tag:blogger.com,1999:blog-1510920011443550663.post580850146060728673..comments2024-03-28T10:18:05.213+00:00Comments on Inventory Full: What's So Wild About WildStar?Bhagpusshttp://www.blogger.com/profile/03499162165023939880noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-1510920011443550663.post-31243089714055090502013-06-17T22:57:37.727+01:002013-06-17T22:57:37.727+01:00I think of artists, coders and designers as three ...I think of artists, coders and designers as three completely disparate groups. I've never worked as a programmer but I did train to be one way back in the mid-80s and I socialized with a bunch of them. I also knew (still do) a whole load of artists and the contrast couldn't be greater.<br /><br />Players, on the other hand, gleefully exploit every possible loophole they can get their mousefingers on and chew through all content twent times faster than expected. The thing that always amazes me is how the Devs seem so surprised about it even though they must have seen it happen countless times when they were playing other games. Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-75667870931075539942013-06-17T22:50:38.471+01:002013-06-17T22:50:38.471+01:00Grr - I can put the links in Comments but I still ...Grr - I can put the links in Comments but I still can't figure out how to change the color! Just highlight it!Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-77325955612836603192013-06-17T22:48:38.331+01:002013-06-17T22:48:38.331+01:00Weirdest thing I saw today
I have no idea what...<br /><a href="http://eq2wire.com/2013/06/17/curse-mmorpg-com-have-seen-eqnext-head-shoulders-above-any-game-e3-worlds-largest-sandbox/" rel="nofollow">Weirdest thing I saw today</a><br /><br />I have no idea what's going on but I'm keeping my fingers crossed. Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-23951521521791876752013-06-17T22:20:16.937+01:002013-06-17T22:20:16.937+01:00I think we had this discussion before, but is a ga...I think we had this discussion before, but is a game with no clear cut narrative/goals really viable in today's goal-oriented society?<br /><br />Relating it to literature, but is there literature that details a fictional world and its workings WITHOUT a narrative that preceded it? If it does, I highly doubt it's very popular. And I think that'll be the biggest obstacle to any true sandbox game: its economic viability. Building games "correct" takes money.<br /><br />I'd love to see a game like it as well (The kind of person who reads up on Klingon culture without having watched any Star Trek episodes...) but I fear we are a very small minority.<br /><br />-UrsanAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-25257113402443734952013-06-17T19:30:50.784+01:002013-06-17T19:30:50.784+01:00Forgot to add:
I actually think there's a way...Forgot to add: <br />I actually think there's a way one could implement something like an 'explorer class' with special, interesting skills (rather than preconceived events in the world) in an MMO; I've been thinking about how I was gonna do that...and I might just knock myself out in a followup post :)Sylhttps://www.blogger.com/profile/04473554645340972749noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-92070104970330970052013-06-17T19:29:27.457+01:002013-06-17T19:29:27.457+01:00You know...the bizarre thing is nobody actually ca...You know...the bizarre thing is nobody actually cares for those numbers anymore. people have 2000, 5000, 7000 achievement pts in gw2 - who checks that sort of thing? who cares? in a way even achievers are cheated if that's all there is to their playstyle. i wonder when enough players realize that there's no satisfying element anymore in that numbers game.<br /><br />but you're right of course - achiever in and out of itself isn't an archetype like the other three which are all built around concrete playstyles. achieving is something that can apply anywhere as soon as we make a game out of it and decide what's important or how it's done 'correctly'. you can force that dynamic on any of the other three archetypes and that's what they're doing. why? because it's easier to pull of short term.<br /><br />that's the one thing keeping me hopeful for the sandbox promises of EQN or current 'kickstarter mmos'. sandbox means an awful lot of things to different people but to me at least there's the potential to end this culture of over-achieving. you can't win a sandbox - you can't be the best - you can't tell others what's the optimal way of playing - you can't force competition on anyone. sandboxes are about self-created content, goals and challenges and they create room for everybody. IF they do it correctly...I'd love to see it.Sylhttps://www.blogger.com/profile/04473554645340972749noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-70549197926982091302013-06-17T17:27:26.494+01:002013-06-17T17:27:26.494+01:00I work in video game development, but largely as a...I work in video game development, but largely as an artist. I dabble in design at work... but I do a lot at home and a lot of "back seat driving". I've decided that there are way too many control freaks in game design; people who would be better suited to be Hollywood flunkies making avant garde movies. Some of it is understandable, in that game design does have to provide rules for players and systems to operate within... but far too many designers have the impulse to "play the player" rather than let players play. It's as though they don't trust the players.<br /><br />When I design, I design specifically with a mind to making a toolset for players to go and do wacky things with. I *want* them to go do things I didn't anticipate. I have to try to make sure that griefing isn't easy, but once the game is in the players' hands, I think that it needs to put them in control.<br /><br />...to be fair, that is a harder sell in the MMO world, where player autonomy inevitably turns to the dark side, but still, the trend of tightly scripted and controlled "games" runs contrary to why I play games in the first place.Anonymousnoreply@blogger.com