Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Brinnen1

Pages: [1]
1
Fan Art / Re: Game Art Contribution Contests and Rewards
« on: September 11, 2008, 05:54:45 am »
firiban,

You seem to be the only one who read my post carefully and understood it, unlike the rest. Running a contest does not imply a worse quality artwork than being on the "dev team", it could easily end up being better, since better motivation is involved. Thanks very much! :)

I'm amazed how suggesting a motivational and rewarding contribution effort by the community that could greatly benefit everyone and speed up the game's development was perceived in such a phobic way by some.

planeshift only accepts the highest quality art if you can do something like you suggested apply to the dev team and go from there. you have a better chance then any contest to make it ingame.

Hence the reason for a contest, which could determine "the highest quality art". Anything of unacceptable quality does not have to be included. Besides, beggars can't be choosers -- you're not a commercial team. If you expect commercial quality work, expect to pay. No offense but I would also not call your current in-game art as "highest quality", especially painted tree forest, blurry textures and pixelated "sky". And, according to Fragnetics.com press release history, they helped PlaneShift launch in 2003-2004. According to PlaneShift.it site, the project launched in 2000-2002, and according to some presentation I found on CrystalSpace3D website, it used to be a commercial MUD that started in 1992. It is almost 2009 now, so clearly this is more than just being a "free" project problem.

What does "go from there" mean? I'm not interested in being on the "dev team", I made a suggestion about contribution contests with several people involved and with respective rewards for the contest winner. Contributors deserve to be rewarded for their contribution work.

But no, no thousands of tria for the winners and no Axe of doom +100, because its RP game and no matter how hard you try, you can't explain such a price ICly.

You've obviously failed to read this part of my original post :)

Quote
What about the stats of such items? Make them visual or social items only. Implement a new equipment slot in the GUI for social items with a check box to make them visible or invisible. All the stats will be based on regular items of the same type equipped in regular slots and obtained by regular means (quests, loot etc), while the social items can override the visual appearance.

Caarie's right in saying that if you, personally, want to contribute something, you are better advised to join us.

Advised or required? And for what? So that "Winning submission will become the property of Atomic Blue Corporation"? That is not a reward and you cannot expect people to work for free and be basically modern day slave laborers. Where is the motivation? Not only are you suggesting that I'd have to give up the rights to my work but the work would be unrewarded. I'm not a charity and you guys aren't starving children who cannot afford to pay any bills. Thanks but no, thanks.

The problem is, while the code for Planeshift is open-source, the art assets fall under a separate license. To actually have your work placed in-game, you'd have to agree to that license. Also, to be painfully blunt, what we [need] is laid out in the form of tasks, internally. So while I would enjoy seeing something like this happen, there's little profit in holding a contest where the winner has made, oh say a beautiful axe, only to be told "Sorry, but these aren't the assets we're looking for." Or equally unfortunate, the artist does not agree with our license and so we cannot use their work - however awesome it is, or however desperately we may need it.

Since we are being painfully blunt here, this does not quite sound like an "open source game" that PlaneShift is being advertised as.

To avoid having contestants making assets that you're not looking for, clearly outline what you're looking for when hosting a contest, and if your license is proprietary, clearly outline what it is, such as in the city contest:

Quote from: http://hydlaa.com/smf/index.php?topic=31385.0
2.1.1. License

Winning submission will become the property of Atomic Blue Corporation under the terms of the PlaneShift Content License. The members of the winning teams of each phase will be required to sign and return the Atomic Blue Contribution license. (http://www.atomicblue.org/docs/AB_Contribution_License_2006.11.06.pdf)
The signing of this license pertains only to assets created in relation to this contest.
Pages 4, 5 and 6 of the license must be faxed to+1-831-677-4686.

Failure to submit the signed license by close date of the contest will result in the disqualification of the team or individual.

Could the same not be done for a playable race contest with an ability to design your own unique social visual item as a reward? Keep in mind that "The Rest of the Player Races" has won in the "Art Dept Poll" by a large margin:

http://hydlaa.com/smf/index.php?topic=32474.0

And on THAT note, if you're really looking to help out, the deadline for the City Contest is Sept. 30th, and word is they could use more than a little assistance to make it. ;)

Make your license non-proprietary (such as in "Apricot" project) and/or make it a contest with respective rewards for the winner and I'll think about it. ;)

the team could give out a list of things needed ingame.

such has been done in the past.  look over this section: http://hydlaa.com/smf/index.php?board=61.0

If you mean this thread: http://hydlaa.com/smf/index.php?topic=28502.0

That is not a contest, there is no motivation to contribute anything, and it does not list playable race models nor any rewards for what it does list. Are playable race models not needed or about to be finished and released? In either case, if you've made such a "list", the contributors should be properly thanked and rewarded for their work. Otherwise, don't expect any help.

Hate to say this but I think Most free liscences have rights to copy and many other things that conflict with the ABC license.

Such a license is ABC's, not contributors', choice, just as they chose a less restricting and more rewarding license for "Apricot" (although they did ask for donations, just to be able to pay the developers).

According to what I've just read here, being an art developer on Atomic Blue and PlaneShift is a very thankless and unrewarding job, and the only way to contribute anything is to join the "dev team", sign a contract and give up all rights to your work, without getting paid and without any kind of reward, such as a unique social in-game item. One would have to be a very foolish person to sign such a contract.

Thanks but I'm going to have to decline your offer. :)

2
Fan Art / Game Art Contribution Contests and Rewards
« on: September 10, 2008, 07:02:16 pm »
I've had an idea about game art contribution contests and rewards. I hope that it will be met with some enthusiasm.

Even if you host contests for art contributions that can later be included into the game, there isn't much you can offer as a reward, being a free project. What could a free project offer as a reward to someone who designs an additional playable race or a new armor, for example? What is one of the most desirable things in any MMORPG, even in a popular commercial one? The answer is unique character customization. And the best part is that a contest winner designs their own reward! Read on...

Let's say you host a contest to design a new playable race with the reward being that a contest winner can design their own unique helmet that will only be available to their character and no one else throughout the game. Even though they will have to design that helmet themselves, it does pretty much guarantee that they won't be disappointed with the result.

What about the stats of such items? Make them visual or social items only. Implement a new equipment slot in the GUI for social items with a check box to make them visible or invisible. All the stats will be based on regular items of the same type equipped in regular slots and obtained by regular means (quests, loot etc), while the social items can override the visual appearance.

I don't think the community would mind someone having a unique visual item, if it means having all playable races, better customization, new gear, new areas etc.

This could speed up the game development significantly.

3
Server Status / Re: SERVER IS UP!
« on: September 09, 2008, 01:59:22 am »
What was/is the exact problem with the server?

4
General Discussion / PlaneShift story and intro
« on: September 09, 2008, 12:32:35 am »
What is the story in PlaneShift? How does it start and where do you, as a player, come in?

You can see from some PlaneShift staff interviews the following statement:

http://news.mmosite.com/data/p/u/2006/03/24/194048044.html

Quote
...a virtual fantasy world in which a player can start as a peasant in search of fame and become an hero...

Become a hero doing what exactly? When you start the game, even from a tutorial area, you artificially materialize in the middle of some random city area with a very mundane feel to everything.

Here are some rough (video) examples of how an RPG/MMORPG experience can start:

Dungeon Siege Intro & Gameplay

Age of Conan Intro & Gameplay

This is only about intros and the beginning of a story, not those specific games as a whole. Some of you might have heard that AoC has been a disaster but that is because of the failed promises and the gameplay after you leave Tortage, which is the starting area and intro you see in the video. Most agree that Tortage isn't too bad of an experience (although, even that could be better) but it doesn't carry into the rest of the game.

Again, these are only rough examples, so I don't want people getting hung up on specifics to those games. The idea is an intro and a starting experience with an interesting story and quests.

Is everything well in Yliakum or do the creatures from Stone Labyrinths attack from time to time? Instead of an artificial and instanced tutorial area, why not have players start in a village close to Stone Labyrinths, since they're supposed to start as "peasants", and have that village be attacked by some creatures? What happens after is up to a writer's imagination but once the beginning area is over, those "peasants" lives can lead them onto very different paths.

It is not a bad idea to implement some voice acting into the starting area. Some developers have already tried voice recording of Yliakum history, so have them try some voice acting, that is if they're not too shy on a mic.

If you like this idea, don't be shy, say something. Feel free to even write example intro scenarios that you would find interesting.

Avoid any cynical replies or avoid replying at all. The thread is meant as an interesting discussion to improve a player's starting experience.

5
PlaneShift Mods / Re: Glass and paper gui skin
« on: September 08, 2008, 10:54:30 pm »
If people like it, I've no problem donating it to AB.

Will this become a default PlaneShift GUI skin choice in the future? This thread seems to have been forgotten.

6
Technical Help: Problems BEFORE entering the game / Re: Server Software?
« on: September 08, 2008, 09:46:25 pm »
So my question is, since this game is open source, is the server software also available to the public? So that I could install it on my own machine and configure the client so that it connects to localhost. Of course, this would not be very multiplayer-like, but I'd like to try the game now and get used to it, so that I can directly start playing when the official server is back up again without having to wait now or without having to learn anything from the scratch on the real server.

According to PlaneShift license:

http://www.planeshift.it/license.html

Quote from: http://www.planeshift.it/license.html
You can use our client only to connect to Official Servers.

Quote from: http://www.planeshift.it/license.html
You cannot host another server where PlaneShift Clients connects to, because our license on assets forbits it.

You are allowed to use them for your own server, but you are not allowed to use that server as an open server for others to enjoy

Then how is this an open source game, if there are no open servers? Doesn't the ability to only create private servers, in fact, "split the community"?

All this license tries to avoid is for someone to create a copy of planeshift, and split the community. If you have your server for testing purposes and only a few others have access for finding bugs, no-one will complain though. That is, we expect those bugs to find their way to the bug tracker then of course

Community is made of individuals. Isn't it a personal choice for each player which server they'd like to play on, based on ping and stability, for example, and which community they'd like to play with? Have you asked the community if they'd like more than a single server choice? A Poll, for example. Multiple servers work out fine in games like World of Warcraft. What about backup servers when the main server is down? PlaneShift license "forbids it".

If additional or backup open servers could be created, people would be playing PlaneShift by now, even with the Fragnetics server being down. Right now, there is no game with the current PlaneShift license because there is no server to play on. Consequently, people leaving PlaneShift to play other games instead does, in fact, "split the community".

Pages: [1]