tag:blogger.com,1999:blog-1510920011443550663.post1953436116497987853..comments2024-03-28T10:18:05.213+00:00Comments on Inventory Full: Build Your Own MMO : Landmark, TroveBhagpusshttp://www.blogger.com/profile/03499162165023939880noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-1510920011443550663.post-76614536498636555982013-12-03T10:39:27.560+00:002013-12-03T10:39:27.560+00:00I could hardly forget about Dimensions - Mrs Bhagp...I could hardly forget about Dimensions - Mrs Bhagpuss spent weeks building a huge village from scratch and spent more on the materials for making it than it would cost to subscribe to Rift for a year. The result was very impressive and yes, probably more "realistic" than most of the alternatives, at least for a given value of realism. It's certainly a decent housing system but I wouldn't say it was the best available. I dabbled with it for a while but it didn't really do much for me. I preferred both EQ2's and Vanguard's versions. Depends what you want your housing for, I guess. <br /><br />From what little we know about Trove so far I don't really see much similarity to Dimensions but until we get to see more of how it actually works and plays it's hard to be sure.Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-52595008593471670922013-12-02T15:25:40.252+00:002013-12-02T15:25:40.252+00:00You forget that Trion already has Dimensions in Ri...You forget that Trion already has Dimensions in Rift before Trove and Diemnsions are by far the best housing in gaming at the moment as far as realism and art go.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-46592316480038522152013-11-19T13:58:56.760+00:002013-11-19T13:58:56.760+00:00One possible, positive outcome could be the emerge...One possible, positive outcome could be the emergence of collectively created and managed virtual worlds. Neverwinter Nights saw a good deal of that and some very impressive work was done with what weren't ideal tools for the job. It depends on how the tools are licensed, I guess. The EQLandmark toolset is claimed, eventually, to have the theoretical potential to allow the building of MMOs as large and complex as EQNext itself but I find it hard to imagine SOE is going to sanction unlimited commercial use at that level. <br /><br />Not-for-profit collectives, however, could well be on the cards. I wonder if the Project 1999 people might build old Norrath with new graphics?Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-80578818764275634392013-11-18T18:46:41.654+00:002013-11-18T18:46:41.654+00:00I guess the best case scenario is that this ends u...I guess the best case scenario is that this ends up like fanfic or the blogosphere. Many will dabble maybe, and a few will manage to produce excellent works that gives pleasure to many.<br /><br />The problem is the amount of time and effort needed, but there always seem to be a few people who'll put that in for whatever reason, either sheer enjoyment, or hoping to display their talents and get a break in the industry.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-71527763147236062582013-11-16T23:02:56.682+00:002013-11-16T23:02:56.682+00:00Thanks!
I guess the upside is that there could b...Thanks! <br /><br />I guess the upside is that there could be some good-quality content produced that we otherwise might not see. The problem I have with that, though, is that when it comes to quests and storyline, for me player-made content, even if it is actually of higher quality than regular content, doesn't carry the same authority as Official Product. It's rather like fan fiction.<br /><br />Unless there's some way to integrate player quests and instances into the ongoing story, it's going to feel, at best, like one of those "Shared World" anthologies where a bunch of writers contribute stories set in the same milieu, usually one created by another writer entirely. I never found those very satisfying.<br /><br />The same problems don't really apply to art assets or items, though. Those could integrate seamlessly I would imagine. And then there's the possibility of individuals or teams building entire stand-alone MMOs. That's an intriguing prospect. Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-81619068363447223482013-11-16T14:43:27.604+00:002013-11-16T14:43:27.604+00:00I get where you are coming from (I still have some...I get where you are coming from (I still have some unfinished Neverwinter Nights modules lurking in the resources of my computer for example) . <br /><br />Personally I like the existance of good moduling tools (and OGL in PnP games) as while I personally don't have the time/inclination of using them extensively, others do, and this can lead (IMO) to more, more varied, and better content, as well possibly new companies to arise (in prominence) , like Obsidean did with NN and too many examples with D&D's OGL. <br /><br />That being said, if MMORPG"s become more and more bins of bulding blocks instead of virtual worlds, I'd consider that a problem. While I think MMORPG's should move away from the 'console game/'boss-level mechanics, going Minecraft and Sims is too far to the opposite end.<br /><br />But good to hear you will continue your blog in any case, I enjoy reading it :)NetherLandsnoreply@blogger.com