Yeah i mean its the future of games. Take minecraft, refine that shit so it looks good with real physics and you have voxel farm. The thing that intrigues me about it is the procedural stuff they are doing with it. As the dude in that website above says, you dont need programmers to pull this stuff off. He has a architect on his staff that does all the procedural building stuff.
Yeah even of you do 90% of the landscape and structures procedurally, and ad that extra 10% hand crafted stuff/structures to flesh it out, you are way better off.
Don't be so quick to believe that. Creating art assets with a voxel based game is very non-trivial, even if all they're doing is creating a templates for a randomization engine. Those templates are expensive as is modifying the randomization engine.
Procedural content is the wave of the future. Like that FAQ said it takes a ton of time and money to craft a world but if you can do it procedurally or at least segments done procedurally, then you'll be able to make games faster and cheaper.
Really depends on the people making it whether or not it looks like crap.
I wouldn't call procedural content the future, in fact it's the past. The first RPG I played was rogue. Daggerfall was an incredible game. All randomized content. I'd say the future of MMOs is randomized content being given to players to modify and control. I don't know how much control will be given to player to create customize buildings and landscape in Crowfall, but having different changes to the world everytime you log in is very compelling.
Why don't you just save your time and effort and just say you don't like PVP games and don't bother posting in this thread again? FPS and MOBA games have these same exact elements and their maps never change. The changing element to this game is the changing rulesets and the added human factor. Not sure how you don't mentally grasp that.
There's no need to be hostile here and etchazz is welcome to post his opinion here. He touches on a very serious problem that will be very difficult for Crowfall to address. The question you have to ask yourself is why do MMO gamers enjoy the early game so much? Is it really that much fun to log into a newly released game and grind bear ass quests for 40 hours straight to hit the max level? Do I really enjoy farming mobs/resource nodes ad nauseum to get my epic mount? Do I enjoy going to level 12 in minecraft and start a grid pattern of mining to get diamonds? Did I enjoy mining resources for days to build our castle in Shadowbane, Age of Conan and ArcheAge? No, the act was not fun but it was enjoyable because I was making permanent gains to my character that would enable me to do the shit I want, likely to kill other players. If you turn those permanent gains into temporary gains that effect decreases, and now I have to look more closely at whether I actually enjoy the leveling/gearing process. This introspection is not one that many MMO gamers can walk away from with the desire to keep playing.
What's the solution to this?
1. You need a fun combat engine that is intrinsically fun to participate in. This is very difficult to do in MMOs for a variety of reasons, especially ones with large pvp fights.
2. You need to have PvP at almost all levels of the game. The resource generation has to involve risk that allows PKs to capitalize on. You never want it to be common to find Irondick Mine, set up shop and mine it in peace, because after the 5th iteration of a campaign, Johnny Headshot is wondering what he's doing with his life and why he's sitting there watching progress bars. Johnny Headshot needs to be able to make gains from going out and PKing fools and taking their ore. Meanwhile Timmy needs to be able to make gains from mining whilst simultaneously fighting off Johnny Headshot.
3. You need some way to make permanent gains within campaigns that extend past them, this is likely their target for their eternal kingdom.
Those three things are somewhat obvious and from their words they are thinking about it, but all three are very non-trivial to implement. #1 especially in an MMO, #2 especially in a randomly generated game and #3 especially in a game with resets that have to count.