Overview:
Kickstarter Project Pages:
Major Crowdforging Promotions:
- Race Vote
- Guilds Land Rush!! (guild-pledge level limited)
- Destiny's Twin (ks-exclusive)
- Pit-Fighter Combat Tool
Goblin Works Design & Development Blogs:
Live Interview Discussion (podcast/kick'othon/webcast):
Design Specific Discussions:
General Interviews & Previews:
- An interview with Pathfinder Online's Ryan Scott Dancey - Massively
- 20 Questions with… Ryan Dancey, CEO - Goblin Works - linkdeadgaming.com
- Kickstarter Conversations: Pathfinder Online Interview - kickstarter-conversations
- The Rise of the Fantasy Sandbox MMO - An Exclusive Pathfinder Online Q&A - TenTonHammer
- Pathfinder Online Interviews: A Sense of Pride - MMORPG.com
- An Interview With 'Pathfinder Online' Developer Ryan Dancey - Forbes
- Pathfinder MMO: A Chat with Ryan Dancey and Mark Kalmes of Goblinworks - enworld.org
Unity Engine Announcements:
Comments
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Welcome. EvilGeek did a awesome one of these Info threads for GW2 , which was super useful. Early days, so any/all info is useful to group it in one place.
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Added a new Interview with Ryan Dancey on Pathfinder Online & Kickstarter Projects:
Kickstarter Conversations: Pathfinder Online Interview
Some really good info on the game:
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
Updated OP: TenTonHammer interview; Unity - Pathfinder Environment link in unity web-player
TenTonHammer: The Rise of the Fantasy Sandbox MMO - An Exclusive Pathfinder Online Q&A
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
New interview (long) at The Demiplane of Gaming videocast
Extensive interview with the guy who will be handling the backend
To dream, perhaps to be.
Don't forget to spread the word, as much campaigning as I've done I still get surprised when someone says they didn't know about this. The more word we get out the better chance this has!
Down with the Themepark Suits...
Now is the perfect time to pledge and become a Crowdforger!
"It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes
Of course, it looks like Pathfinder will be moving towards a more classic style of fantasy, which is something I always appreciated in the original AD&D 2E.
But, there is very little detail with intent to design and develop the characters themselves that I saw; just a bunch of environment and character modeling and animations, plus goblins and an environment object destruction which was rather splinter-effect, but not really impressive..
For more complete news, you could visit here http://www.dotmmo.com/pathfinder-online-5837.html, http://www.mmowood.com/pathfinder-online
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
There's more non-combat features in Ultima Online then all the junk themeparks game in the past 10 years put together, including WoW.
I expect PFO will do the same!!
See RPG developers get it, Goblin Works gets it, Paizo Publishing gets it... RPG is what they do well and have been for many years.
Bringing back the RPG in online gaming is what I expect they will do!
"It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes
Sorry, where did you get this "PVP only" info? If you read their description, the game is actually focused on lots of other things aswell. They say they will discourage meaningless PvP and there are large areas that are "safe", meaning most of the PvP you will encounter will be consensual (i.e. you were looking for a fight yourself or took the risk and wandered into non-safe areas).
A lot of their ideas sound like EVE online, which in my books is a excellent design standpoint.
I actually also pledged yesterday after trying their environment demo and reading further about their design ideas.
I go back further then UO, and for the record my forum name was mentioned specifically as one of the most passionate and dedicated fans of the game in Raph Koster's final beta address. I also have no fear of PvP, i play Planetside 2 almost obssessively.
I was also a developer on one of the most famous sandbox games of all time.
However, this is not where the money is. People have tried the world building, sandbox PvP game and it performs anemically in all but a select few cases.
There are more concepts that have been ventured lately that show promise of being both financially successful and creatively innovative without having to be a pure themepark railroad to endgame type system.
Please don't have a knee jerk reaction that I meant PFO should be WoW2, All I am saying is that there are more colors out there than just black (themepark) and white (sandbox).
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
I've read 'pie in the sky' game proposals before.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
Innovation will come in the form of Indie developers and now is the time to support them more so then ever before.
Ryan has talked in length about games like Darkfall, Mortal Online, EVE. He has a very interesting take on the pitfalls of open world PvP sandbox games.
His philosophy on gaming is as grey as it gets right now and we as RPG gamers should support that philosophy not shy away from it.
"It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes
Sure. Of course it's just mostly words at this point. So you assume that even if the developers clearly state that they will not tolerate griefing and that they will discourage meaningless PvP, they will flip their intentions before launch and go the HTFU path with CCP?
I don't think so. Even CCP is "softening" their game patch by patch. Darkfall: UW has more safe zones than the predecessor. Why would PFO take the hardcore route, when a) other games have shown it's perhaps not working and b) the developers have already stated they want PvP to be (mostly) consent only?
Just to piss their customers off?
lol, it does seem like that at times, doesn't it.
No, I don't think it will be done on purpose, but many designers shoot for something and then have to change it for financial, design, or popularity reasons.
Look at Firefall, they started as a purely coop PvE only bug hunt game with mostly quest content, then let themselves be changed by the community to first include and then be predominantly PvP oriented.
Now they are without focus and recently had a complete content re-design in an attempt to redefine their game concept.
It happens, and sometimes the CCO/CD or Lead Designer is as confused as everyone else.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
"It would be awesome if you could duel your companion. Then you could solo pvp".--Thanes
Well in this case we are talking about a (partly) crowdsourced game, where the developers in theory _should_ have more power over the decisions. Of course it can turn into another Darkfall - a PvP arena with nothing else to do. But even if it is like EVE, where PvP is the big bone, but you have lots of small bones too, I'm happy with it.
The TenTonHammer interview:
Explains it well: The Rise of the Fantasy Sandbox MMO - An Exclusive Pathfinder Online Q&A
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
This is exactlly why I think the sandbox background they are going for is going to work. See below, from the MMORPG interview with Ryan Dancey:
We think we're at the end of the AAA Theme Park MMO era. After the Elder Scrolls Online project releases, there are no large AAA Theme Park MMOs under development at any significant publisher or studio. The reason is that the business model for Theme Park MMOs doesn't work. They cost too much to make, take too long to develop, and don't create sustainable long term businesses.
The industry looked at the outlier game (World of Warcraft) and assumed that was the baseline. Since 2003 we've seen more than a dozen high profile MMO releases in the Theme Park category, and none of them have been able to sustain a paying player population over a million for more than 6 to 9 months. The budgets have exploded - the average budget for those games was in excess of $100 million, and Star Wars: The Old Republic cost more than $300 million. The economics just don't work.
Sandbox games have a different business model. You can start them with much smaller player populations and much less content. A Theme Park has to be nearly feature complete the day you ship it, but a Sandbox can begin with just a limited selection of functions and systems, and a small player population, and slowly iterate and grow over time. This is what EVE Online has done, growing from 20,000 players to more than 350,000 over 10 years.
This focus on systems, rather than content, is at the heart of Pathfinder Online's plan. We want to "maximize meaningful human interaction", and so we are focusing our efforts on interesting ways to facilitate that. We envision a world where thousands of players are interacting constantly in economics, politics, and territorial conflict. At the same time, thousands more players are busy exploring the world, seeking out the monsters and treasures that are hidden within it, and bringing the spoils of their adventures back home to enrich the whole ecosystem.
The longer the game runs, the more complex it will become. The more options players will have. The more content we'll be able to add in the form of monsters and the threats they pose to the player settlements. Sandbox design is all about long-term thinking and constantly knitting more and more people into the story they're creating within the game world.