Cantatus
Lord Nagafen Raider
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Well, at least it will always have a ton of people online.Prediction - tyen/mcquaid combined effort on new eqbrowser mmo
Well, at least it will always have a ton of people online.Prediction - tyen/mcquaid combined effort on new eqbrowser mmo
Seems like a plan now that EQN has crushed are souls by turning into EQDisney we need another thread to theory craft in.Will we be theory crafting this thread to 1k pages like the EQN one?
That was a one time deal. Basically Brad was selling his reputation. He still has a reputation and he'll still get that initial investment, but it won't be 250k worth.Vanuard sold 250,000 copies in its first month.
Aside from that, each system doesn't exist in a vacuum. Just because a world is immense doesn't mean you can't create ways to traverse it. Ways that help distinguish classes and promote social interaction and interdependence.
If this industry has taught is one thing it's that people that fuck up don't get fired. They get promoted.That was a one time deal. Basically Brad was selling his reputation. He still has a reputation and he'll still get that initial investment, but it won't be 250k worth.
It makes a lot of sense. Without Sony Brad is reduced to kickstarter status. And honestly that's probably a good thing for him and the quality of his product. But if you're expecting more out of this than a "medium" sized world with a few "hardcore" features and low end system requirements you are going to be disappointed. What he delivers, if he delivers it all, will be niche. And when it comes out the discussion will be "if only brad had had the money to do it right (tm)..."
He doesn't and he never will again. For a consumer that's what this industry has been for the past 5 years. Always jam tomorrow.
I'm not even saying it'll be a bad game. If it releases it will probably be passably adequate. Don't expect big things out of it. Especially if he does deliver VG2.0. Whoever does produce him is buying what reputation he does have left. Not his ideas.
Except SOE is backing him behind the scenes and Kickstarter will be a sham way to see what extra money they can generate before a full announcement while "He is on his own"That was a one time deal. Basically Brad was selling his reputation. He still has a reputation and he'll still get that initial investment, but it won't be 250k worth.
It makes a lot of sense. Without Sony Brad is reduced to kickstarter status. And honestly that's probably a good thing for him and the quality of his product. But if you're expecting more out of this than a "medium" sized world with a few "hardcore" features and low end system requirements you are going to be disappointed. What he delivers, if he delivers it all, will be niche. And when it comes out the discussion will be "if only brad had had the money to do it right (tm)..."
He doesn't and he never will again. For a consumer that's what this industry has been for the past 5 years. Always jam tomorrow.
I'm not even saying it'll be a bad game. If it releases it will probably be passably adequate. Don't expect big things out of it. Especially if he does deliver VG2.0. Whoever does produce him is buying what reputation he does have left. Not his ideas.
I think the long term goal would be to build on the games success. I don't see that argument coming because I think that message might get delivered before the game even releases.That was a one time deal. Basically Brad was selling his reputation. He still has a reputation and he'll still get that initial investment, but it won't be 250k worth.
It makes a lot of sense. Without Sony Brad is reduced to kickstarter status. And honestly that's probably a good thing for him and the quality of his product. But if you're expecting more out of this than a "medium" sized world with a few "hardcore" features and low end system requirements you are going to be disappointed. What he delivers, if he delivers it all, will be niche. And when it comes out the discussion will be "if only brad had had the money to do it right (tm)..."
He doesn't and he never will again. For a consumer that's what this industry has been for the past 5 years. Always jam tomorrow.
I'm not even saying it'll be a bad game. If it releases it will probably be passably adequate. Don't expect big things out of it. Especially if he does deliver VG2.0. Whoever does produce him is buying what reputation he does have left. Not his ideas.
I actually don't even mind this KS thing if it happens. It will be a way for SoE to measure the interest. If it's a transparent process from the start anyway. Say SoE matches or doubles what is raised on KS./\/\ MMORPG Good Ol Boys club. Members attained since 1997.
Except SOE is backing him behind the scenes and Kickstarter will be a sham way to see what extra money they can generate before a full announcement while "He is on his own"
Don't buy into the on his own bullshit, please.
/agree on bullshit/\/\ MMORPG Good Ol Boys club. Members attained since 1997.
Except SOE is backing him behind the scenes and Kickstarter will be a sham way to see what extra money they can generate before a full announcement while "He is on his own"
Don't buy into the on his own bullshit, please.
The designers didn't have super-duper powers of foresight and an 18 wisdom score. It was a matter of the gaming landscape at the time and the game "genes" they had inherited from the previous generation. As time goes on, certain designs become a given part of a genre until someone comes along to prove that those designs weren't necessary after all. Likewise, other designs have a hard time proliferating until they've been proven. This is especially true now that video games are big money. Most of the innovation of EQ compared to the previous generation came from the fact that it had to develop complementary systems to account for the shift in space model (room-based to 3D). On top of that, you have an audience who has developed certain expectations. The most successful new franchises strike a balance between innovation and familiarity. It's not that they technically couldn't have implemented "modern conveniences," but that "modern conveniences" didn't really make much sense at the time.Don't think for a second that most of the "modern day conveniences" are things they couldn't have equipped us with back in the day- they just wisely chose not to.
I think VG needs to be taking with a grain of salt. It never really got the full attention it deserved. If the project was not plagued with all it's issued and actually finished we would probably not be talking about it.. That said.. Dynamic content can fill in nicely. I like a vast openness myself. They just need to do a better job sprinkling it with some interesting things.I like a big world even if its partially empty - they can provide reasonable shortcuts between some areas that are better fleshed out. Then have a couple of features that rewards players for going off the beaten path so exploring an area that doesnt actually have much content is still worthwhile (growing resource nodes for crafting, mobs giving much more xp the longer they lived, and so on). Some areas need to give the impression you are out in bumfuck nowhere - the Karanas or Stonebrunt mountains come to mind, or most of Velious. I'm sure its a side effect of the quest hub design but in more modern games you are always near a civilized outpost, no matter how dire the environment. The recently resurfaced undead-infested island of Orr in GW2 has more vendors then all of Velious combined I bet.
You've hit the nail on the head here. You've described exactly what?s wrong with the mmo genre. Things like ?genes? and ?expectations? are precisely what?s watered down the genre and what has allowed terrible design ideas to proliferate from failed game to failed game.The designers didn't have super-duper powers of foresight and an 18 wisdom score. It was a matter of the gaming landscape at the time and the game "genes" they had inherited from the previous generation. As time goes on, certain designs become a given part of a genre until someone comes along to prove that those designs weren't necessary after all. Likewise, other designs have a hard time proliferating until they've been proven. This is especially true now that video games are big money. Most of the innovation of EQ compared to the previous generation came from the fact that it had to develop complementary systems to account for the shift in space model (room-based to 3D). On top of that, you have an audience who has developed certain expectations. The most successful new franchises strike a balance between innovation and familiarity. It's not that they technically couldn't have implemented "modern conveniences," but that "modern conveniences" didn't really make much sense at the time.
What?You're right about one thing though, yesterday's designers didn't have "super-duper powers of foresight and an 18 Wisdom score"- what they had was a clear vision of what they wanted and the balls to toss "expectations" and "genes" out the window in order to make it happen.
I don't mind empty spaces but three continents at release was too much. Even with two continents there was a lot of empty space in Qalia.Am I the only one that doesn't mind if every square inch of the game world isn't packed with a player and/or mob ? The size of Vanguard was one of the things I never had an issue with. In a virtual fantasy mmo world , I honestly prefer to actually see landscape that isn't trampled at all times by mobs and players. I guess I just liked the idea of travel from one continent to another was going to be an actual journey and so on.
Tell that to Rich Vogel... And Matt Firor.... And Mark Jacobs.... And Jeff Butler... And (Insert any MMORPG designer from 1996 here)Brad gets one more shot at this -