The smallest world stays small. :)
280 karma · joined June 1, 2010
The smallest world stays small. :)
I was very not-involved with the lore/story (to the point, where I think I wrote a handful of notes and stuff before it being decided that I should just focus on gameplay, and someone else would cover the lore for me!), but there were 3-4 people primarily responsible for it and they were all very much fantasy literate, so it wouldn't surprise me at all if some of the inspiration were from those sources.
I think I mentioned this in another comment and certainly a ton over the years - but a lot of the magic of AC was that it was made by a bunch of people who had never made a game before, much less an MMO, and there were very few ingrained lessons, so we were foolhardy enough to just do things the way it felt we should, player behavior or other consequences be damned. It was built on hopes and dreams and naivete and that made it beautiful and flawed.
But also yeah, once something ships to players, it's now "theirs" and not "ours". We stood in pretty stark contrast to EQ's "you're in our world now" philosophy, again, for better or worse.
But also thank YOU for participating in some of my very formative experiences of my life as well. The players really made it a joy to work on.
A theme of a bunch of the comments is that the internet / audience makes this sort of thing impossible these days. One of my white whales for game design is figuring out if mystery, especially in multiplayer games, is still possible in a meaningful way.
I haven't really given it any serious thought but I'd likely start with trying to more strongly codify the good parts (incentivizing smaller circles inside of the larger structure, making systems for patrons/vassals to play together in more meaningful ways, etc) while highlighting the positive actions that players could do / benefit from. I don't want to say AC was TOO opaque but a lot of it definitely suffered from being over designed for a very hardcore market.
It's funny you mention Valheim - one of my groups in had a core of people who I met back in the AC days and their friends. We got to some real old man gaming that probably annoyed their friends with all of the "back in our day..." stories while we were running around the landscape, running from trolls, etc.
Definitely miss the "weird" MMOs of the early 00s...
And yeah, Ash Gromnies were the bane of so so so many players.
I was on the design team, so was directly responsible for a lot of the shadow invasion stuff (if you ever saw the big bad Bael'Zharon running around in the live events, that was me!) and other patches for the first 2 years of its lifespan.
Weirdly, I work on WoW now with my career having come full circle after having not worked on MMOs since the mid 2000s. :)
It's amazing to me how many people are still friends with their patrons/vassals from 25 years ago.
In retrospect, I give a lot of credit to the fact that we were young and dumb and didn't know any better. I've been revisiting a lot of the stories from back then and so many of them end up with us saying, "I dunno, let's see what happens!" and not being dissuaded by "best practices" or even common sense.
Also lots of credit goes to the early internet era when people were a LOT more forgiving of, well, everything.
Wi came to one of the player gatherings with little printed out cards and would hand them to people and say, "You've been Wi flagged!"
The fondest of memories.
https://itunes.apple.com/us/app/world-zombination/id68062469...
Then one day we got a letter. It was from a man who suffered a host of physical ailments, including quadriplegia, and could barely leave his bed, nevermind his house. In his letter, he wanted to thank us for making our game. He made friends, lead a successful guild, and could feel powerful and accomplishment in a way he couldn't in real life.
The stories would repeat themselves over the years, too... I know at least one very successful HN denizen met his now-wife in our game. Families would stay in touch and play together, groups of people who didn't know each other would raise money to help guildmates who needed surgery or had fallen on hard times and had trouble making ends meet, and so on.
It's for those people that I make games. (Or at least that's what I tell myself when I'm having moments of doubt and questioning why I spend so much time pushing bits.)
However, the (old, forked) version of Mono used by Unity does not appear to inline functions - at least not when using the ahead-of-time compilation required to run on iOS.
Haxe does expose some platform-specific features that help though, such as C# structs and pointers/unsafe code, as well as platform-specific API's for interacting with the garbage collector (e.g. http://api.haxe.org/cpp/vm/Gc.html). You can take advantage of these while still writing cross-platform code with the usual tricks of conditional compilation.