PlaneShift
Gameplay => General Discussion => Topic started by: Kuiper7986 on September 16, 2004, 09:05:25 pm
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This just my opinion of what I see throughout everything on Planeshift.
First one:
One of the Planeshift links read this message:
\"In the darkness...an underground world...awaits a hero.\" This has lead me to believe that there is a prophecy Planeshift in the world of Yliakum that will be fulfilled by one individual.
Second One:
The word Planeshift itself it two words. Plane is probably referred to a tool rather than an \"aeroplane.\"
And the word shift is to change.
Third One:
Laanx isn\'t dead and is in hiding. Which brings me to believe that she\'s been planning something.
Best hypothesis I can come up with-
There would be a prophecy that Laanx will creat an item that would bring drastic change to the world of Yliakum and the people of Yliakum are awaiting a hero that would stop Laanx.
Anyone have any beliefs about Planeshift based on what they see? If you do I would like to read about it.
[P.S]: This is all my opinion, it isn\'t necessarily true at all.
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Plane is not necessarily an item. Plane can also mean an alternate existance, place, or dimension. This would tie in with the story far better, because as you know, the species of Yliakum came through portals from other worlds.
I believe the reference to a Hero is merely talking about the player\'s character, as something to get the reader interested in the game, and think \"That could be me\".
As for Laanx, I have no doubt she exists somewhere in the caverns below Yliakum, but I don\'t really think PlaneShift is going to have a big storyline, as most MMORPG\'s really don\'t. If there is going to be plot driven events in the future... well, I\'d say they\'re WAY in the future from now.
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There might be GM-supported events, which might \"twist\" the PS-world. However, it it highly unlikely that one person will change the world for all of the others, that one person will becomer wtfuberoverpowered :)
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You seem to believe that Laanx is the nemesis of the people of Yliakum, which I don\'t think is true. When the Laanx temple was built, that was in some ways the end of the hiding.
From what I understand, the \"plane shifting\" aspect of Planeshift will be very de-emphasized until the vague and distant future. Alternately, you could view the multiple levels of Yliakum as \"Planes\" if you want...
I would guess that the hero that everyone is awaiting is the player - you might not be central to saving Yliakum from death, destruction etc. but maybe you will be a hero to someone :)
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I would guess that the hero that everyone is awaiting is the player - you might not be central to saving Yliakum from death, destruction etc. but maybe you will be a hero to someone
Well said dfryer. I also think the Planes are the different levels in Yliakum. They may even be called \"planes\" eventually. e.g. Hydlaa is on the first plane, the Plane of Hydlaa or whatever you want to name it. Of course it could be something totally different, such as the Death Realm plane and the Real World plane.
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Its just a name, does it really matter?
And I\'m pretty sure the name was thought up before any really hard work was put into the game.
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if you look at some of the further back articles you see hints that planeshift will indeed incluse alternate planes. I dont see why it isn\'t quite possible to go back to the land of the Klyros, i dont recall tell of their portal closing
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Originally posted by Mogura
As for Laanx, I have no doubt she exists somewhere in the caverns below Yliakum, but I don\'t really think PlaneShift is going to have a big storyline, as most MMORPG\'s really don\'t. If there is going to be plot driven events in the future... well, I\'d say they\'re WAY in the future from now.
Egads...The quoted paragraph struck me as rather discouraging coming from a moderator, no offense intended.
Should we not ask ourselves, \"How to make it different?\" rather than say \"I don\'t think this will happen, it has never been done before\"?
Have no central plot if you want PlaneShift to be \"just another MMORPG\" out there. But I think having one would distance it from the rest. Make it more unique. And I had always been under the impression that a storyline was going to be developed by the staff.
A big storyline, observed by the staff who keep pinching in their input every now and then, and players who can add to it with their unpredictable reactions can make the game world feel more alive. We as players may have that fuzzy feeling inside that says, \"Hey, something IS going on here!\"
And doubtlessly, it would attract many new players.
EDIT: But, let me make some points clear. It is not the absence of a plot what I find disappointing (Although, I would not be too happy with it), but moreso this sudden veil of uncertainty that clouded my vision as I tried to foresee what will be so unique about PlaneShift.
When a moderator, which I consider to be a part of the staff (Maybe some do not), basically implies that it will be just as any other MMORPG available to me right here and right now...it is daunting.
I may come across as a visionary. But PlaneShift has in my eyes the potential to twist the online gaming experience around a bit. And I know there were so many innovative ideas that would make the game stand out, become something truly new and different.
To see this attitude is not what I expected.
- Golbez
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Couldnt plainshift be about the layers in the land too?
Like each layer is a \"plane\" and you \"shift\" from one to another
*looks at dfryers post* oh lol sorry
I hope there are hidden things like the land of kylros portal. I think it would be cool and maybe people could develop a plot themselvs through what they find. It could be like a mystery......what has happend to the legendary people of hydlaa? have they gone through a portal to a new and better world? has laanx destroyed them? where is talad?
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Originally posted by Golbez
Have no central plot if you want PlaneShift to be \"just another MMORPG\" out there. But I think having one would distance it from the rest. Make it more unique. And I had always been under the impression that a storyline was going to be developed by the staff.
A big storyline, observed by the staff who keep pinching in their input every now and then, and players who can add to it with their unpredictable reactions can make the game world feel more alive. We as players may have that fuzzy feeling inside that says, \"Hey, something IS going on here!\"
I think you misunderstood the \"way into future\" phrase. ATM PS is still in alpha phase, which means it lacks big parts of the world. And before you can even think about implementing a big storyline, you need the world for it. How do you want to put in real affecting events when most of what they concern still doesnt exists?
Second IMHO your idea of big storyline seems strange to me. How can you implementent a big storyline when you intervene only now and then and let the players do all the work? I mean they dont know your plot and play their own plots. In effect you dont have one big storyline but lots of smaller ones.
AFAIK the only way to really get a big storyline is to mainly ignore what the players are doing and go through with your plot.
In short what you describe seems to me more like a Pen and Paper with some hundreds groups in different relationships and you are the master trying to bring through your plot. And that just doesnt work.
EDIT: Oh and does a world, where everything follows one big plot, really look alive to you? To me not. For me its alive if there are lots and lots of plots, more or less loosely connected.
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AFAIK the only way to really get a big storyline is to mainly ignore what the players are doing and go through with your plot.
In short what you describe seems to me more like a Pen and Paper with some hundreds groups in different relationships and you are the master trying to bring through your plot. And that just doesnt work.
Not true, but creating a plot in such a situation is difficult to say the least. What would need to be done is the creation of a truely massive plot by the devs (as well as tonnes of sub-plots) and then they need to carefully create plot points by the \'manipulation\' of npc\'s and their own characters. The creation of such a plot will hopefully \'guide\' players into following the \'plot\'.
Of course this \'plot\' would never end and each sub-plot would require a myriad of different possible endings and then spawn a myriad of other sub-plots which would then in turn... Oh I think you get the idea now.
But of course the devs would need to be impartially to what happens in the world otherwise one dev could drastically through the balence of the world in any direction they wished. This is obviously not desirable because there needs to a level of control in the hands of the players.
-Zorium
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Golbez?! Holy crap! I haven\'t seen you in forever.
First things first.
There are around 25 seporate mentions of the word Plane in the dictionary (the Websters) and most of them do have to do with the process of smothing soomething. But I have to agree that in this particular instance the word is being used to denote an area, dimention or realm of existance. Judging from what I have read (without foot notes) I would also suggests that players will eventually be able to go from one \'plane\' to another. That time is not currently here but we all look forward to the day that it arrives.
Secondly, there are a number of MMOGs out there -some of them calling themselves ...RPGs- that suggest in their advertising that by joining their ranks of players you will somehow \'shape the destiny of the world.\'
Let us not mix good advertizing scheims up with the goals of the developers.
Thirdly, Lannx is in hiding? I was unaware of this. I had always read the lines differently. But I\'m open to suggestions to the contrary.
Now you could be correct in all your assumptions and the rest of us are acting as ingorant dopes. But we won\'t know that untill some undesclosed time after the next release.
[Rant]
As for the argument started about plot immersion. What? You can have a plot line without the use of the entire world. Hell just because some fantasy books -WoT/LotR/A Space Trillogy- decide to intoroduce you to the entire world while taking you through the Backbone plot, does not mean that you need the entire world to be envolved in your plot.
Take the life of the average South American. You could write a book about their life and not leave the country, or even the city that they are in. Does that rob from the stroy? No.
I have played my fair share of games that where still in development and have been on quests and envolved in world changing events without even leaving the province that my Avitar was born in.
For now, I doubt that the Devs have the Setting rescources to write a world changing event stratagem but I doubt that them being short on Zones has anyting to do with it.
In fact one fo the things that could be done to really set Planeshift apart from the rest of the so called RPGs out there is to make all the appicable updates have an event that caused the change.
Onward with my rant.
You do not need to force players to become part of your storyline to have a plotline occuring around them, nor do you need to manipulate them into it. Most people that realy like to RP will, by default, take some kind of stance; either for the better or the worse. Properly done, quests are the perfect example of an optional plotline occuring in the world. You do not need to participate in the quest, it will happen whither you are part of it or not.
I played a great game once that had an ever changing world in which quests actually had something to do with what the world became. There were no \'currier\' quests and no \'bring me\' quests. There were instead, a great number of beings that would come from lands \'across the sea\' and lay seige to the various towns of the land in which we -the players- resided. When the intruders came you could stand and fight (and sometimes die) trying to keep your town or run like a scared chicken, it was your choice. If the town fell to the envaders, they did not vanish or make a truce with you, they prepaired to take over another section of the land. We had to fight to keep our lands out of the raiders hands. In another game the land was ravaged by a scorcerer who\'s pet Dragon that would attack the town and eat people. It was not just happening to NPCs (though if it did they suffered a worse fate that the players *deleted*) but to PCs as well. Hell we lost three towns, the mages guild and two rather fine trading posts before someone got up a good enough team to take that *a@&$rd out. The world was forever changed, as a result new buildings had to be erected and you could see the remains of the destroyed place. Months later new players would ask about the ruins and we could relate the tale of a \'fierce Dragon and his master who ravaged the land for months before (insert name of brave hero and his \'party\' here) slew the dragon and the wizard.\' And the whole thing was part of the \'World Plot.\'
[/Rant]
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very good points
on this same note (as the rant) it would be really interesting to see quests that are one time quests (i.e. there is only one Laanx beholden staff of pondering and the first one to finish the quest gets it) . But this would require a way to generate quests from pieces that are randomized and have suffiecent amount of pieces to select from to where it wouldn\'t be noticeable as well as having a huge selection of rewards that are selected when the quest is generated. As was mentioned everyone effects the world in little ways that add up to bigger ones. One thing that has always bugged me about the plot lines in other games was that player chars and thier actions aren\'t recorded in any of the \"offical lore\". What if when the new player came in and was wandering about the library looking for information to help complete a quest and they opened one of the books and read a small story about how slew the dragon and his master saving hundreds of lives that would have been taken.
From a technical point of view it doesn\'t seem to be that difficult to implement, when a group or player completes a quest (kills a major baddie, saves someone in distress) it flags it and logs some basic details in a heros db table then those can be referenced by npc\'s or in game books (npc saying \"I remember when single handedly took down the wiley sorcerer that had taken control of Laanx temple back many moons, that sorcerer had slayed an old friend of mine and took his staff, his staff wasn\'t recovered and I would like your help getting it back and would be willing to pay you for your help\" the quest could be generated from pulling some random hero info, then pulling a random goal (save, retrieve, kill), then matching up with a random object (objects for retrieve, npc for kill, locked up npc for save) and finally a random reward, the two difficult parts i would think would be taking the random data and putting it to a quest form so the wording made sense and figuring out a grading system for the rewards so they are worth the time (it\'s to bad the fun of the quest in\'t enough for some people). I believe something like this would allow the content to be constantly building without putting the stress on devs for people whining that theres not enough content, because for every quest thats accomplished you could generate 3 or four new ones off that content. The other interesting benifit of logging player info into a db is that you could then build off that for the player (NPC says: ah your the one that retrieved the statue on talaad from the valtris raiders, well it\'s a pleasure to meet an kran of your talents, maybe you would consider helping me out with something) , i guess the point i\'m trying to make with all that spewing is that if a MMORPG could remember it\'s players and thier accomplishments even when they were no longer part of the game (without requiring other players be the only bards) then the true story of the world and it\'s people (players) would build and flourish without the intervention of others just to add content all the time.
I know i would think it was really cool if I overheard an NPC telling a new player about one of my deeds or go to get a quest and the npc tells me about something one of my friends had done that I hadn\'t heard about.
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Originally posted by Golbez
Egads...The quoted paragraph struck me as rather discouraging coming from a moderator, no offense intended.
Calm down, I\'m just a fan like anyone else. I don\'t represent any official views, and my opinions are strictly my own.
The only thing worrying me here is, how many other people think I\'m some kind of PS spokesperson? I\'m just the janitor for crying out loud! :P
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Yeah, you shouldn\'t over react. I\'m the official PS spokesperson here. :D
As my first statement: PS is gonna rock :D
Anyway, the guilds can easily make the game original, and have a storyline, with the devs only having to \'take us to the next chapter\'. We\'ve just got to work together behind the scenes to make the game good, instead of expecting the devs to produce everything for us.
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Lots of good stuff here! I like the idea that the players need to help craft the storyline as they perform quests and what not. The devs have enough work to do without creating an entire world-encompassing storyline. However, since they know the game, and future plans for same, much more intimately than the player-base, they could at least craft the overall outline of where they see the game going for the players to then submit to them possible plot twists, quest ideas, et cetera; some of these player ideas will be doable, some won\'t.
I especially like the idea of keeping up with which player did what and noting that in either the library, spawning NPC dialog or something along those lines to help generate the further story. I also like the idea of unique quests and unique rewards. There is nothing sadder than seeing a game (DAoC jumps immediately to mind) where every player and their sibling has the same cloak, the same sword, the same Wiz staff, and so forth, because everyone has done the same quests for the same rewards. To me that cheapens the quest, the reward and the overall storyline.
XpYtZ had some great thoughts about quests and the lack of need to use an overall world-encompassing plot vehicle to accomplish plot twists and turns. Smaller quests that would add interest and keep things moving along nicely without one having to run all about the world in meaningless travel to do \"courier\" and \"bring me\" quests for little or no reward would be just what the doctor ordered. Trust me, I can explore the game-world I\'m in all on my own--I don\'t need some daft quest holding my hand through Orienteering 101... 8)
Something else that might go a long way toward realizing some of the ideas in this thread would be for the players to actually sit down and think about what part they want their character to play in the world based upon reading what characters and occupational specialties were available. Also, taking a good long look at how one plays an RPG and what they expect out of the experience would facilitate matters. They need to decide what kinds of skills they think they might wish to have to accomplish that character model/personality.
I realize you cannot even get most players to read a !@#$ FAQ before downloading and firing up the game and filling the noob threads with the same questions that have been asking since time immemorial (for every game they\'ve ever played, I might add... sheesh!). Be that as it may, if they would come up with a backstory for their character before creating it, they would have a much firmer grasp on the character and the world it is to live in.
Regardless of a storyline or overall plot, without the desire of the players to role play, there can never truly be a fulfilling game. Certainly we can all role play on our own, or with a guild of like-minded players. Be that as it may, it will take all of us making a concerted effort to help further the game plot to accomplish what is wished for in this thread.
Just my random thoughts on the matter, take them with a grain of salt...
Cheers!
Dali, a.k.a. Miago in-game
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Lots of good stuff here! I like the idea that the players need to help craft the storyline as they perform quests and what not. The devs have enough work to do without creating an entire world-encompassing storyline. However, since they know the game, and future plans for same, much more intimately than the player-base, they could at least craft the overall outline of where they see the game going for the players to then submit to them possible plot twists, quest ideas, et cetera; some of these player ideas will be doable, some won\'t.
You have to keep in mind that the devs - Darkmoon, to be precise - is still the one who sits down and writes tens of thousands of NPC responces, and he is also the one making all the quests and the rewards. Players will never be able to help with that. They just do the quests and say \"Hey, I help making the world\", where they actually just play the plot that was created a long time ago by Darkmoon. If they find some secret quest, then it\'s Darkmoon\'s work. If they help save the world, then that\'s also Darkmoon\'s work. Nothing that you do in any RPG happens because you do it. The plot of the story is always designed long before you\'re even allowed to be a part of it, and the only way you are a part of it, is by deciding which way to get the ultimate goal done.
As for this whole thread in general... I mean, come on. Find a hobby instead of slicing up every word you find, trying to discover the secret meaning of life, the universe and everything. Thinking about a game is okay, but this... This is just overkill.
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this was supposed to be a \"fun\" thread. I just wanted to know if anyone came up with weird ideas but instead this thread came out fairly serious, though I don\'t know why...
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Originally posted by Gronomist
You have to keep in mind that the devs - Darkmoon, to be precise - is still the one who sits down and writes tens of thousands of NPC responces, and he is also the one making all the quests and the rewards. Players will never be able to help with that. They just do the quests and say \"Hey, I help making the world\", where they actually just play the plot that was created a long time ago by Darkmoon. If they find some secret quest, then it\'s Darkmoon\'s work. If they help save the world, then that\'s also Darkmoon\'s work. Nothing that you do in any RPG happens because you do it. The plot of the story is always designed long before you\'re even allowed to be a part of it, and the only way you are a part of it, is by deciding which way to get the ultimate goal done.
As for this whole thread in general... I mean, come on. Find a hobby instead of slicing up every word you find, trying to discover the secret meaning of life, the universe and everything. Thinking about a game is okay, but this... This is just overkill.
I\'ve read many, many of your thoughts and rebuttals while I\'ve been researching this forum and PS in general, Gronomist, and many of them are pretty negative as a general rule. Lighten up and have some fun with us instead of being such a naysayer all the time... 8). And I already have many hobbies; thank you very much for suggesting that I get another though... ;). I don\'t know why you have such a low opinion of players in general--some of them are pretty creative when they have an outlet, just as you and the other developers can be.
I\'ve been developing for years, Gronomist (not games, but all kinds of commercial software), and I have been following the evolution of Crystal Space for many years as well. In additon, I have played literally tons of RPG\'s, some good, some bad and some worthy only of being thrown away, truth be known. All I was trying to say is that since this IS an open source game, and since it IS early on in the writing and buildging of the engine and storyline mechanics, that in this instance it would be a perfect opportunity for players to contribute if they wished and help lighten the devs workload somewhat.
Just because the devs have always \"sat down and written tens of thousands of NPC responses, and always make all the quests and the rewards\" to paraphrase your remark from above doesn\'t mean they are the only ones with a word processor (and in fact some of them should not give up their day jobs according to some of the games I\'ve played over the years). Further, just because the reason you allude to as a way of justifying this remark is more or less: \"that\'s the way it\'s always been done\", I still put forth that it doesn\'t have to be that way if the devs decide to use player input instead of having to do it all themselves, Darkmoon in this instance, as you point out. No one is trying to steal the dev\'s thunder, as it were, we\'re just trying to offer innovative alternatives, which, after all, are the lifeblood of any new game coming out in today\'s market. If you just want yet another EQ clone, so be it. But an open source, free game where the players help contribute to the quests and storyline is a singularly unique concept, don\'t you think? Obviously others thought of it before I did, but I wholeheartedly agree with them that it is doable to some extent.
Granted, not every player is able to program, or do convincing art for models, textures, meshes, et cetera, in 3DMax or whichever graphics program CS\'s designers are using. By the same token, not all of them can craft a creative, believable storyline. Nevertheless, that doesn\'t mean they\'re a bunch of idiots who can\'t write a plot or decent quest given a chance. I have seen many, many player submitted mods in various games that convince me thoroughly of this.
No one is trying to discover the meaning of life here, Gronomist, although I am a member of Folding@Home and SETI@Home... lol. We are all just stating opinions on things, which is what forum boards are for. Whether or not you agree with those opinions is irrelevant. It still gives you no inherent license to rain on anyone\'s parade for having an opinion or calling any given opinion \"overkill\"... :P. Having said that though, those are your opinions and you have the God-given right to express them.
And to me, Kuiper, analysis and debate in threads such as this one are fun, fuel player interest, stimulate thought , boost player morale (well, when they don\'t get shot down all the time, that is... rofl) and are just very interesting in general. It\'s primarily the threads titled \"HEEEEEEEEEEEELP ME\" or \"WTF?!?!?!?!?!\" that I rarely bother to read. In fact, most of these should be removed to the \"I\'m an idiot and too lazy to use a search feature\" thread for my part--which is probably why I\'m not one of the moderators. I have a very low tolerence for those who ask the same questions someone else ask just a post or two ago. Instead of trying first and foremost to seek and find the answers themselves, they would rather just ask someone else to tell them how to do something. As Bill Ingval would say, \"If they\'d been carrying their sign, THEN we could have helped them\" because we would know going in they were stupid!
Cheers!
Miago
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Originally posted by Gronomist
You have to keep in mind that the devs - Darkmoon, to be precise - is still the one who sits down and writes tens of thousands of NPC responces, and he is also the one making all the quests and the rewards. Players will never be able to help with that. They just do the quests and say \"Hey, I help making the world\", where they actually just play the plot that was created a long time ago by Darkmoon. If they find some secret quest, then it\'s Darkmoon\'s work. If they help save the world, then that\'s also Darkmoon\'s work. Nothing that you do in any RPG happens because you do it. The plot of the story is always designed long before you\'re even allowed to be a part of it, and the only way you are a part of it, is by deciding which way to get the ultimate goal done.
Darkmoon didn\'t create my guild. He didn\'t create the history, although I suppose he gave the setting ;) And he certainally won\'t create the path that my guild will follow. You don\'t seem to see that the devs only create the shell of the world. Sure, there\'ll be a storyline in the game, but that\'s just a very large general outline. The players dictate how the game\'s history runs, by roleplaying. That is the whole point of an RPG. If there\'s a large conflit between the guilds, then that becomes a part of the history if we RP it well. The devs don\'t make that, they just make the oppertunity for it to happen. You seem set of PlaneShift being your normal Hack \'n Slash mmorpg, just like most of the other ones out there, which is what it will become unless the players \'take control\' as such of the ingame happenings.
Originally posted by Gronomist
As for this whole thread in general... I mean, come on. Find a hobby instead of slicing up every word you find, trying to discover the secret meaning of life, the universe and everything. Thinking about a game is okay, but this... This is just overkill.
If you don\'t like it don\'t post, and let us get on with it. A mod should know better than to critisize others for having what we might see as fun.
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Wow. All these points are excellent. I wish more forums had message boards that were full of such long posts like these. I may not be contributing at the moment, but I AM eagerly awaiting the next release. Anywho, I hope some of y\'all have posted on the board for what you want to see in the game, cuz I especially would want the fight or flight aspect in the game. I would love to have an MMORPG where I actually had to defend my hometown, and if I didn\'t maybe I\'d become some kind of social outcast or something.
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I really like the idea of a NPC remembering accomplishments! Also having quests spawn off of other quests and UNIQU REWARDS. That would be simply, amazing. No game (at least not that I have played) has ever had a quest only ONE person could do. If the ideas in this thread made it to the game, we would have a awesome game, but I see a flaw with the database thing. Imagine who much space it would take to store THOUSANDS UPON THOUSANDS of quotes and scripts! When this game gets popular, it would be very hard to store 5k - 20k character\'s accomplishments.
I just love the idea of defending your hometown. What game was that, BTW?
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Darkmoon didn\'t create my guild. He didn\'t create the history, although I suppose he gave the setting And he certainally won\'t create the path that my guild will follow. You don\'t seem to see that the devs only create the shell of the world. Sure, there\'ll be a storyline in the game, but that\'s just a very large general outline. The players dictate how the game\'s history runs, by roleplaying. That is the whole point of an RPG. If there\'s a large conflit between the guilds, then that becomes a part of the history if we RP it well. The devs don\'t make that, they just make the oppertunity for it to happen. You seem set of PlaneShift being your normal Hack \'n Slash mmorpg, just like most of the other ones out there, which is what it will become unless the players \'take control\' as such of the ingame happenings.
Well Xordan, whether you like it or not, your guild\'s game-related actions will always be limited by the possibilities ingame. Such as, you can\'t take over the world. You can be big, mean and nasty and kill all the players but that still doesn\'t entitle you as the owners of the world, simply because the game isn\'t programmed that way. Your guild isn\'t able to control NPCs either. So your guild doesn\'t have any affect whatsoever on the predefined quests and stories of PS, it only affects some people who\'re playing, but they aren\'t the game. They\'re just users of the game.
So you see Xordan. No matter how much you try to tell yourself that your guild is mighty and powerful, it can never be as powerful as you might want it to be. The game mechanics limit it.
(I\'ll add some more - if I remember it - later, when I get home...)
[Edit: Too tired... maybe later.] *Sigh*
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You\'re not seeing my point at all. I know that it\'s impossible to take over the world, as there would always be somebody there to resist, always an opposite. I forget about \'game mechanics\' when I\'m playing. They are meaningless. Via roleplaying a person can do anything they want, it doesn\'t matter if the game supports it or not. Just because I don\'t have a big flashing title above my head saying what I am, doesn\'t mean that I can\'t be it. You don\'t seem to be able to grasp that. When I play, I am that person in the game, not the person sitting infront of my PC. There is no game when I\'m playing, only the world, so only the world and the people in it can limit me. I can\'t jump off a 100 meter high cliff and survive... because the impact kills me, not because my hp is only \'103\' and I take \'104\' damage.
And my guild can become as powerful as I want it to, as there are no game mechanics when I am playing, only the limitations of the reality that it exists in. ;)
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Originally posted by Mezasa
When this game gets popular, it would be very hard to store 5k - 20k character\'s accomplishments.
In technical aspects: HELL NO!
Have you seen the MB database? more than 250 000 accs (included linkdeads :(), very many having atleast 1 crystal and stuff like that
The MySQL can take it, it won\'t be a problem
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Originally posted by Mezasa
I just love the idea of defending your hometown. What game was that, BTW?
I think the game you\'re thinking about is WISH, Mezasa. That\'s the only one I can think of off the top of my head where you had to defend your hometown. I\'m sure there are others, but that one jumps immediately to mind.
Originally posted by Androgos
In technical aspects: HELL NO!
Have you seen the MB database? more than 250 000 accs (included linkdeads :(), very many having atleast 1 crystal and stuff like that.
The MySQL can take it, it won\'t be a problem
You go, Androgos! From a purely database standpoint, Mezasa, Androgos is, of course, correct. The data we are talking about storing here is miniscule when compared to real-world data that is stored by corporations every day about their accounts.
Some of the questions in this regard are: would the devs wish to code the game mechanics to handle this kind of data I/O. Would they be willing to entertain changing the storyline to include these kinds of issues into it. What we are discussing here can certainly be done, from a technical standpoint, but would require careful thought because of all the objects (NPCs, books, quest clues in different game locations, et al) that would be impacted by such changes. Would they be willing to go to that extra effort to make any of this happen? Who knows, only the devs could succinctly answer such questions.
And Gronomist, I realize the game/engine mechanics, as they exist at this moment, were not coded with these things in mind. Be that as it may, those same mechanics could be changed by simply adding objects, classes, data values, or changing existing ones--that\'s one of the benifits of working with an OOP language... ;).
You are complely correct in that there is nothing a player can do from an RP standpoint that is not allowed by the game/engine mechanics (other than in their mind,). However, what we are saying is that the game mechanics can be changed to accommodate things as the developers wish that to be done if the technology is capable of getting there from here. I say this last because our visions constantly push, and even outstrip, technology many times in our zeal to have the bestest, biggest, brightest game going... ;)
Since we appear to have reached an unfortunate stalemate with this tread, I shall back out of it now as it is turning into an argument of semantics at this point and therefore moot.
Cheers!
Miago
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Really? Man, I figured it would be really expensive, but that\'s cool that it isnt! Do yall think this is possible? Devs... Oh devs, I have a question. ;)