No, that's not what I meant. I meant that they are not content to copy the IP, but will want to change things to make it theirs in some way. The problem is that most of them seem to be lousy at game design.
I suppose that's true. And while many decisions are no doubt due to the meddling of suits the end result is the same. Of course, it's really one more reason to keep hoping for pnp designers to move into the mmo business to shake things up a bit. With the troubles facing he pnp side of the hobby one would think they would show more interest in computer games.
Some changes are necessary to make the transition to computer game. Stuff like being stuck in jumpspace for a week is ill-suited for an mmo, but could be changed or glossed over with a bit of creative design. The trick is knowing what changes to make while still staying true to the ip.
No, that's not what I meant. I meant that they are not content to copy the IP, but will want to change things to make it theirs in some way. The problem is that most of them seem to be lousy at game design.
I suppose that's true. And while many decisions are no doubt due to the meddling of suits the end result is the same. Of course, it's really one more reason to keep hoping for pnp designers to move into the mmo business to shake things up a bit. With the troubles facing he pnp side of the hobby one would think they would show more interest in computer games.
PnP RPG designers, yes, as well as wargame designers for the group PvP systems.
Frankly, there has been a big renaissance WRT board games - particularly in Europe, and a lot of those designers could do some very good things in MMO development.
Some changes are necessary to make the transition to computer game. Stuff like being stuck in jumpspace for a week is ill-suited for an mmo, but could be changed or glossed over with a bit of creative design. The trick is knowing what changes to make while still staying true to the ip.
Yes. The point about travel time is a good one. Even if you change days into hours, you have to give the players something to do on-ship.
That would be a major challenge to overcome.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
So close... I was in contact with Marc Miller a couple of years ago and we tried to get the MMO going. Actually got cryptic studios interested. We had a few phone meetings and nearly got the green light. But then bottom fell out of the economy and everyone started to pull back. When they got up and running again, they had taken on STO and Traveller was out! I'm still shopping for a dev but it's grim.
Another company we were in talks with was Icarus Studios (Fallen Earth). But they dragged their feet. I mean it was understandable because they were heavily involved in developing FE at the time. So they one fell by the wayside, too. It's tough to get any dev interested. Maybe someday...
So close... I was in contact with Marc Miller a couple of years ago and we tried to get the MMO going. Actually got cryptic studios interested. We had a few phone meetings and nearly got the green light. But then bottom fell out of the economy and everyone started to pull back. When they got up and running again, they had taken on STO and Traveller was out! I'm still shopping for a dev but it's grim.
Another company we were in talks with was Icarus Studios (Fallen Earth). But they dragged their feet. I mean it was understandable because they were heavily involved in developing FE at the time. So they one fell by the wayside, too. It's tough to get any dev interested. Maybe someday...
I am not sure if it was luck or bad luck that Cryptic didn't take Traveller. Traveller is a great PnP, wish they'd make a decend MMO out of it. It has way more potential than many IPs that were used in the last few years. So crossing my finger you succeed someday. Keep trying! We old Traveller players wait for the day of return of the IP!
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Although I think Traveller game mechanics should be required reading for anyone designing a space-based MMO (there are a lot of great little systems in for trade, random world generation, quest structure, ship construction, etc), I don't think the mechanics of the game would work terribly well on their own for an MMO. There is no real concept of game balance or a development arc after rolling up your character.
( to my eye, the show Firefly was a perfect example of a typical Traveller campaign, so talking about a "Traveller MMO" or a "Firefly MMO" is interchangeable to me )
Comments
I suppose that's true. And while many decisions are no doubt due to the meddling of suits the end result is the same. Of course, it's really one more reason to keep hoping for pnp designers to move into the mmo business to shake things up a bit. With the troubles facing he pnp side of the hobby one would think they would show more interest in computer games.
Some changes are necessary to make the transition to computer game. Stuff like being stuck in jumpspace for a week is ill-suited for an mmo, but could be changed or glossed over with a bit of creative design. The trick is knowing what changes to make while still staying true to the ip.
Yes. The point about travel time is a good one. Even if you change days into hours, you have to give the players something to do on-ship.
That would be a major challenge to overcome.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
WoW. Major flashback.
It definitely could be done.
_____________________________
"Ad eundum quo nemo ante iit"
LOL. Yep.
I might get out my little books and roll up a few characters tomorrow. Just for nostalgia's sake.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
hehe... Count me in...
I agree! That would be awesome
Bring back Vanilla WoW pvp
So close... I was in contact with Marc Miller a couple of years ago and we tried to get the MMO going. Actually got cryptic studios interested. We had a few phone meetings and nearly got the green light. But then bottom fell out of the economy and everyone started to pull back. When they got up and running again, they had taken on STO and Traveller was out! I'm still shopping for a dev but it's grim.
Another company we were in talks with was Icarus Studios (Fallen Earth). But they dragged their feet. I mean it was understandable because they were heavily involved in developing FE at the time. So they one fell by the wayside, too. It's tough to get any dev interested. Maybe someday...
http://www.traveller6.com/
-- When I die, I want to go peacefully in my sleep like my grandfather; not screaming and yelling like the passengers in his car.
I am not sure if it was luck or bad luck that Cryptic didn't take Traveller. Traveller is a great PnP, wish they'd make a decend MMO out of it. It has way more potential than many IPs that were used in the last few years. So crossing my finger you succeed someday. Keep trying! We old Traveller players wait for the day of return of the IP!
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Although I think Traveller game mechanics should be required reading for anyone designing a space-based MMO (there are a lot of great little systems in for trade, random world generation, quest structure, ship construction, etc), I don't think the mechanics of the game would work terribly well on their own for an MMO. There is no real concept of game balance or a development arc after rolling up your character.
( to my eye, the show Firefly was a perfect example of a typical Traveller campaign, so talking about a "Traveller MMO" or a "Firefly MMO" is interchangeable to me )