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Profile: jonaylward
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Usernamejonaylward
Rank: 50/100Rank: 50/100Rank: 50/100Rank: 50/100Rank: 50/100
Real NameJonathon Barton
RankAdvanced Member
JoinedJuly 11, 2004
GenderMale
Age40
LocationBrighton, CO, United States
Last VisitOctober 10, 2008
Post Count58
Biography 
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Latest Blog Entry - Next-gen?
From my blog Memo-Random [jonaylward]

I was just reading a blog post about what that person thought would encompass "next-gen" in an MMO, and I disagree that things like Fully Destructible Environments and Weather will be the hallmarks of "next-gen"

We still don't have the things that I considered to be "next gen" waaaay back in 2001. (quoted here for reference)

I was discussing with a friend today what would make the ultimate in Massively Multiplayer Online Role Playing Game... We both play Vampire:The Masquerade - Redemption currently. Hardly Massively Multiplayer, but it was a breakthrough in that it was the first game to offer a StoryTeller option. NeverWinterNights is looking to do the same thing. The major difference (genre aside) will be that you'll be able to walk from one GM's NWN game to another GM's NWN game. THAT sounds highly cool, in that it creates the possibility of having a persistent world that one can adventure in, moving from one place to another. It also will allow GM's to create stories that are less combat driven, and more character driven... I'm really looking forward to that.

However, I still believe that the MMORPG scene is in its infancy. I mean, like *hours* old kind of infancy. One of the reasons I think that White Wolf waited so long to produce a VtM game was that they wanted to do it *RIGHT*, which meant waiting patiently until the hardware advanced to the point that they could accomplish the "vision" on a home PC. VtM runs pretty well on a 266, and it looks *great* on my 750. I think there is still a long way to go, and many more advanced to be had... Here are some things I think need to be in a game to make it great.


  1. Distributed Architecture - Allow individual GMs to host a game that can have "doorways" to other locally hosted games on other machines - Like NWN.
    I think NWN is a first step in that direction, but I also think that in order for it to be "complete", there needs to be a server stub that runs on a host machine that does not require a full session of the game be spawned on the GM's machine. The GM can run the server on his own machine, or on a second machine on a home network, etc. He can then log into the game as a GM using the standard game client, just like anyone else. This is one of my biggest gripes about VtM. In order to have a chronicle "active" for people to play in, I need to leave the game itself running. I can't effectively "background" the task. I believe that making it easy for GM's to link to each other should be a trivial task...not significantly more difficult than adding somone to a web-ring is now... (in fact, that would be a good paradigm to work from.)
  2. A Standardized, Extensible Modeling Schema. Another one of my biggest gripes about VtM is that the modeling seems to be limited to what's available in the boxed version. Sure, anyone can *SKIN* a model, but creating new models is a whole new challenge. The fact of the matter is that there's a whole *hell* of a lot more Creative Talent *outside* a game company, amongst it's fan base, than there is *inside* that game company, and a smart company will take advantage of that fact, use tools that the user base can get their hands on (industry standard tools would be best) and allow it's fans to do development on new models. I think the community has shown that good work is rewarded, and crappy work is forgotten quickly. An interesting development would be to take a standard humanoid model, and release a customization kit that will "stretch" the model to the dimensions input into the program, allowing a completely customized model (that can be sized to fit a real player, or to create a tall, thin elven character, f'rinstance). This would also allow the program to transmit only the model's size data, with a skin to follow, allowing the customization, without increasing network traffic too much.
  3. Customization - I think that this ties into both the previous item and the next item. Users should be able to customize the look and feel of their characters to a large extent, and those changes should be transmitted across the network to players that can see that character on the fly, without having to stop the game, download the model/skin, install it, and restart. Broadband is becoming more popular every day, and I think that the added immersion created by allowing a player to actually put his/her own face on a model is worth the network hit of having to transfer a model/skin to my machine.
  4. User Tools - Story Creation, Scripting, Mapping...these should all have reasonably easy to use interfaces, as well as using standard file formats wherever possible. Characters could perhaps use Maya, 3d Studio, Poser, etc. Buildings, trees, etc could use .dxf files, Autocad Native files, 3dStudio files, Poser files, etc...



I think that's it for my first rant on the ultimate MMORPG... :)

-J.

Now, almost 6 years later, what on that list would I change, either about the list, or what's on it?

I still believe that Players consume content at a rate substantially greater than Developers can ever hope create it. Above, I talked a little bit about being able to customize an existing model, however, I no longer feel that's enough. Modellers for an MMO Development shop should really be more of QA agents for User Submitted Content. Publish an API, create a User Content Submission process, and let your fanbase do the heavy lifting. Let your Art Directors determine whether a given player's concept fits into the overall Art Direction for the title, then let them release it to the Modellers who do the work necessary to get the assets into the engine. Once the assets are in the engine,  then they're available for use in new quests (that players have also written, and the Story Team have integrated into the engine.)

Ultimately, what this would allow in, say, a fantasy setting, would be for a new NPC to move into a location, with an entire storyline attached to them. They could reside there for some time, then, eventually, move on (or, be found in a different location than they started out in - you know...dynamic world and all that). The title's 'replay value' would increase, because the experience that your new character has would/could be VERY different than the one that your (now) level-capped character had, say, a year ago. The courier you saved last year may now be a Lieutenant of the Guard, and the Captain of the Guard may be, well, deceased.

 

Flying Lab Software is the only company that I'm aware of to date that has implemented a significant level of User Content. They hired Akella to do some period ships for them, then they published guidelines on HOW to create ship models in such a manner that the Developers could get them ready for use in the engine, and then they let users create them (with the requirement that they be historical ship models, not fanciful creations). It worked MARVELLOUSLY. Pirates of the Burning Sea will ship with roughly 4 times the number of ship models in the game than they would have, had they relied on paying Akella for all of the content. Additionally, the shipmodels that are player-created are NOTICEABLY better (more beautiful, more detailed) than those that Akella created, because the players were taking their own skills and talents and applying them to something they were keenly interested in, they were creating Art, and they were doing it on their own timetable, not while watching a timeclock to see if it was time to go home yet, or checking to see whether they were using up too many billable hours on making the handrails historically correct.

User-Created Content is the primary thing that screams "Next Generation" to me.

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Recent Forum Posts [more...]

    • Think Im gonna wait a little while....
    • Originally posted by Novaseeker
      Heh, if you wait that long you'll never be able to level.   Leveling in the game T3 and beyond requires a LOT of scenario play, and if everyone is already at T4 when you start, you're going to be just as screwed as people were if they arrived late to the party for DAoC.

      If you come into it having waited to see how the first 6-8 weeks have played out, and what the initial end-game reports are like, it's not going to matter if it takes you a longer time to get through T3 and into T4. You're coming into the game as an informed consumer, not an early adopter, and it's therefore MUCH more likely that you're making a long term committment.

      2 months from now, it may take you *longer* to get through T3 than it's taking the mass horde of early adopters, but it absolutely won't be impossible, and because you've never done it before, you won't know the difference, now will you?

      Additionally, your stated position makes a fairly appalling assumption. That any (and every) game is completely static and that the Developers lack either inclination or ability to tune the challenges of the game to keep levelling players on the "intended" Time Invested vs. Rank Gained curve.

      T3 may be easy because there are tons of people playing it now - if it becomes hard due to a lack of players in that tier, then Mythic will tune the challenges (that might be "WoW Levelling Curve Adjustments", it might be additional non-scenario quest hubs, etc.) to keep that portion of levelling fun for the players.

      It's fairly shocking to me to see how many people approach a discussion from the angle of "this is what it's like now, and this is EXACTLY how it will always be - so if you don't do XYZ RIGHT NOW, you'll NEVER BE ABLE TO DO IT. EVAR."

    • Posted: 9/25/08 7:17 PM
      WAR (Warhammer Online)
    • Star Wars Galaxies: The First Rule of Star Wars Galaxies PvP
    •  Originally posted by jedijef
      Sony/LucasArts executives looking longingly at WoW subscription numbers is what 'killed' SWG, if by killed you mean 'led to the NGE.' That had very little to do with the PVP system, or lack thereof.

       


      The bit that makes me laugh endlessly is that on 9/27/06, SOE implemented the EXACT SAME SYSTEM that Blizzard removed on 12/05/06 with Patch 2.0.1, because the Developers found that it wasn't any fun, and required ENORMOUS amounts of effort to stay on top (specifically, botting, or account sharing, so your High Warlord was PvPing in the Battlegrounds 24/7)

      And SOE hasn't followed suit in TWO YEARS.

      BRILLIANT!

    • Posted: 9/02/08 7:37 PM
      General Discussion
    • Banned for powerleveling
    • There are three kinds of men.
      The one that learns by reading.
      The few who learn by observation.
      The rest of them have to pee on the electric fence for themselves.
      - Will Rogers

    • Posted: 7/08/08 9:41 PM
      World of Warcraft
    • Does anyone care about graphics?
    • The actual graphics take a backseat to both world design and something that just about every developer overlooks... *animation*

      I can't play Vanguard or EQ2, because the animations are *terrible* (like... "*I* can do better than that" terrible), while I can't stand WoW's Art Direction (I prefer the semi-realism of EQ2/Vanguard/Age of Conan), but the animations sell it. The characters' movements (in WoW and AoC both) are *believable*. Believeability for the situation that the characters are in goes a long, long way, whether it's an MMO, or Street Fighter II.

    • Posted: 6/29/08 2:52 PM
      General Discussion
    • Age of Conan: Editorial: Anatomy of a Launch - Part 2
    • "In particular it is less female-friendly than other games on the market,"

      Matt - you can take that comment, tear it into large sections and stuff bits of it into every hole you have that's almost big enough for a piece, you 20th century relic piece of chauvanistic jerk.


      The fact of the matter is that a large number of the women that I know from my various WoW guilds (which have hovered for the last couple of years at being around 20% being 'chick-gamers') have purchased Age of Conan, and they're loving the **** out of it.

      What the he** makes you think that AoC isn't "female friendly" - the (hopelessly, hopelessly outdated) thought that girls don't want to kick ass? What, you think that girls only want to play crap like Hello Kitty online?

      News Flash, my wife (who is hardly an exception) is all over Fatalities. She's picking up Brutal Gear every chance she gets - nothing makes her night more than jumping a higher level player and ending the fight with a Fatality. (heck, even if she loses, if the other guy scores a fatality, she /salutes him via tell).

      "less female-friendly..."

      Pft.

      Neanderthal.

    • Posted: 6/11/08 10:19 PM
      General Discussion

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