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Indie MMO Spotlight: Palia Open Up For Everyone | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited August 2023 in News & Features Discussion

imageIndie MMO Spotlight: Palia Open Up For Everyone | MMORPG.com

This week was pretty quiet, with the only major news being Palia's move from Closed Beta to Open Beta.

Read the full story here


Comments

  • BattlestormBattlestorm Member UncommonPosts: 136
    Although quiet, Palia’s open beta is great news. I need to hop back in, soon.

    The unfortunate hot-garbage that Project: Gorgon turned out to be; I’m not sure they qualify for these updates.

    In case anyone is interested, the Monsters and Memories team made a series of videos on the making of an MMO and it is quite eye-opening, I hear (I haven’t been able to check it out, myself).
  • samvenicesamvenice Member UncommonPosts: 155
    Palia is not an MMO, unless in the name of inclusivity the Massively Multiplayer Online definition in 2023 has changed to "single player instanced housing with no group content whatsoever".
  • KnightFalzKnightFalz Member EpicPosts: 4,585


    Although quiet, Palia’s open beta is great news. I need to hop back in, soon.



    The unfortunate hot-garbage that Project: Gorgon turned out to be; I’m not sure they qualify for these updates.



    In case anyone is interested, the Monsters and Memories team made a series of videos on the making of an MMO and it is quite eye-opening, I hear (I haven’t been able to check it out, myself).



    What aspect of Project:Gorgon do you consider to be hot-garbage?
  • sweetdreamssweetdreams Member UncommonPosts: 209
    Whoo hoo. (/s)

    A cheaper version of Disney's Dreamlight Valley.

    I can't get over how lackluster and uncreative the character creation is. Oh well.
  • BrainyBrainy Member EpicPosts: 2,208


    What aspect of Project:Gorgon do you consider to be hot-garbage?
    I think problems in PG were,

    Constant inventory management system  
    Loss of loot on death
    Forever curses on death
    Unable to teleport without end game codes
    Unable to rez people without end game codes/Class
    Group being separated without being able to get back to eachother (see above)
    Terrible outdated graphics (I was ok with it personally)

    These were some of the killer ones from people I used to play with.

    Game had some cool and innovative stuff in it, but the above just ruined it.  Shows how just a few stupid over the top concepts can ruin an entire game regardless of how innovative it can be.
  • BrainyBrainy Member EpicPosts: 2,208
    Played Palia a little bit to like level 6 or 7.

    Overall I was not impressed, game just seemed way way to easy to me.

    Palia is just like Stardew Valley in 3d with less depth.  Just not my type of game.  At least it had teleports.  I am not even sure you can die in this game, I remember going deep in water and it just teleported me to safety.

    In summary its a fetch quest game, talk to X person get an item bring it to y person, then go back to x person for faction and repeat.  Do this over and over again forever.
  • KnightFalzKnightFalz Member EpicPosts: 4,585
    Brainy said:


    What aspect of Project:Gorgon do you consider to be hot-garbage?
    I think problems in PG were,

    Constant inventory management system  
    Loss of loot on death
    Forever curses on death
    Unable to teleport without end game codes
    Unable to rez people without end game codes/Class
    Group being separated without being able to get back to eachother (see above)
    Terrible outdated graphics (I was ok with it personally)

    These were some of the killer ones from people I used to play with.

    Game had some cool and innovative stuff in it, but the above just ruined it.  Shows how just a few stupid over the top concepts can ruin an entire game regardless of how innovative it can be.

    Inventory can be a bother early one.

    I don't lose anything on death so that may have changed.

    There are curses that don't expire with time so must be cured by other means. I don't know of any that can't be cured at all.

    I don't know about codes end game teleportation, but I do know discovering such a code is one way of the tutorial island. With that there a good change I'm just aware of them.

    Unable to rez without codes could be another element I'm simply not aware of yet. I don't see why it would be a matter of class as it primarily a skill based game, unless the ability is restricted to Druids which are a special case in the game.

    Group separation is something I've run into primarily being a soloist, but I could easily see that as something the game would have. It would fit in well with what I have experienced.

    The graphics are quite dated, that's for sure. It's not for those looking for a game anywhere near the aesthetic cutting edge.

    Anyway, your critique of the game is quite accurate for the elements I'm familiar with. I may well run into some of the others things you mentioned as I progress further.
    Brainy
  • DammamDammam Member UncommonPosts: 143
    Brainy said:


    What aspect of Project:Gorgon do you consider to be hot-garbage?
    [...]
    Loss of loot on death
    Forever curses on death
    [...]
    I haven't kept up with things so I don't know much about Project:Gorgon, but I see this pattern often of wanting to raise the stakes or make a game compelling by adding a cost to death. Don't get me wrong, I understand that games need some type of negative feedback signifying a loss - that's what "dying" in a game is as well. But I don't know why developers think to push further in the "loss" direction instead of incentivizing victory / survival / good game play.

    Take, for example, a game with PvP. One option to raise the stakes is for players to loose loot on death or suffer some other negative consequence. This can make a fight, especially one you weren't looking for, very frustrating. On the other hand, what if the stakes are that if you fought well you have a chance at gaining something, and the threshold and potential reward would be different for the winner and loser of the fight. Even an unfair gank by a higher level could be less frustrating if the lower level player is rewarded simply based on how long they eluded certain death. Basically, the feedback to players is that if you engage and play well, you have a better chance at growth and reward, win or lose.

    And no, this isn't simply a "let's give everyone a reward for participating". If you die doing nothing of merit, there is no interesting buff or reward. This is about designing systems that rely on more than just "dying" to decide if someone played well. I've been in enough good and bad PvP to tell the difference, and it has little to do with whether I won or lost. I think an encounter, both PvE or PvP, should be fun and the systems designed around it should incentivize the type of play that makes it fun. Systems that invite the player to take risks, be creative, give things a shot knowing that if you do you may be rewarded, but you'll never be punished for it. Why can't that be the approach?
    Brainy
  • BrainyBrainy Member EpicPosts: 2,208
    Dammam said:
    Brainy said:


    What aspect of Project:Gorgon do you consider to be hot-garbage?
    [...]
    Loss of loot on death
    Forever curses on death
    [...]
    I haven't kept up with things so I don't know much about Project:Gorgon, but I see this pattern often of wanting to raise the stakes or make a game compelling by adding a cost to death. Don't get me wrong, I understand that games need some type of negative feedback signifying a loss - that's what "dying" in a game is as well. But I don't know why developers think to push further in the "loss" direction instead of incentivizing victory / survival / good game play.

    Take, for example, a game with PvP. One option to raise the stakes is for players to loose loot on death or suffer some other negative consequence. This can make a fight, especially one you weren't looking for, very frustrating. On the other hand, what if the stakes are that if you fought well you have a chance at gaining something, and the threshold and potential reward would be different for the winner and loser of the fight. Even an unfair gank by a higher level could be less frustrating if the lower level player is rewarded simply based on how long they eluded certain death. Basically, the feedback to players is that if you engage and play well, you have a better chance at growth and reward, win or lose.

    And no, this isn't simply a "let's give everyone a reward for participating". If you die doing nothing of merit, there is no interesting buff or reward. This is about designing systems that rely on more than just "dying" to decide if someone played well. I've been in enough good and bad PvP to tell the difference, and it has little to do with whether I won or lost. I think an encounter, both PvE or PvP, should be fun and the systems designed around it should incentivize the type of play that makes it fun. Systems that invite the player to take risks, be creative, give things a shot knowing that if you do you may be rewarded, but you'll never be punished for it. Why can't that be the approach?
    Nailed it, reward success not punish failure.  Seems like common sense really, but dev teams are lacking that apparently.
  • ValdemarJValdemarJ Member RarePosts: 1,419
    Whoo hoo. (/s)

    A cheaper version of Disney's Dreamlight Valley.

    I can't get over how lackluster and uncreative the character creation is. Oh well.

    Dreamlight Valley has been one of the best direct payouts for me on GamePass. You get the lowest tier bundle included in the deal. The catch being free access requires a GamePass subscription to play, until they fully launch.

    The last battle pass netted me 1800 moons to the positive and the grinds are fairly low key, with only a few that were time gated.

    I'd love to see something Dreamlight Valley with Looney Tunes. I love Disney and all, but Bugs, Daffy, and the Looney tunes would fit that model so well with less edgy drama.
    Bring back the Naked Chicken Chalupa!
  • BrainyBrainy Member EpicPosts: 2,208

    There are curses that don't expire with time so must be cured by other means. I don't know of any that can't be cured at all.


    Yeah I am not saying curses are permanent, I agree they can be cured eventually if you can beat the monster you died from.  If it lasted an hour maybe it could be dealt with.  But it goes until cured.  There are tons of curses in the game.

    Some are really hard and expensive to cure, where a new player is just screwed.

    Lets analyze the boss curse mechanic (there are other curses too).  You and your friends die on the boss, the boss now curses your entire group.  Some of these curses are pretty powerful.  So now how is your team going to beat the boss while cursed if you couldnt beat it before.  When you log in to play solo you are stuck with this stupid curse, which makes your gameplay much worse..  It never goes away unless you find a way to beat that boss and be alive.

    The main people it punishes are players that like difficult encounters or explorers.  Both of which I fall into.  So people are encouraged to only fight bosses when its a total beatdown and not to explore without looking up first.  You cant experiment in the game because if you do the wrong thing you are severely punished.

    Such a stupid punitive haha joke.  Yah real funny the devs just trolled their players.  My entire team decided to troll the devs by quiting.  Lose - Lose situation.





  • KnightFalzKnightFalz Member EpicPosts: 4,585
    Brainy said:

    There are curses that don't expire with time so must be cured by other means. I don't know of any that can't be cured at all.


    Yeah I am not saying curses are permanent, I agree they can be cured eventually if you can beat the monster you died from.  If it lasted an hour maybe it could be dealt with.  But it goes until cured.  There are tons of curses in the game.

    Some are really hard and expensive to cure, where a new player is just screwed.

    Lets analyze the boss curse mechanic (there are other curses too).  You and your friends die on the boss, the boss now curses your entire group.  Some of these curses are pretty powerful.  So now how is your team going to beat the boss while cursed if you couldnt beat it before.  When you log in to play solo you are stuck with this stupid curse, which makes your gameplay much worse..  It never goes away unless you find a way to beat that boss and be alive.

    The main people it punishes are players that like difficult encounters or explorers.  Both of which I fall into.  So people are encouraged to only fight bosses when its a total beatdown and not to explore without looking up first.  You cant experiment in the game because if you do the wrong thing you are severely punished.

    Such a stupid punitive haha joke.  Yah real funny the devs just trolled their players.  My entire team decided to troll the devs by quiting.  Lose - Lose situation.


    Curses can be quite the bother, as you say. It's an understandable reason to become disenchanted with P:G and find something else to play.
    Brainycheyane
  • BrainyBrainy Member EpicPosts: 2,208
    With Palia, I am curious if anyone that likes Stardew valley doesnt like Palia and why.  Seems real similiar to me.

    Stardew valley does seem to have a very high steam rating so obviously there is a big group of people that love that game, I would expect Palia to appeal to this same crowd after they add a bit more content and depth.
  • AkulasAkulas Member RarePosts: 3,029
    I think I got like 2000 hours in Project Gorgon but if I jump back in it now I wouldn't know what I was doing it's like playing a game for the first time when 50-75% of it is already completed without knowing what your doing. It had really bad lighting effect sand the water always looks like it was floating but it's a game I could play easily for hours.

    I might come back to Palia later since I'm playing Rune Factory 5 right now but it's alright. Cut afew trees and dig up a few rocks. Shot some annoying squirrel thingies. Made a tent. Caught some bugs. Pretty much a crappier version of what's already available except online and the person 3 doors down in my neighbourhood also plays it too. Small world. I'll put it on my list and see if I can play more at the end of the month.

    This isn't a signature, you just think it is.

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