I'm NOT fanboi'ing by the way.
I'd just like people's take on these features, as I thought were pretty cool, from a design/technical aspect.
It seems like everyone's talking shit without actually discussing the features that are "bad" and I'm tired of hearing, "Oh, Mark Jacobs... Can't wait to see this game fail. Now I'm going to talk shit about it without using any specific examples."
I did your job for you. Discuss.
I actually took the time to watch the videos and read what you posted and to me it is just a random collection of vague and incomplete ideas. I love discussing designs in particular and design processes in general, but there is little to talk about here. So I will just kind of briefly go over my thoughts.
The building thing is neat, but it is just a client side tech demo, nothing really, I probably shouldn't say this but my company has that in our tech and it is fully multiplayer. Its fun to play with but it isn't a system, design or game, those are different things and require much more time, effort, and skill to pull together. It skips over all sorts of basic questions like what is the core purpose of a building, what do they do, why and how do they interact with players and the world, what gameplay purpose does it serve, what player fantasy does it fulfill, and how does it interact with your moment to moment gameplay.
The stealth thing again is just a vague undeveloped concept that isn't really a stealth system. It is a sort of way-gate dual world system, which does sound cool but it is this sort of random thing that just exists alongside all of these other random elements. What is the shadow realm? What, specifically, about this better than normal stealth and why? What problems does normal stealth have that this fixes? So on, I have more questions than anything, and I could probably answer some of them myself if I cared enough.
The harvesting is extremely basic and no better than WoW, except zoned, which means people will spend most of their time in holes in the ground away from eachother. There isn't much to say about that other than it sounds extremely tedious. He still hasn't mentioned a single thing about the core moment-to-moment gameplay of crafting, which has always been the hard part. I assume that combat core gameplay is DAoC (which is outdated at this point), but what is the moment-to-moment gameplay of crafting? Is it something like SWG which was less about crafting and more about harvesting/logistics? Is it some sort of mini-game? Why would a player want to be a full-time crafter, what is there to draw those people in?
The essential problem with the features he mentions is that he always talks about the
resultsof player actions, the end chain of a series of things. Never about the details, how players get there, why they do these things, what motivates them, and how these things interact. That is the easy part, very easy, so easy you guys do it on this board every day and I enjoy reading about it. But you guys aren't professional designers, you aren't asking for money, you are just talking and having fun. You can't just skip all of the other stuff and pretend that it will magically work itself out, that leads to promising things you can't deliver. I say this from both a technical and design perspective, you can't run game development this way and expect good results.
What I would
liketo see is him take just one of these MANY features he mentions and lay out how it will work stem to stern, why it works this way, what are its benefits and potential problems, then how they intend to mitigate those potential problems. The details matter, they matter A LOT, and if you just keep skipping around "designing cool things" before working out the details or kinks of the previous system then you end up with 100 20% developed features instead of 20 fully developed features. This is a problem, a big one, one that leaves me with absolutely no confidence in the project.
I criticize it so harshly because CU is such a fantastic public case study on how not to design a game, and yet it is somehow taking so many people in.