Author Topic: Cool ideas from World of Warcraft  (Read 1750 times)

Rageburst

  • Hydlaa Resident
  • *
  • Posts: 148
    • View Profile
Cool ideas from World of Warcraft
« on: May 16, 2003, 05:14:32 am »
http://www.worldofwar.net/articles/e32003/report.php

What I really liked is the language barriers. A orc starts off knowing the Orcish, but must learn the Common language to be able to speak with humans. Otherwise, the chat text message would be processed and generate unintelligable orcish language to the human player.

Another one is the reputation factor. A tauren would be attacked by the city gate guards of a human city unless it improved its reputation with the humans by doing some quests involving humans.

Last but not least, I love how their transport system works. On slower transports like boats, you can pass the time gambling. I\'m not much of a gambler, but to some people, mmorpg money is just as important as real money. There are going to be many people going to gamblers anonymous after this game is released.

Is that roleplaying or what??!!

Mehallie

  • Hydlaa Resident
  • *
  • Posts: 121
    • View Profile
(No subject)
« Reply #1 on: May 16, 2003, 09:54:14 am »
Once again, brought up in another thread...read some threads before you post, eh?


Language barriers - this doesn\'t work.  People are too lazy to learn other languages, and if you are rping in your own cultural language, people will immediately start shouting \"Speak common plz!\"  Hence, a pretty useless feature.

Faction rating; this too has been done.  From an rp standpoint it\'s really tiresome and ended up with supposedly \"evil\" races being played like non-evil races because people didn\'t \"want to really play an evil character, they just liked the stats and the looks.\"  It doesn\'t promote rp.  Besides, I don\'t think there is really any racial tensions of that sort in game, though I could be wrong.

Boat transport.  This is what made Another-Game-That-Shall-Not-Be-Named create portals for even faster transportation, because it took too long and people were sick of boats.  Gambling in games really detracts from gaming.  I don\'t even want to think about how many gambling scams I\'ve seen in EQ.

So, basically, what you\'ve just described is EQ.  And no, it\'s not even remotely rping.

rainmaker

  • Traveller
  • *
  • Posts: 35
    • View Profile
(No subject)
« Reply #2 on: May 16, 2003, 05:29:51 pm »
Um, no what he just described was world of warcraft, which seems pretty clear to me since the title is \"Cool ideas from World of Warcraft\". So in the sence of ridiculing his \"unoriginial\" idea\'s is a bit far fetched since he never claimed them as his own, wouldn\'t you say.

The languege barriers system he described is programmed, ie. you don\'t really have to learn anything. Get up to a certain amount of skill in that languege and then people of that race will automaticaly understand more and more of what you type to them. Personaly I think this sounds interresting and would promote rp\'ing because you are forced to stick with your race in the beginning. Whereas later on you can start forging alliances with creatures your race has never understood.

Faction rating, worked well in lineage i thought which is the only mmorpg game I\'ve ever played. I think it creates a more exciting world since there are area\'s you don\'t dare visit, unless pearhaps there was a way to win them over.....

boat transport i\'ll admit sounds really boring. It might be neat the first time but after that it\'s just a nusiance.

How about you actualy read what people write before you ridicule them next time around.

isei

  • Traveller
  • *
  • Posts: 11
    • View Profile
(No subject)
« Reply #3 on: May 16, 2003, 05:38:14 pm »
the language barrier thingy sounds sweeeet to me :)
Also, boat travel would be cool though.. you could go for a fishing trip on the ocean :)

Mehallie

  • Hydlaa Resident
  • *
  • Posts: 121
    • View Profile
(No subject)
« Reply #4 on: May 16, 2003, 05:58:30 pm »
No, rainmaker, I wouldn\'t.

What he has described has been done in EQ.  And it didn\'t work.  It has also been done in other games...and it doesn\'t work.  

Also, these same ideas have been brought up time and time again in various other threads and have been discussed and discarded ad nauseum.

So rather than writing off my \"criticism\" perhaps one should read the threads of what has already been proposed before posting them yet again.

rainmaker

  • Traveller
  • *
  • Posts: 35
    • View Profile
(No subject)
« Reply #5 on: May 16, 2003, 06:30:32 pm »
The fact remains that he was commenting on features of an up and coming mmorpg which is interresting to me because of the way blizzard decided to implement certain features.

An idea can be great but fail simply because it\'s implementation was poor. I haven\'t heard of another game with this languege system and frankly I think it\'s a good idea. Apparently to you an idea can be either right or wrong.

Secondly i\'m tired of people harrasing others on these boards just because they post something that\'s already been discussed before. Perhaps these people have something new to contribute or perhaps someone else might read it this time and have something new to contribute.

It\'s not like there\'s much to do in the game yet anyway. The least you could do is simply ignore the thread if it\'s uninterresting to you.

Mehallie

  • Hydlaa Resident
  • *
  • Posts: 121
    • View Profile
(No subject)
« Reply #6 on: May 16, 2003, 07:29:29 pm »
It\'s not merely \"some people\" tired of the same thing being rehashed; the developers themselves are tired of people bringing up threads that have been brought up before, if you note the PK and PvP \"discussion\".  

I am also commenting upon a MMORPG that is interesting to me, and as an interesting NEW, innovative game I would hope that it would therefore BE new and innovative, and not merely use aspects of other games.

A lot of great ideas fail because, quite honestly, they weren\'t that great in the first place.

If you are on a personal crusade to defend those you feel who are wronged, then it would be better suited in PM\'s, as I am merely commenting upon an idea and not launching a personal attack.  However, if you would rather flame back and forth, I\'m afraid I\'ll disappoint you as I\'m not very interested.

Now, back to the topic:

Out of many of the games I have played, I have never seen the \"different language\" programming done properly.  As a result it often just got ignored.  One one of the five threads I found on this subject, I seem to recall a few developers stating they weren\'t keen on the idea, and therefore it probably wouldn\'t be done.  Unless that stance has changed, I believe it still stands.

Boats in a stalactite world where only two levels actually have to worry about water would be redundant.  Much easier to just have a bridge or go round or even swim.  Better yet, to just \"cut to\" getting on a bridge and stepping off to save time.

Gambling:  I\'ve also seen this done in game, usually by other players ripping off other gamers.  It wasn\'t allowed, but it wasn\'t entirely policed either.  As a result, the amount of money people lost was actually quite staggering, and none of them seemed to have the sense to realise they\'d done it to themselves.  The invariable arguments of \"being ripped off\" end up giving GM\'s and people behind the game a complaints section that would probably have to be based on another continent due to its size.  The chance to cheat is entirely too high.  

Faction - faction would be interesting if a) it was a world where faction actually meant anything and b) if it actually meant anything if you didn\'t have faction.  This, too, has been discussed quite a bit.  And, again, is just another aspect of many other games that was always just worked around.

But of course, these are just my \"lone ideas in a very early stage\".  And of course, I am \"only commenting\".

rainmaker

  • Traveller
  • *
  • Posts: 35
    • View Profile
(No subject)
« Reply #7 on: May 16, 2003, 07:54:18 pm »
Perhaps the exact reason factions have never worked is because players of the same faction weren\'t limmited in their communication with players of other factions. Perhaps this is exactly why the two idea\'s combined would make it interresting.

In regards to the so called \"personal crusade\". Mehallie I only gave you the same attitude I\'ve seen you deal out in several posts not to mention this one.

Rageburst

  • Hydlaa Resident
  • *
  • Posts: 148
    • View Profile
(No subject)
« Reply #8 on: May 17, 2003, 01:51:52 am »
Please people... I don\'t mind criticism or being \"ridiculed.\" You can also usually improve upon criticism anyway.

I\'m merely showing what another game is offering. In any product, you have to analyze the current market among many other things. To make a game innovative and fun, this is absolutely crucial.

Granted that this game is supposed to be free, but if there\'s a product out there that offers more innovation, then why not try to borrow some elements or even improve upon them? Otherwise, the game might not meet certain standards by the time it\'s released.

World of Warcraft doesn\'t just offer gambling on boats (there are quests as well). In case you didn\'t realize, there are also faster transports that are more expensive such as gryphon riding. According to the report, a 3 hour walk can turn into a mere 3 minute ride with a nice scenery. The key here is IMMERSION... not just a teleportation device that brings up an annoying loading screen before popping you to a different location.

The language barriers are there to help accentuate the racial identity. If you\'re and orc for example and want to learn Common speak, it\'s probably a matter of doing a specific quest and poof, you know it. Humans will probably  think it\'s cool to have an orc reaching out to them rather than think it\'s just another mediocre race differing only in appearance. Think of the cultural enrichment that languages might have.

I think you\'re also a bit confused as to have it might have been implemented. For example, if you\'re human and orcs speak with you, you\'ll probably just see \".\"

Gambling works.... why are there casinos in the first place? If you\'re not a gambler type like me, perhaps there\'s something else to do.... maybe fishing on the boat.

What it comes down to is how WELL these ideas are implemented. You can have really good ideas, but end up with poorly designed quests, trade skills, cultural identities, factions, communication interface, and guilds. It\'s the design and polish that is the challenge. Ideas are a dime a dozen... great design and implementation skills are what makes a game great.

Mehallie

  • Hydlaa Resident
  • *
  • Posts: 121
    • View Profile
(No subject)
« Reply #9 on: May 17, 2003, 09:31:58 am »
Gah, I lost everything I typed yet again  *bangs head*

Ok, notepad is my friend....

Right, let\'s discuss, as you\'re receptive, Rage, and I\'ve honestly got enough time to waste upon conjecture (*grin*)
Quote


The language barriers are there to help accentuate the racial identity. If you\'re and orc for example and want to learn Common speak, it\'s probably a matter of doing a specific quest and poof, you know it. Humans will probably  think it\'s cool to have an orc reaching out to them rather than think it\'s just another mediocre race differing only in appearance. Think of the cultural enrichment that languages might have.

I think you\'re also a bit confused as to have it might have been implemented. For example, if you\'re human and orcs speak with you, you\'ll probably just see \".\"


No, in EQ it was done that text came out garbled if you didn\'t understand the language being spoken.  You would see \"Charaka speaks in an unknown tongue:  JREIU*-n IJ\'tha kenh802\' \" or something similar.  The usual response to this was \"Speak common!\" or \"R U Drunk??\"  

Sure, it would have been a great idea for immersion; the problem was that no-one bothered with this.  Even on the roleplay server, the solution to dealing with different languages was not talking to anyone.  They had to include common as a result, and other languages went by the wayside.  After a while, speaking in your own language was actually considered rude (the assumption was that you were insulting a character that you didn\'t think would understand you) and then fights would start.

Personally, I think there are enough languages floating around in general chat to confuse me anyway - adding in game language will be even more confusing.

Quote

Gambling works.... why are there casinos in the first place? If you\'re not a gambler type like me, perhaps there\'s something else to do.... maybe fishing on the boat.


Again, take into account the setting - just where exactly would there be so much water that it\'s necessary to have a boat?  There are two levels underwater, and it\'s not even clear whether being \"above water\" is accesible on those two levels.  It\'s quite possible said body of water is merely a lake. There\'s also the matter of coding.  Boats in EQ were notoriously buggy - get one bit of code wrong and the boat would disappear out from under you, your character would drown and it would be over eight hours before a GM would show up and get your corpse.  As a result, the boats were often \"down\", people started using other transportation and all that coding became useless.  I enjoyed the boats myself, but I was often the only person on them, and hence it became a bore.

Gambling would be the same problem; an immense amount of coding for something that people would probably complain about anyway.  I can imagine the \"cheat coding\" now as we speak, or conversely the characters having to beg other people on the boat for money because they lost it all in a round of gambling.

Quote

What it comes down to is how WELL these ideas are implemented. You can have really good ideas, but end up with poorly designed quests, trade skills, cultural identities, factions, communication interface, and guilds. It\'s the design and polish that is the challenge. Ideas are a dime a dozen... great design and implementation skills are what makes a game great.


This is true...however I\'d like to bring something up that may shed some light on my \"naysaying\" trend.

I work on GuildWare.Net with my husband; he\'s the coder, I\'m the \"think-tank\" and \"human credential\".  To a coder, coding is the most important part of any endeavour - anything else is just window-dressing and fluff.  Conversely, I know what people want; eye-candy, user-friendly navigation, great graphics, good content.  To a coder, this is last minute stuff, but to a gamer or a thinker, these are things that should always be in the back of someone\'s mind whenever doing anything of this sort.  As a result, hubby and I butt heads a lot.  I say I realise why they put coders in dark rooms with lots of pizza to keep them quiet, and he says I think out loud too much and I\'m asking for the moon.

The perfect balance happens however, when both the thinker and the coder can take into consideration the other point of view.

Often the coder as well as the thinker get too hung up in various things; the coder thinks of every single possible variable and possibility, often to the point of complete redundancy.  I\'ve discussed crafting with some developers, and it was rather like talking to my hubby - they each had these very far-out ideas of how impossible things would be because they were taking into account things that the gamer or thinker didn\'t really care about seeing implemented in the first place.  I often have to derail Simon when he gets into such long-winded \"what ifs\" by a gentle \"no-one is too worried about seeing that, they really want this, this and this\".  Also, what he thinks is perfectly beautiful bit of code may very well be, but to the eye of the person coming along upon a website or game, they want to see something pretty they can relate to (I think he\'s figured this out out even after many of my protests because a common comment to GuildWare is how dull it looks to the eye).

On the other hand, here\'s me wanting to add all these extra fiddly bits that aren\'t possible because I don\'t understand the code, which often earns me a look as if I have just sprouted antlers.  I don\'t understand entirely WHY my ideas don\'t work, but I have to take it into account that Simon must know what he\'s talking about and leave it at that.

So, in that light, again look over your ideas.  How simple do you really think coding language-barriers would be?  Can you imagine how difficult plotting a direct path for a boat, completely with characters and all their gear in their inventory, gambling away, would be for a small group of coders doing this in their spare time?  Does any of these ideas actually enrich the game or are they merely there as a \"cool idea\" (this translates into coder-speak into \"fluff\" and remember, to coders \"fluff=useless\")?  Merely watching my husband create code for a message board has been an education in how difficult coding is - but at the same time, he knows when to come to me for a dose of \"perspective\" when he\'s getting too wound up with his coding \"what-ifs\" and I can give him a simple solution.

Right, I\'ve gotten a bit longwinded myself, but you catch my drift, aye?
« Last Edit: May 17, 2003, 10:08:43 am by Mehallie »

DooMeeR

  • Wayfarer
  • *
  • Posts: 8
    • View Profile
(No subject)
« Reply #10 on: May 17, 2003, 04:41:58 pm »
Hi ^^

Mehallie, if you can\'t speak anything but your native language when you don\'t know any other, I don\'t think that other ppl would say \"speak common!\" as, well, you can\'t, and they know it.

Now, if you know common language, and if when you speak, everyone understand you - orcs, even if they don\'t understand common language - and everyone that know common language, i think that would work. I\'m saying this because, when I read you, you seem to be thinking of a \"chose your language before you speak\" system, which would be annoying. And, I don\'t understand why people would say \"speak common!!\" if someone that don\'t understand common language is here.
I\'ve been playing diablo II a lot, and when two ppl talked in a language I didn\'t understand, I would just think \"well, they don\'t speak to me; if they wanted to, they would speak English, or French if they knew I was French\".

But, I am talking about a system where if player A and player B have at least one language in common, then they would always understand each other.

Now you said that it would be hard to implement: no, it\'s not. And I know what I\'m talking about. This wouldn\'t even take too much time. Just a boolean table saying whether you know a language or not, and when you talk to someone and he knows a language you know (for  every language do... if language is known by both players then language_in_common := true... ), then server sends him clear sentences, else it would just replace every char by random other chars.
What might not be easy to implement are the quests that reward you with a \"piece of language\", but I bet that if you have a quest that reward you with something, it\'s not hard to add this reward. That way, each quest where you hear other languages reward you with a \"piece of this language\".

Anyway, your discussion about coders is quite interesting - and realistic: I\'m a coder, I love coding games, but I never make pretty games: this is reported to later :p so I never finish my games. I build game engines, not games.

Btw: notepad rules ;)
« Last Edit: May 17, 2003, 04:43:17 pm by DooMeeR »
DooM shall never die, only the players.

beza1e1

  • Hydlaa Resident
  • *
  • Posts: 83
    • View Profile
(No subject)
« Reply #11 on: May 17, 2003, 05:41:33 pm »
I don\'t get this discussion about the crippled language. If a Orcplayer types \"Hi there\" and the Elfplayer sees \"Go Ckara\". I may respond as often as he wants \"Speak common!\", all the other player would see is \"Gsein dufful!\". There is no way to speak common, if the engine cripples everything. If the Elf learns more Orcish he may see \"Ho Ghere\", and perhaps he understands it.
A problem: what if the Orc does not understand Elvish but the Elf Orcish. Naturally they may talk, if the Elf just speaks Orcish, but the engine would cripple i for the Orc ...

Reputation should be in my eyes not the part of the engine. The guard problem may happen, if a citizen shouts \"Guards! There is a evil foreigner!\". Then the NPC-Guards can run and fight...

Boats should be not just a transport, they should make fun! If there are just ships, where several pcs can travel, the journey can be quite interesting. Think of a big sea monster which attacks the ship suddenly ... they must cooperate to beat it.
thanks for reading
 -- beza1e1

LordSpyder

  • Traveller
  • *
  • Posts: 25
    • View Profile
(No subject)
« Reply #12 on: May 20, 2003, 08:21:15 pm »
i love the language idea i defanatly think it should be used, and there should be no option to turn it off that way there isn\'t a bunch of people saying \"speak common\" because there is no common
Knights of the Order
http://www.kotoguild.tk

bbum

  • Hydlaa Resident
  • *
  • Posts: 185
    • View Profile
(No subject)
« Reply #13 on: May 22, 2003, 04:18:50 am »
those are all old ideas stolen from everquest

but noo evercrack is gay
« Last Edit: May 22, 2003, 04:19:21 am by bbum »