1
Wish list /
« on: January 02, 2003, 01:53:17 am »
Sorry if I seem annoying by stubbornly defending my idea but...
I think you\'re underestimating the imagination of people, thousands of people GM games everyday, and the same imagination required to make a good D&D game can be used for this, with some added consideration for the fact that it\'s not a D&D game, but an MMORPG. If the PlaneShift team can come up with quests, why is anybody else not able to also?
Example: I have 9 years experience with a myriad of RPG systems (D&D Classic, AD&D 2nd Edition, D&D 3rd Edition, Shadowrun, Rifts, White Wolf games (V:tM, WW:A, Exalted, H:tR, etc.), Dream Pod 9 games (Tribes 8, Heavy Gear), Call of Cthulu, Cyberpunk 2020 and a few small-time ones), 3 years experience leading a roleplay guild in Furcadia, called Leirune, where we developped a world from scratch, including a detailed religion, languages, cultures, different magic systems, cities, and invented plots on a weekly basis, and I created a list of items and equipment, as well as their stats for a web-based RPG based on old BBS DOOR games called Drakeville, and I\'m currently creating my own rule system, called ForGE (Forge Gaming Engine, which development is very slow...)
Now, I\'m not part of the PlaneShift team, and I know I\'m not the only one with experience like that, and I know there\'s many who are much better than me to create such things. But all that would be required for the distributed server, is a background story for the area. Possibly later you can have the owner of the place have plots, but that\'s if that\'s supported in PlaneShift.
The only problem that I can see is that the PlaneShift team seems like it wants to maintain full control of the official story and events all over the realm. This is understandable, since they are responsible for their game\'s success, and any failure on the part of the added server could taint PlaneShift\'s reputation.
What I\'m proposing, COULD make it so that the owners of the added world controls the story there. Notice the capital could.
Having the owners of the map be the game masters for their area or such, if there is such a thing as game masters in the final release of PlaneShift, could make for a world populated with even more quests then the PlaneShift team could do, but they would have to trust these people.
But that\'s only one part of my idea, you can throw out the independent game masters and still retain the distributed server idea.
Also... Who said anything about new creatures? The objects in these maps could all be the same objects from the main world, maybe with a few added textures. It does not require new creatures or any thing that would stretch game mechanics.
I see no reason for it to be impossible. I\'m not talking about certifying a server for what is going on there, like, \"This server is operating is behaving properly after watching them like, for a week\", no, that\'s not what I mean.
I mean to certify from the start, as in, \"You have the correct attributes to become part of the PlaneShift world.\"
They could be monitored, as in, if there\'s any complaints coming from these servers, they could be reviewed, and if the server is breaching his agreement with the PlaneShift team to maintain certain rules in his environment, you pull the plug on him, he is no longer certified, and no longer linked from the main world.
So, in fact, you\'d certify him that he\'d have the required things to become part of the main PlaneShift world, and that certification would also represent that he agreed to operate under the determined rules.
Yes, I realize that, but my goal is not to make a new game with the PlaneShift engine, but my goal is to expand and improve PlaneShift. It makes PlaneShift \'scalable\', in marketroid term. It might seem like it also makes it \'decentralized\', but with the certification, and the contract, you have rules in place to maintain control, and the characters and such are still all in the official PlaneShift database and such.
If I would be to follow your suggestion, and make a new game, it\'d simply fragments the players. I remember reading somewhere in the site that the developers of this game are trying to prevent fragmentation. Instead of having a world of 1,500 players online, you\'d have a world of 1,000 players online in some world, and 500 in another one. You\'re also losing some marketing, \"Hey, come play this game!\" without ever a mention of PlaneShift.
If you are worried about having to sit down and think how to implement this idea, I would gladly provide you with clear and concise documents, on which you could improve if needs be, that would contain:
I\'d abstract from the actual technical details of implementing it, leaving that to the developers.
Oh, and I apologize for the word by word dissection of your message, I am certainly not trying to troll, but I am simply attempting to prove my point. Thanks. :)
Quote
a) Creative skills required to make a new zone with new creatures would be VERY difficult to have.
b) The Settings skills to define new quests, new reasons to explore, etc. are also more difficult than they sound.
I think you\'re underestimating the imagination of people, thousands of people GM games everyday, and the same imagination required to make a good D&D game can be used for this, with some added consideration for the fact that it\'s not a D&D game, but an MMORPG. If the PlaneShift team can come up with quests, why is anybody else not able to also?
Example: I have 9 years experience with a myriad of RPG systems (D&D Classic, AD&D 2nd Edition, D&D 3rd Edition, Shadowrun, Rifts, White Wolf games (V:tM, WW:A, Exalted, H:tR, etc.), Dream Pod 9 games (Tribes 8, Heavy Gear), Call of Cthulu, Cyberpunk 2020 and a few small-time ones), 3 years experience leading a roleplay guild in Furcadia, called Leirune, where we developped a world from scratch, including a detailed religion, languages, cultures, different magic systems, cities, and invented plots on a weekly basis, and I created a list of items and equipment, as well as their stats for a web-based RPG based on old BBS DOOR games called Drakeville, and I\'m currently creating my own rule system, called ForGE (Forge Gaming Engine, which development is very slow...)
Now, I\'m not part of the PlaneShift team, and I know I\'m not the only one with experience like that, and I know there\'s many who are much better than me to create such things. But all that would be required for the distributed server, is a background story for the area. Possibly later you can have the owner of the place have plots, but that\'s if that\'s supported in PlaneShift.
The only problem that I can see is that the PlaneShift team seems like it wants to maintain full control of the official story and events all over the realm. This is understandable, since they are responsible for their game\'s success, and any failure on the part of the added server could taint PlaneShift\'s reputation.
What I\'m proposing, COULD make it so that the owners of the added world controls the story there. Notice the capital could.
Having the owners of the map be the game masters for their area or such, if there is such a thing as game masters in the final release of PlaneShift, could make for a world populated with even more quests then the PlaneShift team could do, but they would have to trust these people.
But that\'s only one part of my idea, you can throw out the independent game masters and still retain the distributed server idea.
Also... Who said anything about new creatures? The objects in these maps could all be the same objects from the main world, maybe with a few added textures. It does not require new creatures or any thing that would stretch game mechanics.
Quote
c) Certification of content to make sure that the content submitted for approval was the same as the content actually running on the server seems impossible to me.
I see no reason for it to be impossible. I\'m not talking about certifying a server for what is going on there, like, \"This server is operating is behaving properly after watching them like, for a week\", no, that\'s not what I mean.
I mean to certify from the start, as in, \"You have the correct attributes to become part of the PlaneShift world.\"
They could be monitored, as in, if there\'s any complaints coming from these servers, they could be reviewed, and if the server is breaching his agreement with the PlaneShift team to maintain certain rules in his environment, you pull the plug on him, he is no longer certified, and no longer linked from the main world.
So, in fact, you\'d certify him that he\'d have the required things to become part of the main PlaneShift world, and that certification would also represent that he agreed to operate under the determined rules.
Quote
All this being said, there is NOTHING keeping someone from setting up their own PS world just as you say, but using their own content. All the source code is public and you can do your own worlds to your heart\'s content. Your server won\'t connect up to other servers, but if your own world is so compelling, who cares?
Yes, I realize that, but my goal is not to make a new game with the PlaneShift engine, but my goal is to expand and improve PlaneShift. It makes PlaneShift \'scalable\', in marketroid term. It might seem like it also makes it \'decentralized\', but with the certification, and the contract, you have rules in place to maintain control, and the characters and such are still all in the official PlaneShift database and such.
If I would be to follow your suggestion, and make a new game, it\'d simply fragments the players. I remember reading somewhere in the site that the developers of this game are trying to prevent fragmentation. Instead of having a world of 1,500 players online, you\'d have a world of 1,000 players online in some world, and 500 in another one. You\'re also losing some marketing, \"Hey, come play this game!\" without ever a mention of PlaneShift.
If you are worried about having to sit down and think how to implement this idea, I would gladly provide you with clear and concise documents, on which you could improve if needs be, that would contain:
- An analysis on how to implement this feature
- General guidelines on becoming certified (the details would be determined at a later date)
- The contract of behavior
I\'d abstract from the actual technical details of implementing it, leaving that to the developers.
Oh, and I apologize for the word by word dissection of your message, I am certainly not trying to troll, but I am simply attempting to prove my point. Thanks. :)
