Wing Commander's Chris Roberts returns to gaming with ambitious MMO
arstechnica.com
arstechnica.com
The main thing that concerns me is the graphics, popular MMOs seem to have always had pretty low system requirements.
Keeping an MMO running and compelling must have some pretty high costs so you either need a lot of players (which high reqs might exclude) or a high monthly fee.
What is your concern with the graphics? I don't know that I caught it in your sentence.
No monthly fee for this game. Oh, your third paragraph is the concern in your second? It seems he's doing a couple of things here.
First, he's appealing to a market by treating them as special[0]. This is a good idea as PC gamers tend to invest pretty heavily in their kit and are likely to support games that show off the capabilities of said kit. The games can be both good and pretty, but sometimes even just pretty will be enough.
Second, concentrating on PC allows him to not worry about being burdened by supporting consoles, which means he can push the tech even further. Which goes back to servicing the gamers mentioned in point 1.
[0] http://4.bp.blogspot.com/-jnwqezP86Ww/Td_WTq9dxoI/AAAAAAAAAi...
I didn't realise it was no monthly fee, not sure how the economics of that would work. Running servers to host real-time fast paced space battles is going to require some significant umphf and a very good network.
While you are right that there's a demographic of PC gamers who enjoy building high end systems in my experience a lot of people who play MMOs like WoW tend to run them on low end laptops as well as old desktops. Part of the appeal is that you can get your less gaming inclined friend to start playing with you on whatever POS they have lying around. I'm pretty sure blizzard keeps WoWs graphics basic on purpose.
Perhaps this is a more targeted product for hard core PC gaming fans, however if they want to make the graphics a big selling point they will have to keep updating these as time goes on and video cards become more powerful.
That means they will have to either have very scalable graphical settings, or will rely on their fans upgrading their PCs to keep up with the game. I can imagine it would be pretty annoying to get into playing an MMO and then one day have a patch come out that doubles the triangle count and means you now get 5 fps.
I got the distinct impression from hearing him speak that this isn't so much of an MMO as it's a multiplayer game in a massive universe. He said that one of the reasons they're able to put such high fidelity models into the game is that you won't typically see many of them at once. He likened it to Battlefield 3 battles vs everyone in a galaxy converging on one spot.
This also ties into your analog to an MMO. It isn't, I gather.
All that said, I'm not him and I haven't had a hand in making it. I wouldn't mind a hand in making it...
All of the twitch-reaction type MMOs I have tried have tended to be fraught with lag problems, the scaling issues if you have to run a single game world where sub 100ms response times are required and you have 10K+ people connected at any given time must be quite something.
> We also plan to provide a version that allows private servers similar to Freelancer to be maintained and run by the pilot communities. These would support single and multiplayer space combat battles where teams could hone their skills without having to use the public servers.
Specifically, "As bad as Ion Storm was internally, there was a dark secret that eventually unraveled. It wasn’t until years later, well after the 1996 E3 demo of Dominion Storm, and after StarCraft launched, that we discovered that the Dominion Storm demo was a fake."
So not having been there, I have to ask: did you have hands on the controls?
If they're doing that now, I'll be astonished. It wasn't in our DNA as a company -- either company -- and that ethic came from the top.
We were well accustomed to competing with the latest rigged demo from any of several companies that are either entirely forgotten now, or remembered with a snarky chuckle. Our business was basically to ship what other people were promising... eventually, anyway. :)
The article smells of vaporware to me, honestly. Much as I'd love to see something like this happen, I'm really cynical about the MMO industry these days and do not really believe it will happen. If the crowdfunding thing happens, I'll probably put down some money, just to register interest if nothing else... but I'm waiting to see before I believe.
Were you there during the development of Ultima 8 and 9? Not to be rude, but if so what the hell happened there?
Was it simply an emphasis of technology over gameplay and story?
These reviews made me chuckle.
http://spoonyexperiment.com/2011/02/01/ultima-7-the-black-ga... http://spoonyexperiment.com/2012/01/31/ultima-8-pagan/ http://spoonyexperiment.com/2012/05/29/ultima-9-ascension/
Around the time U9 was being developed, Ultima Online was also becoming the Next Big Thing, and I imagine that splitting development resources between those two huge projects couldn't have done any good. One of them was bound to win more mindshare and attract more funding and in-house talent.
Ultima V was the very last one I played all the way through, personally, and I wouldn't be surprised if that's true for Richard as well.
http://en.wikipedia.org/wiki/Tabula_Rasa_%28video_game%29
For the youngsters: they're both alums of Origin Systems, storied PC game developer and home of Wing Commander and Ultima.
And your post reminded me that there are people out there who don't know the glory that is Lord British. That dost sadden me.
MMOs are a notoriously hard genre, and while I wish him luck, it doesn't inspire optimism.
Roberts writes on the game's newly launched website that he hopes this dynamic will create a tiered social structure where dedicated players can really distinguish themselves from casual players, and where different factions will be in conflict.
Anyone remember the titles you could earn in WoW PvP but could only be achieved by tiny percentages? Or Titans in Eve?
Stupid system, stupid idea, stupid to introduce it. Why reward tiny segments of active players for living unhealthily in your game?
Spending the effort to gain high-tier rewards in a game and living healthy are not mutually exclusive.
There are those who are willing to play an MMO for 16 hours a day, so if you make them rare enough these are the only people who will be able to achieve them.
I remember Star wars galaxies, I didn't play it much myself but I remember "play as a Jedi" being a big selling point and apparently this was in reality only possible if you were literally willing to devote your life to the game.
They changed it some years later so just about everyone could become a Jedi and there was much uproar from what I remember.
I believe there are ways to cater to casuals while still keeping the achievements unique.
But even past that, you seem to be saying that all MMO's should be designed for the lowest common denominator.
Why make guild raids when casual players can't get into top tier guilds?
Why make 40 man dungeon raids when casual players can't find groups larger than 5?
Why make the game have 80 levels when casual players, on average, will only reach 60 of them?
My real question is: Why punish avid gamers by condescendingly referring to their passion as unhealthy?
It seems to me that attempting to force every player into one paradigm is a great way to alienate everyone except players who that paradigm was designed for.
If you make a game that appeals to casual gamers -- do not be surprised when hardcore gamers skip it!
This is the beauty of the MMO: content for everyone and theoretically, the hardcore gamer's contribution to the game world will ripple out and affect other gamers, not only psychologically (I want to be that good) but materially, as they affect economies and other systems...
The GGPs point was that by creating incentives to play the game a lot and by that I assume meaning 10+ hours per day you are incentivising what any sane person would class as unhealthy behaviour.
The GP suggested that a balance could be struck and I mentioned what I perceived the difficulties to be.
I am not suggesting dumbing anything down.
After listening to this kind of argument from World of Warcraft players for ages, I have a serious problem with equating time investment with being more deserving of having fun. It's about taking pride in the ability to put up with arbitrary timesinks that serve the game in no way but to prolong it, and that rhetoric is ultimately justifying game design that is designed to waste the player's time as much as they will put up with.
Somehow Blizzard managed to brainwash people into rationalizing their sunk time, and now they really believe that having to spend hours not having fun before you can have fun is necessary to make a game rewarding, because there's no other element of the game that is rewarding to them anymore.
Seriously just because you don't like something doesn't mean people who do are brainwashed. That's extremely pretentious and offensive and I really have nothing more to say to you.
Don't underestimate the importance of lofty goals in an MMO, even if the vast majority of players will never reach them.
If a game ends up incentivizing a style of play that the vast majority of players find unfun to the detriment of a style of play favoured by the vast majority of players, that's a problem.