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The Crowfall team has grown by one with today's announcement of the ongoing collaboration with renowned MMO designer Raph Koster. According to a new post on the Crowfall forum, Mr. Koster has been working with the team on the crafting system and other features. In addition to this big news, the forum post goes into more detail about the game's universe and delves into some of the first meaty information about crafting and economy in Crowfall.
Universe Architecture
We've been saying for a while that this game is different. This is where you'll start to see that: here is the first major difference between Crowfall and traditional MMOs.
In a traditional MMO, the game service is broken up into discrete "servers" or "realms". Each server is either completely (or mostly) the same -- often, the only difference is which players are sharing your virtual environment.
On Crowfall, we changed this model. We still have distinct servers -- but and the worlds are unique. How unique? VERY unique. In fact, the the maps are different from one world to the next. Mountains, forests, rivers, lakes. And these worlds are dynamic; they're made to change based on player actions. We'll cover more about that later.
The result is a universe of unique WORLDs, not just a list of instanced servers.
Comments
Ok. I am officially boarding hype train.
Hype meter 1000 , choo choo !!!
James T. Kirk: All she's got isn't good enough! What else ya got?
Looting player items upon death appears confirmed.
If that's true; this game'll be a pass for me.
why pass on full loot games.. I still think thats what games are going to come to in the future or I hope it does..
Yes if you die you lose everything... but the 1 time when you kill someone more geared that you and you get that amazing feeling like "Fuck ya" and take all his/her loot is a good feeling.. it really does take some time to get used to and starting all over but thats whats fun about a game like these..
you always have something to work forward to and to see how long you can go with that gear...
Even though someone may have experience beyond swtor, is swtor really worth mentioning on your resume as a mmo dev?
lots of money with limited mmo content at launch. One of the reasons it went f2p is because players didn't see it justifiable to pay monthly sub like it were a mmo but more like a single player where it should be f2p. Sure 3 years later there is more, but a lot of the development as in side questing gets ignored now by vets.
goes to show the priorities of swtor were not justified in making the journey so much more important than the mmo and end game.
its a good game over all and great for a new player. It's an average mmo, and for a vet not much content and vets become only 1-2 month subbed players most likely for each large update/expansion.
so if someone puts swtor in their resume and their mmo is a small budget game, it doesn't bode well. How are they going to prioritize their funds?
irs sad that swtor can't escape it's limited launch due to their bad game engine as well. Vets are really paying for a limited experience which ultimately just be more of the same. Maybe some more mini games but nothing more. I read the engine can't handle swoop racing.
so, even though this game looks fun, swtor was not a success story. The bw doctors retired from their company probably because of the issues with swtor with their bad engine and bad mmo planning.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
In these games, armour and weapons are nothing more than consumables: very easy to come by and no big deal to lose.
They're not a permanent part of your toon's identity like in loot focused games.
Raph Koster worked on SW: Galaxies, not SW: The Old Republic.
It was an honest mistake on your part, but if someone never confuses SWTOR with Star Wars Galaxies again it will still be too soon.
Isn't Koster that guy that made a game in 2001 and then abandoned and forsaken every old school MMO-lover?
Screw'em. Maybe when he dips out on Crowfall, we''ll hear from him again in 2028. Seems to be his cycle.
I make spreadsheets at work - I don't want to make them for the games I play.
They could also take the route that Shadowbane took (founding dev is former dev for that game) and allow inventory loot, not actual equipped items to be looted. The best items were not easy to come by and they camps/mines for which you needed to craft them were highly contested.
Time after time after time, we see Dev's thinking they have the answer to the pvp/loot situations in games.
I have yet to see one turn out to be worth the bother to dl. Or buy. They are a limiting themselves to a niche market. Why do they continue to shoot themselves in the knee at the beginning, and then wonder what happened?
Oh well, i will say i hope they can make it, but i really doubt that they will.
"In the age of information, ignorance is a choice".
Now, go ahead and shift that goal-post...
"The more you're winning, the less advantages you'll have"
'Nuff said.
Better to be crazy, provided you know what sane is...
You proved you don't read your own Googled info, sunshine. The last game he worked on was shipped in 2006 - over eight years ago (math is hard, I know). I stick to my question of what has he done in the last eight years that makes him MMO awesome-sauce - PSP games don't count.
Goal post can stay where it is.
I'm sure Mr. Koster is a fine guy and clever designer, but putting so much faith and fanboism into ONE GUY is absurd. Just because he's consulting on the project doesn't mean he's the savior of MMOs. At this point, imo, Koster is just a name, like Richard Garriott, who truly hasn't done anything relevant for years.
I make spreadsheets at work - I don't want to make them for the games I play.
Kind of embarrassing for you since Raph Koster did NOT work on SWTOR. UO and SWG are on his resume. Kind of makes your entire post superfluous.
I am rather excited to see Raph on this project, he has more sandbox skills than 99% of the developers out there and seems to know what entertains gamers.
I am going to keep a close watch on this game.
Just to elucidate you, Raph is a sandbox designer, please tell me about all the sandbox games that have been developed recently... oh right there has not been any. There are few indie sandboxes being developed at this moment, none have much backing or financing. Both UO and SWG were successful and never went the f2p route. SWP was changed into a themepark and died because of the switch and Raph was long gone by that time.
Rather hard to get a hired on a themepark design with his resume. So I will classify your disdain as just being misinformed.
If the lows don't sting, the highs become mindless and meaningless. Not that there's anything wrong with knee-slapping shits and giggles type gaming (I certainly enjoy a dose every now and again).
Like they say in EVE: "don't fly what you can't afford to lose". Follow this philosophy and full loot won't be much of an issue at all.
It's a shame that some folks seem to almost "fear" losing pixels in a video game of all things; it's very odd if you ask me. You guys are really missing out on some seriously fun gaming.
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
Nope, not everyone thinks that sounds good. Full loot is automatic pass.
Nobody has even heard of half of those games. In fact, you had to look them up and copy and paste them yourself. None of those games are doing well.
Maybe he designed those games via Skype, too.
First off, I think EQ II was one of the better games that SOE ever put out. It has not aged that well, but Raph was constrained by previous design, it always was a themepark and of course, Smedley loves them, Raph was basically just doing expansions within the constraints of the previous design. Despite your disdain, EQ II still does remarkably well for it's age.
UO changed greatly from design choices made after he left the design team, the same for SWG. Hard to blame the decline of those games to him. As to the rest of the games on the list, none are MMO's and not designed for long term existence.