- 24,553
- Frankfort, KY
- GTP_FoolKiller
- FoolKiller1979
True and in games like The Sims it makes you an everyday person, so I see where you are going with this.I agree with you to some extent, but that is because the game is pre-scripted for you to be the hero. The storyline and linear game play of the vast majority of games suggest that you can be nothing else.
A datacenter would run the interactions, but even in current MMOs the assets that create the world are on your machine. I am not sure consoles can handle scale the size you are wanting without loading times and other issues. But some games have totally surprised me by how seamlessly they pull large world stuff off.Virtual worlds like this exist right now. They are maybe a step or two behind my thinking, but you can see where they are going, and it not a leap of the imagination to assume that they will get there one day. I'm also puzzled why you think that you would need some sort of matrix-stlye building to house this virtual world. A datacenter would suffice I'd think.
In all honesty, until I see DCU, or whatever MMO hits first, in action I cannot say how well this can work on consoles.
With NPCs not having much emphasis where does the arms race go into? I mean, you kill an easy and ineffective troll to get your first sword (if you are one of the very first players, for example) But if NPCs are not a focal point where do you get larger arms?I'm not saying that you can't have NPC characters, just that they should not be the main emphasis of the game. As for everyone being level 1ers, there is nothing wrong with that either. If everyone was level 1 to start with, there would an ineviatable 'arms race' amongst those players that would make the game very intersting indeed. Over time, players would learn the game, and positions would polarise. It would actually be harder for late starters to get a foot hold in the game as they would have so much to catch up on.
That said, I could see a weapon design system where players who chose to have a job as a blacksmith or something can actually design their own weapons, within the degree of limitations in the game. You could allow as much free design as possible, but design the system so that more realistic approaches are more effective.
As someone who never does subscription gaming I had forgotten the paid aspect. So, I retract all my comments about griefers, because you are accurate that a very few would pay a subscription just to create trouble.That is why I suggested subscription gaming. Games like COD4, and GT5are free for anyone to enter, so you get all the riff-raff playing. They think they have the right to act the way they can because they have brought the game. If you have to pay a monthly fee to enter the game, the griefers would soon learn (through rigidly enforced suspensions and bans), that their behavior was unacceptable. They then have the choice to play the game properly, or risk losing the investment they have made in that game.
The problem here is that the cost of entry is huge. There is a reason why indie game developers are only now getting known via PSN and XBLA, they don't have the money to do anything bigger. They cannot afford to start up the data center to run an MMO. Sure they can start something small, but if they do it right and it is good they will quickly get swamped. Even with the games these guys are putting on PSN only one (Tiki Games - Novastrike) has self published too. Why do they all rely on a professional publishing company? They don't have enough money to even pay the hosting fees for the PSN. They have to be willing to lose a cut of their already small profit just to get it on a virtual shelf.I recalled you mentioned that smaller games developers were going bust or being swallowed up by bigger developers. I think that subscription gaming could be a life line for these smaller developers, and could potentially throw them a life line. Instead of chasing the chart success, these smaller developers could create a loyal following of subscription gamers who would be willing to pay for the right product. I really don't think that this avenue has been thoroughly explored by Sony, or games developers in general, but it should be!
I am not saying they couldn't do the programming, but I think that they will have trouble affording the hosting and the publishing. MMOs are only done by huge companies because they are expensive. The last independent MUDs or MMOs were text based (running off a PC sitting on a desk somewhere) or the most recent I can think of, Space Merchant, is HTML/text based (a high-end PC sitting ion a desk somewhere.
Speaking of, I think you might like the idea behind Space Merchant. NPCs are only taking the rolls of trading posts and Federation law enforcement. You can choose to attempt to steal or trade. You can pass other ships by without making any fuss or you can blow them up. You can team up with others and form alliances. You can find planets and make it your home base. When your villain skills (can't remember the term the game uses) are high enough you can even raid trading posts. Of course, you have to be careful that you don't draw in Federation Cruisers, which act purely to prevent everyone from becoming pirates. Of course, once you get enough money you can get a ship large enough to go one on one with Federation ships. Oh, and you can be a bounty hunter, taking out other players that have bounties on them, either by the Federation or other players.
It has been a few years since I played so some of this may have changes, and it is just HTML/text based gameplay. But NPCs play a very minimal role in preventing the game from favoring any one type of player.
Here's the site: http://www.smrealms.de/login.php After rereading their description it sounds just like what you want:
Space Merchant Realms is a game of skill, strategy, and roleplaying. Top rank isn't always determined by your skills at trading or fighting, but also by your ability to command, negotiate, and cooperate with your fellow alliancemates and other players. Those that can successfully do this can consider themselves some of the best players Space Merchant Realms has to offer.
I may have to bump it up on my rental list.I put my money where my mouth is and purchased Endwars the other day, and spent the best part of 6 hours playing it. The voice command system is very impressive, more so than it would initially appear to be just on the face of it. You literally CAN control the game with voice commands alone, and (once I get to grips with the phrases), I can see the benifits of that system.
I'm kicking myself now, that I had not brought Endwars sooner, because it has a number of features that I have mentioned in this thread so far. The first being persistence. Online is unlike any other RTS I have played. It has an ongoing and persistent battle that is played in turns (when I logged on, it was on turn 33).
I just did a quick check, and I only regularly buy new (I pick them up later in other game genres) sequels to racing games. But I think that is because racing games aren't going to get more innovative in the main gameplay. What they do around it is where the changes happen and only better technology makes those things possible (like physics).There is another facet to the innovation point I have mentioned. Have you noticed that most games nowadays have a number after them? Resident Evil 5? Street Fighter IV? GT5? COD5:WaW? Wipeout HD? Isn't that a sign that there is a severe lack of innovation within the games industry?
And isn't WipEout HD just an HD version of the maps from the PSP games?Lets take the last game I mentioned - Wipeout HD. That game is in its 8th iteration. Yes 8th! First there was Wipeout, then Wipeout 2097, then Wipeout 3, then Wipeout 3 Special Edition, onto the PS2, and we had Wipeout Fusion, then on the PSP we had Wipeout Pulse, and Wipeout Pure, and finally on the PS3 we have Wipeout HD.
I will have to say that I disagree. Something has changed, but I do not know what it is. It was slight enough to not be obvious, but I never liked the Wipeout series until WipEout HD.I cannot tell you what the difference is, but I went back to the PSP versions and still didn't like them. And I think that is the key to racing games, small details that don't get a bullet point on the box make a difference. Similarly I haven't liked the Burnout series until Paradise.Looking back at the franchise, there have been many games, but very little innovation throughout the whole series. Graphically the games have always been up there on the system they were designed for, gameplay-wise, the game has stagnated.
The problem with that is that the consumers keep buying what we have. Sequels wouldn't be made unless they sold.The innovation that I would like to see is the branching out into new genres, creating new ideas nad concepts over and above what we currently have.