That just seems really strange.Since earning a PhD in Astrophysics in the mid 90s Bill has worked primarily in MMO development.
Why? I am an engineer with a finance degree.That just seems really strange.
That's where some of the campaigns come in. Less loss and risk for people that want more PvE stuff. This is what I'm imagining. The pace of those campaigns will be slower, with more of the traditional farm vs. computer.A quick note/warning on the 'we're targetting a certain playerbase'. I think it's easy to say when the player base they're speaking of are the only ones paying attention. Cutting out challenging PVE raids removes a huge part of MMOs and the draw for a lot of different players. Same if they come out and say they don't want small time arenas (which I don't think they want?).
The number of 'hardcore pvpers' is a small group, and a fickle on at that. We rarely play an MMO for a long period. This could be because the MMOs we get are shit, but I think even in a perfect MMO it's hard to do the same shit over and over.
Your character will always be permanent and be stronger over time. You will have to pay a "tax" on materials you gather from campaigns is the only downside.So far I'm pretty much on board with everything. I don't really like cartoony graphics, but these aren't nearly as annoying to me as WoW or Wildstar. My only concern is that I'm, at heart, a big RPG fan more than I am an online game fan. I'm cool with the worlds resetting, and allowing for that gold rush feeling, but I definitely would not be cool with my character resetting; I want to progress my character through his experiences, and always maintain that feeling of growth.
Yeah from the documents it's not clear if winter means that there's hardly any loot/resources and waves of badass NPCs are popping out of bushes to wreck you while you're just trying to survive Don't Starve style, or whether it means that in winter time all the badass versions of the NPCs will spawn and act as loot pinatas for the best gear that dominating groups can farm to take into the next campaign.That's where some of the campaigns come in. Less loss and risk for people that want more PvE stuff. This is what I'm imagining. The pace of those campaigns will be slower, with more of the traditional farm vs. computer.
If you want PvE, there's plenty of games for that. Just play WoW for a PvE experience, but for me it gets super boring, grinding the same stuff over and over again for the perfect gear from XYZ boss. Hardcore PvE would actually require dedicated healers and the trinity. Unless you somehow let people zerg rush from the graveyard to the raid boss.
PvE will exist in Spring and Summer and less so in Autumn and Winter. I'm hoping that Winter will have harder NPCs that drop more sought after materials for weapons/armor. My hope is that PvE during Winter will exist in the same way you might have a boss in DOTA2 (Roshan). He isn't critical to winning the game, but he gives a nice bonus and advantage if you kill him. Roshan is also something both sides can contest, and interesting battles should happen because of that.
I think for a PvE person, the biggest fear is being ganked and feeling like they wasted their time. I know a PvE person wants to go at their own pace, but honestly what made EQ awesome was that grouping up with people made everything much easier. Sure you could solo, but it would just take way longer than just meeting new people and taking down content.
vague hint:
"I <3 D'Orion"
now, to your real question:
I am ALL IN on Crowfall. I've invested a big chunk of my savings. I left my cushy job. I gave up my safe little nest, and took a bold (arguably foolhardy) leap into the unknown.
Why?
Because I HAVE to make this game.
March, 2004: Shadowbane basically ruined me. I put everything I had into Wolfpack; I crunched for years. I spent all the money that I made from selling my previous company. I lost friends. I alienated family members. I'm not going to go so far as to say "shadowbane caused my divorce", but I will say: it certainly didn't help.
We shipped it, yes. and it sold well. But it was riddled with issues (technical, design, and operational) that caused it to bleed players like a sieve.
All that effort, all that cost, all that pain. and it just didn't work. We lost.
We sold the company to find a soft landing for the team. The founders? No such luck. Unemployed.
I had invested everything in Shadowbane, and walked away with almost nothing. For about a year, I basically fell off the grid, didn't do much of anything but think about what went wrong.
I'm over that, now. I'm not longer haunted by 'this went wrong' or 'that went wrong'. I'm years past the autopsy.
What haunts me is this: it ALMOST worked.
The vision we (the Wolfpack founders) had was amazing. The vision was right there, so perfectly clear in our minds. It was tangible. And, every now and then in development, the rarest of moments. A break in the storm clouds, the sunlight would pour through like a light from heaven and everything would just WORK. For a few moments, you could FEEL it. Ask the folks who played the SB beta, they can tell you what it felt like:
THIS IS IT.
THIS IS THE GAME.
THIS IS THE VISION.
IT IS REAL.
IT WORKS.
...and then the clouds would roll back in, fires would erupt all around me, and everything would go to hell again.
The idea behind Crowfall -- the original idea that pre-dates Shadowbane, that was born in a pizza joint as a scribble on a paper napkin -- that vision is my white whale. We had it once, right there, in our grasps. It was so close!
It ALMOST worked.
I've spent every day of the last decade learning how to build MMOs. Shadowbane was the first game that I ever worked on, remember. I made a ton of newbie mistakes. Say what you like about Wizard101, but we had a flawless launch and amassed over 50 million players. I've picked up a few tricks.
I learned what I need to learn about building MMOs. Launching MMOs. Running a live service. and with Gordon here, and the team that we have recruited, we can do this. We can make this game great.
This isn't just a game to me. I'm on a mission.
It is time to right a great wrong.
Todd
ACE
Todd and I met back when I was running UO and he was building Shadowbane. One thing you might not know is that the game development community in Austin is quite collegial, and almost all the studio and game leaders socialize, even if their companies are competitive. We kept in touch over the years, mostly by having lunch a couple of times yearly. Frankly, we never thought we'd work together because we both tend to work on long term projects and the idea that we could sync up never really occurred to either of us though we certainly liked and respected each other.
Early in 2013, we had arranged our normal periodic lunch. As we greeted each other,Todd said "I've got something to tell you" and I (being the brusque person I am), said "No, I've got something to tell you, I've decided to leave Disney and I want to start a new company". Of course, he had been about to tell me he was leaving Kingsisle and wanted to start a new company! We were both bit shocked that we were doing this at the same time, and immediately started talking about the marketplace, what we saw that was not working well and where the opportunities might be for something that would shake things up. In that conversation we realized that we had very similar worldviews and desires around how to build a game company and what kind of products to create. We had a couple of follow-up meetings and within a week or so decided to try working together. And from that start over the next few months we created ArtCraft Entertainment and started the process of creating the vision for Crowfall and the building the team to create it.
It's been a blast so far (at least from my perspective!). I love partnering with strong creative people while I worry more about the nuts and bolts of execution, and Todd is certainly amazingly creative guy!
I think for any game we go through the leveling process at first because everything is new. I don't have any issues the first time around because I will feel more powerful as I progress.My two biggest concerns are:
1. That the farming/leveling/gearing period is boring.
2. That someone who has gone through 50 campaigns has nothing to fear from someone who has gone through 5.
- Once we had the base concept locked, we broke the "Hunger" effect into stages. We wanted to sell the idea that the Hunger spreads like a disease, and it happens over time -- twisting and corrupting a creature so that, by the onset of Winter, it becomes unrecognizable.
- Once we had the various stages in mind, we jumped to the Winter and created a high-res image. The goal here was to visualize the musculature and Hunger effects in detail.
- That image was then used to create a high polygon model, a 3D sculpt of the cat in all his (her?) glory. After modelling, we textured (painted) her -- including lighting, diffusion and reflection layers. The model was then rigged with an internal skeleton, and animated. The final result of this process can be seen this video:
That's it for Hunger Week. We'll continue with more updates next week -- though we will be going back to the more reasonable "every few days" pace. (Hunger week was kind of brutal, to be honest! From our end, it seems like we dropped a mountain of information.)
Anyway, thanks again for being part of the Crowfall community, and if you want to ask any of the CF team questions about any of the above steps, hit them up in this forum thread, already in progress:
Todd
ACE