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Lord British launches “Shroud of the Avatar” on Kickstarter

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Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#151
post #38

I'm glad that "Meaningful PvP" was singled out. PvP is important to me and its one of the things that Ultima Online got right that vast swaths of MMOs since have floundered with (in my opinion). In parts of the world (Felucca[1]), UO was a rare RPG where anyone could kill anyone, for any reason, but with the repercussion that they would be branded a "Bad person" (visible with a gray or red name instead of blue). Stea…

Vote yes to permanent death [1] in MMOs! Richard Bartle: "[without permanent death] Newbies (and not-so-newbies) feel they can never catch up. The people in front will always be in front, and there's no way to overtake them. The horizon advances at the speed you approach it." [2] [1] http://en.wikipedia.org/wiki/Permanent_death [2] Designing Virtual Worlds, 2003

I'm all for permanent death, but it absolute must be accompanied by rock-solid stability from the outset.

Playing through Diablo III on all but the hardest difficulties, I must have died about 100 times due to extended lag spikes and only a few times due to my own mistakes.

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#152
Inevitably, there will always be tension between the creative aspects of one's vision and the need for viable product to keep the lights on.

SotA is NOT UO or Ultima I-IX. It's a clean slate. Yes, it's good to have discussions about PvP and whatnot, because we are passionate about these things that have been with us through the years. On the other hand, consider why RG chose to go through Kickstarter. It's to free himself, his idea, from meddling managers who only care about the bottom line, the lowest common denominator, and not the creative aspects. And that's what kills art.

I would prefer that we discuss what new and interesting behavior could arise if a certain gameplay mechanic were implemented, instead of "SotA needs PvP/perma-death/what-have-you because every other MMO has it".

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#153
post #4

> Multiplayer Online Game - which can also be played solo player / offline I remember when UO came out...I never played it but I wondered if it would be the end of good single-player RPGs. Luckily, it wasn't, but it was basically the end of Ultima as a series, though arguably it wasn't a causation. In any case, it's hard to imagine an RPG world that could be designed successfully to be a MMO and a good single player…

Ultima VII has remained my fondest memory of an RPG. It was a world that, in comparison to its contemporaries, was practically alive, a living, changing place (that I could visit with my specially tweaked CONFIG.SYS and AUTOEXEC.BAT). I think TES has done a good job of taking up the mantle that Ultima VII set down, but for me nothing will duplicate the childhood wonder of encountering the level of immersion and detai…

I might just be working on your dream game:

http://www.voxelquest.com

Of course, whether or not I will ever get even close to finishing it is another question. :)

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#154

Earlier quoted context omitted.

Ultima VII has remained my fondest memory of an RPG. It was a world that, in comparison to its contemporaries, was practically alive, a living, changing place (that I could visit with my specially tweaked CONFIG.SYS and AUTOEXEC.BAT). I think TES has done a good job of taking up the mantle that Ultima VII set down, but for me nothing will duplicate the childhood wonder of encountering the level of immersion and detai…

I might just be working on your dream game: http://www.voxelquest.com Of course, whether or not I will ever get even close to finishing it is another question. :)

It worries me that you're writing your own game engine. Makes me think you might be working on this project for another decade or more ;)

Then again, you might succeed like Eskil Steenberg did, after 4 years of effort: http://www.gamasutra.com/view/news/27871/Interview_Eskil_Ste...

I hope you succeed despite your extensive goals (building a deduction engine in AI?). Really, I'd be happy just to play multiplayer in a fairly self-running world that's perhaps more user-friendly than LOVE. I definitely think multiplayer will attract more interest to your game.

If you haven't come across it, another HN user shared his UO-inspired project, First Earth. It has more of a focus on allowing a natural player economy to emerge, and the client is built in Unity. As someone who never experienced the glory of UO, I'm waiting to give it a spin.

http://firstearthgame.com/

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#155

Earlier quoted context omitted.

While UO was my favorite game of all time, this is not UO. I won't be helping fund this. Garriot does not have a track record anymore. He's had failure after failure post-UO. He needs to take a step back and look at the successful games that have taken off recently that have roots in UO. My best example is DayZ. You run around with items that if you die fall on your body. Weapons have low relative value like UO. You…

It also appears to be instanced. After digging into the game info - it's not an MMO. Travelling between towns will be in a different mode/mechanic. Hope crushed…

Curious. I've seen some more people saying this... and the game being not a MMO is precisely the reason I've just pledged.

Don't get me wrong, I love MMOs, but they're not only games, they're designer drugs. I keep away from them because I fear losing my social life. So I'm glad this game is not an MMO.

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#156

Earlier quoted context omitted.

I might just be working on your dream game: http://www.voxelquest.com Of course, whether or not I will ever get even close to finishing it is another question. :)

It worries me that you're writing your own game engine. Makes me think you might be working on this project for another decade or more ;) Then again, you might succeed like Eskil Steenberg did, after 4 years of effort: http://www.gamasutra.com/view/news/27871/Interview_Eskil_Ste... I hope you succeed despite your extensive goals (building a deduction engine in AI?). Really, I'd be happy just to play multiplayer in a…

Yeah writing my own engine was a hard decision. On one hand, I hate writing boiler-plate code, but on the other I have become so used to it at this point that I can whip up a basic rendering engine in a few weeks (the most recent iteration of my engine was written in two weeks of free time, in about 80 hours). I have wanted to use existing engines like Unity, but I have found that they pigeon-hole you into a specific type of industry-standard workflow that is not really good for me (for example I do not use any external assets, everything is generated in-engine since I am not a very good artist).

That said, I'm just kind of taking everything one step at a time. When Minecraft was first released, it was just a simple block-based world editor; I intend to release the simplest thing I can first and work from there. As for the AI, it is easier than it might seem to implement and I am not doing anything that novel (primarily the deduction is based off of languages like Prolog); I have implemented basic (test-based) prototypes in the past and I am pretty happy with the results so far.

I'll have to check out First Earth; as for multiplayer, I am prioritizing it last - not because I do not love a good multiplayer game, but because it is the one thing I can safely remove and still have a fun (enough) game while greatly reducing complexity.

Thanks for your thoughtful insights. :)

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#157

Earlier quoted context omitted.

I started on V but VI was really a leap forward for me. There was an Electronics Boutique in the Fairfield Mall (a good half hour from where I grew up) which was an amazing experience as a kid: you would walk into a store and learn about 50 new games, no trailers, just your imagination fueled by box art. The internet has kind of destroyed that sense of wonder/mystery, I feel sorry for future generations. :)

I agree 100%. For me it was Egghead Software in the late 80's early 90's. I also had fun working in Babbages in the early-mid 90's while I was in high school. Unfortunately, those years were mostly dominated by Myst and Mortal Kombat sales. I think that's why I liked Egghead so much, no BS just computer games/software.

I worked at Babbages as well. Don't forget the NeoGeo ;)

Ultima VII was a wonder to me when it came out.

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#159
post #30

Might as well chime in with another Kickstarter in progress for a spiritual successor of another famous RPG: http://www.kickstarter.com/projects/inxile/torment-tides-of-... Kickstarter has been really great so far for people, like myself, who were and are very fond of the "old school" type of RPGs.

If you're a fan of adventure games, there's Dreamfall: Chapters too. Only a few hours to go! http://www.kickstarter.com/projects/redthread/dreamfall-chap...

Re: Lord British launches “Shroud of the Avatar” on Kickstarter

#160
post #88

Earlier quoted context omitted.

Really? Everything is modeled by a person? I thought it was done with magic. I haven't heard of programmer art. Why would a programmer work on models? Perhaps the game demo is using stock models or something but it seems strange that you would have prototypes and a demo like this with no artistic direction implemented. I am not sure what exactly you think this has in common with Minecraft.

le sigh. I'm not even really sure how to reply to you, because there seems to be a complete lack of common ground here. Let me try again. Garriot programmer. Garriot not artist. Garriot no choose art direction. Garriot just want to make program. Garriot just use whatever model laying around on hard drive. No, it's not strange to create prototypes without choosing an art direction. Games are typically products of real…

Yes but surely Garriot isn't completely naive as to think we won't judge the graphics and the game poorly as a result, as he doesn't choose to mention or confirm that said graphics are placeholder.

I think the graphical engine they're using, the shading, the models, are trite, including the UX design - and it sucks, because if it doesn't improve the game won't be worth most peoples time. Runescape, graphically, in 2013 doesn't seem too appealing!

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