hired assassins to take you out. Though you ought to know."
The important part here is that I killed that dragon, not you, not some other player. And... this assassin, is after me, not you, or anyone else. He's after me because of what I did. Now, even though I go on my next adventure, I'm also going to have to keep an eye out for this assassin. Not only that, but his isn't like some PVP guy out to kill me. He has a reason, he has a boss, someone hired this guy. Now that I know it's going on, perhaps i want to track down this wizard and see if I can find out his beef? This is my story now, not someone elses, and unlike a PVP game, this has a story and adventure attached. Unlike PVE grind games, I'm not out doing mindless killing of brainless orcs to gain a level, I'm involved in a continuing story that affects my character's life. I have choices, I can deal with the assassins, go after their boss, make a deal with him, kill him, hire assassins of my own to take him out. I'm barely scratching the surface here.
I gotta say it I think you look at PVP wrong. In eve online stories are created daily. For instance, try looking up the history of 'Providence' alliance in EVE and you'll see a mountain of text describing their history. You would think it was lore. And it is. It's the Lore the players wrote
Since our game was mentioned I've been following this post. Bookkeeper, I also responded to your question in the Citadel of Sorcery forum.
Let me just say that this kind of game play, though not exactly what Bookkeeper described, but very close, is absolutely possible. Several of you have mentioned that it is not technically possible, or feasible to make a world where time moves forward and players have unique adventures. We are building just that very thing.
I invite you to read about Citadel of Sorcery and ask me any questions you like. I am allowed to answer most of them, being part of the design team on the game for the past five years. This is a long term project, and like a few of you mentioned, it's not an easy task to build an MMO, let alone one that changes with time every day. But, that's what we have been building, and continue to build.
Come check it out, we're still looking for input from players as we have a lot of work yet to go.
I now return you to your discussion without further interruption.
Jatar
Designer
MMO Magic, Inc.
Citadel of Sorcery project
I see what you mean, but can you seriously see an mmo that each player (in the thousands to start) each have options to create a personalized story unique to him by choices made? Really, it takes yrs as it is to make a huge world that everyone can experience. To add such variables as to cater to each and every player with something that no one else could see is overwhelming even in concept, let alone in execution. Stick to single-player RPGs for those, that's what they can do.
I don't see this happening anytime soon.
It's possible sure. I just cant think of a way to explain it briefly.
Essentially, the server will have to generate events. Basically, the NPCs will do things of their own accord. They do not sit around and wait on the player. It would not function like a single player game. It is a true multiplayer living world where NPCs have their own lives
See populous by Bullfrog or powermonger. Old games, but same ideas. The NPCs have their own real lives and grow old and die. and crap happens to them all the time
edit- made a TLDR version....
Tabula rasa had that system, just it was built into the main game system where their server issued the command for drop ships to invade outposts on a regular basis think it was like every 5-10mins, so one min the outpost is yours, next if not defended it's invaded and we loose that outpost and then have to wait for our dropships to make an assault, I loved that factor of tabula rasa, shame it went down it was an active world at war.
Tabula rasa had that system, just it was built into the main game system where their server issued the command for drop ships to invade outposts on a regular basis think it was like every 5-10mins, so one min the outpost is yours, next if not defended it's invaded and we loose that outpost and then have to wait for our dropships to make an assault, I loved that factor of tabula rasa, shame it went down it was an active world at war.
Hm, TR did have that. Yeah I was thinking somehting along those lines but maybe a little more complicated.
Nice
I guess I'm a skeptic about who would make such an ambitious mmo, and this CoS, if they can pull it off, will be something I'll definitely check out.
However, as it is in dev, and only vague statements about personalized storylines are mentioned, I'll keep my 'excitement' until i see it in execution. Many a game has 'promised' goodies only to be later shown as rotten fruit.
That's the thing. The first one of this "new" genre would not have to be as amazingly ambitious as some of you suggest. Simple things would mix it up enough to make it more fun. One NPC could give out say 3-4 different quests randomly. They could even be the cheesy kind. "Go get me 10 fox tails to the north" OR "Go get me 8 dead chickens from the south" OR Go get me 7 glasses of Kool Aid from the east". Then bigger encounters (boss types) could be random on the map. "Kill Grog the Ogre and bring me his head. He is west of here." But don't have him always at coordinate 1225, 485. Move him around. Give him some different abilites or such each time he spawns. Maybe even different servers could have key towns in different places. Sure, there goes the hint book sales and the help sites, but maybe that's what we need. Not being able to go to XYZwiki and look up everything. Explore and figure it out for yerselves. Then add events. Even respawning events like the public quests in Warhammer. Those were great. Imagine randomizing those just a little. Maybe the boss is different each time or they happen in slightly different locations, so as yer walking through some farmland instead of thinking "Hey, that giant burning windmill is up ahead, I'm gonna go kill those ghost things and get that ring", yer thinking, "Sweet a public quest that wasn't here an hour ago, I wonder what it is...better check it out."
Imagine playing a game where you had you main theme park world but players could create their own shard version of the world. So there would the official world which was the player’s touchstone, but in the alternatives all sorts of things had happened. Cities are destroyed, invasions threaten ‘safe’ zones, vast forests appear on former plains at the conclusion of a quest cycle. You get the idea.
For RP purposes you would have to 'forget' you ever visited other worlds or play that your avatar is in fact multiple characters. Unless the game was conceived with parallel worlds in mind.
The technology for this is beyond us, but give it ten years and it will be possible.
It's just getting very boring when you log in everyday and do the same thing everyday. It's just like a routine and I'm getting tired of it. What if there is a game where you can play FPS, sidescroller games, adventure games, etc... A game where you can play what you want and choose from a variety of games. An mmorpg with lots of mini games... How I wish there is one...
You know, I always thought that expansions should be focused more on editing/changing content as opposed to stapling on new content that may or not be related to the game at all. And so that everyone can stay on the same page, expansions (among other things), should be covered in the monthly subscription. I think that could go a long way towards creating a more dynamic world.
This technology is not beyond us, it is currently running on our development servers. Much of what you just stated is how CoS functions. As for your comment about 'unless the game was conceived with parallel worlds in mind', read the Lore on our Web site and you'll learn about how the Reflected Worlds were created in our mythos.
But as for the technology, we've been developing the engine to do this for nearly five years now, though it will be some more time before we get to a release, but not ten years by any means!
Op you should come play EvE then... its the best sandbox right now If you ask me.
Things dont stay the same, the hole point of the game is fighting other players for teritory. You can build 99% of everything that is in the game. And it has the best economic pvp market of all mmos.
Build your own POS ( player owned structure) lay claim to your own space. Shoot, negotiate and spy on your competition.
EVE has it all...
Another sandbox game that the OP was trying to argue here was Shadowbane, Wheneer you logged on, every city could be different, it could be owned by another guild/nation or gone completely. That is why i loved that game and i wish there was a game like it but i have yet to meet a fantasy sandboxPvP MMO Close to it.
Then why don't you quit? It is not like the market really needs you.
And where is that game now?
Having a couple of cities changing hands once in a while is as boring. The only thing that entertains is content and you need a good company to build plenty of it.
What you ask for is near impossible unless you're ready for constant server downtime.
Playing - Champions Online
Unsure Of - Darkfall, Star Trek Online
Waiting For - Star Wars: The Old Republic, All Points Bulletin
Played - Age Of Conan, Everquest II, Mabinogi, Tabula Rasa, Star Wars Galaxies, World Of Warcraft
NPC quest giver wondering around - would encourage exploration.
2 easy things to implement. But a lot of people just like static content (lazy bumps) so developers won't change it in near future.
NPC quest giver wondering around - would encourage exploration.
2 easy things to implement. But a lot of people just like static content (lazy bumps) so developers won't change it in near future.
Ask yourself WHY people prefer static content. The reason is simple. Searching around is NO FUN. Combat is fun. Thus, most developers focus on making the combat fun. I would much prefer spending my time FIGHTING the mob, than trying to FIND it.
Certainly not everyone is like that .. but a large enough population is.