Author Topic: PlaneShift originality with a bit of comparision  (Read 4249 times)

Bnm85

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PlaneShift originality with a bit of comparision
« on: September 04, 2005, 11:53:57 pm »
EDIT: ugh, that\'s comparison

I was just checking out various new upcoming MMORPGs at mmorpg.com and one of them really grabbed my attention. It\'s called \"The Chronicles of SpellBorn\". So, I started checking out its story and the world setting, as well as developer interviews, and found some similarities with PlaneShift, as it too tries to be very different from a traditional MMORPG. Reading the interviews made me think about the direction PlaneShift is going and if it really is all that original. I want you to check out this link with the interview for yourselves first:

http://www.spellborn.com/News/?id=42

A large quote of note from it:

\"?in order to create a world that would fit in with our unique vision of a fresh approach to the Fantasy MMORPG genre, I had to think hard on what that would mean for the setting we needed. It definitely couldn?t be the typical vanilla fantasy world people have become accustomed to in this genre: the one with elves, dwarves, unicorns and evil rings of power.

On the other hand, radical experiments with the Fantasy genre rarely work out. Substituting pointy eared humanoids with a weird name for Elves (thereby remaining what they obviously are), or freakish creations that no one warms to, wouldn?t be the answer.\" says Jesse. ?Ultimately I was inspired by something I read about fairy tales with happy endings: that they are just stories that haven?t been finished yet.\"


Where do you see PlaneShift stand if you apply this dev\'s views? Do you agree with his views at all and think he has a point there? Note what he says about the same races with different names or \"freakish creations\". Do you see any races in PS as such or not? I would like to hear some thoughts.

And please, don\'t let it turn into a spam (Drey, be nice! :P).
« Last Edit: September 04, 2005, 11:57:42 pm by Bnm85 »

zanzibar

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« Reply #1 on: September 05, 2005, 12:05:26 am »
I don\'t think there\'s much of a comparison to make there, at least nothing to profound.


Now, if you compare Planeshift to Daggerfall, then we can get talking! :-D
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Bnm85

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« Reply #2 on: September 05, 2005, 12:08:13 am »
All right, if you feel that way, that\'s fine. It\'s your opinion. :)

Seytra

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« Reply #3 on: September 05, 2005, 12:30:27 am »
Quote
Originally posted by Bnm85
\"?in order to create a world that would fit in with our unique vision of a fresh approach to the Fantasy MMORPG genre, I had to think hard on what that would mean for the setting we needed. It definitely couldn?t be the typical vanilla fantasy world people have become accustomed to in this genre: the one with elves, dwarves, unicorns and evil rings of power.

On the other hand, radical experiments with the Fantasy genre rarely work out. Substituting pointy eared humanoids with a weird name for Elves (thereby remaining what they obviously are), or freakish creations that no one warms to, wouldn?t be the answer.\" says Jesse. ?Ultimately I was inspired by something I read about fairy tales with happy endings: that they are just stories that haven?t been finished yet.\"


I agree to 100% with this quote. In fact, it is what I feel is why PS does have elves and dwarves and humans, and I have explained this with the same reasoning in the debates about PS not being unique and also about having more but less unique races because there are elves and dwarves and humans: you need to have some \"classics\" in order to offer something people can relate to easily. It is no coincidence that, traditionally, elves and dwarves share a great many properties with humans. Also, though to a lesser extent, similarities do exist with all PS races: they are, basically, humanoid, including to a great extent the main visual properties (humanoid face). This is for the exact same reasoning. In a way we are seeing maybe an \"evolution\" in the \"fantasy\" concept, in which, as a next stept, less humanoid races are being adapted. Maybe once this has gone mainstream, the mentioned \"freakish creations\" will be added as third step.

Total uniqueness cannot gather a substantial amount of followers. And, while the PS team does this not for the number of users, it would likely not manage to attract the required number of devs as well. So PS is a compromise between what would be truly unique (if such thing exists) and what is possible to wrap one\'s mind around as things currently stand.

Bnm85

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« Reply #4 on: September 05, 2005, 12:36:01 am »
That\'s much better. More thoughts from others please. :)

Moogie

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« Reply #5 on: September 05, 2005, 03:20:52 am »
My opinion is that PlaneShift used to be unique when it was first conceived 10 or so years ago. But since Talad isn\'t prepared to make any changes whatsoever to his original vision, the promise of being \'completely unique\' should no longer be made.

Pestilence

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« Reply #6 on: September 05, 2005, 09:05:43 am »
Two problems to the total unique thing

One is ofcourse though people want something different they just don\'t normally like it to different. Things like the midevilsetting are just so standard that going of to some kind of alternate techonological setting just doesn\'t go wel and people hardly ever like playing a race that has no huminoid characteristics. You do want to talk with people ingame and interact.

Two is that Planeshift is being finished pretty slowly. It\'s graphics are ofcourse outstanding for the free game it is but you can see if you look around that it is being overtaken by other games. It\'s originality looses as those games copy things that people like in PS.
« Last Edit: September 05, 2005, 09:06:57 am by Pestilence »

Induane

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« Reply #7 on: September 05, 2005, 10:59:51 pm »
True origionality is all but dead - it comes about rarely these days.  Einstein was origional when he conceived a new idea to the univers - that there was no backdrop.  None at all - nothingness existed, and our universe was space/time which were inseperable.  Isiaac Newton was origional when he single handedly invented calculus.  There are others, but true origionality is rare, based on or built on things already passed.  Its hard to wrap ones mind around things we\'ve never expirenced, around a completely new idea.  Imagine a creature living in space feeding on nebula gasses, whose makeup was very much like a nebula itself.  Imagine that its time frame of refernce was slowed down - like one second to him/her/it/thing took 1,000,000,000 years to us.  We couldn\'t ever even know its alive because it doesn\'t fit into our worldview and life defination, and because we lack observance capicity.  We couldn\'t hear a record played at 1 rpm per thousand years either, but that doesn\'t mean the record isn\'t playing.  Hjmans lack the intellectual capicity to be truely imaginitive, and the capicity to see things beyone our own narrow perspectives.  Origionality is dead.  Or rather, it is dead until we evolve to be much smarter, and then perhaps a birth of origionality can occur.

Havox

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« Reply #8 on: September 05, 2005, 11:14:53 pm »
the website you linked looks reaaaaaaally nice and the pics look tasty.
i wont discuss originality.

Bnm85

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« Reply #9 on: September 05, 2005, 11:16:10 pm »
Great responses so far. Keep\'em coming!

And Havox, that\'s fine. And yes, it does look good. :)

EDIT: Hmm, I figured since I started the topic, I should contribute some more to it. So, here\'s another quote from the same site that I found interesting and should be applied to PlaneShift:

\"Of course we are not re-inventing the wheel entirely and many things found will be familiar, but we do approach this so that even the familiar has a fresh feel to it. It is our goal to trigger the imagination of players, rather than just their senses\"

That makes a great point that complete originality isn\'t always possible but a fresh feel on familiar is very possible and should be strived for.
« Last Edit: September 06, 2005, 01:03:55 am by Bnm85 »

Kim

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« Reply #10 on: September 06, 2005, 04:43:49 pm »
I think there\'s a balance needed for the average player in games such of these. Too cliche becomes boring and too original can leave nothing familiar for him to mentally hold on to.

I haven\'t read everything on this site, which will limit my thoughts, but what seems freshest is not its graphics or races, but story. I get the feeling of an enormously developed history and setting for this game. With this much information given to the player, it\'s very easy to get caught up and create characters since you have so much to work with. With the roots set down already for story, there\'s something for you to build upon.

In PS most of the history involves Talad, Laanx and religion, but there\'s very little involvement of these themes in game. From what I read, most players are not even interested in the religions. I get the feeling it\'s suppossed to be important, but then there\'s no effect on me in game. Shouldn\'t it effect my every day life if our history focuses on it?

If that\'s not the most important theme driving the game, then we need more backstory on what does. What\'s the culture, race relations, government, arts, and laws? What\'s currently going on in this world and why? It\'s left up to players to create this, but everyone has their own ideas and as a result there is no common underlying structure to this world. There is no story we can all hold on to and use as our starting point. Our player freedom is good, but I think there needs to be a societal base to give us direction.

Nikodemus

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« Reply #11 on: September 06, 2005, 06:52:51 pm »
I agree with Kim and i will say more, explaining few matters from my point of viev.
The PS history is indeed very much based on religion, but fact is there are almost no player characters who would worship Laanx or Talad. It is because from the history we know who they are. They do the same mistakes as we, but they are even worse in their actions than many of us. They are like small children with too much power. Who wan\'t to worship gods like these? Even if I would ignore all the facts, one person would tell me about that and both my faith and will to worship eighter Laanx or Taland would break into pieces.
Gods should be examle for their worshippers. Otherwise why to worship?
Look at Aliathi or Zelphir (correct me if it isn\'t god invented by Zelphirien guild) We don\'t know anything bad about them, all they do is good. If one will decide to worhip one of them then he can keep thinking he is doing somethink great, give some sense to their lives.
What about evil characters? Any gods wich they would want to worship?

The setting is really nice in my opinion, somethink where I don\'t see holes which breaks the imagination of this world.
It is well thought and things are logically connected.
But I don\'t see the same after i join PS ingame. I know PS is being tested and developed, but there are loads of things which are in other MMORPGs and which lack of logical connection with the rest. I don\'t even try to think a story from this what are doing everybody, or some adventure. It is because i would have to change so many things and add loads of events which didn\'t happen, to keep logic and realism.
The effect is the roleplayers think of stories which are far different from the real PS reality. There is no pointin doing all this what game provide, because after all, to keep it logical, we have to talk about somethink much different from this what we do.

I can\'t be really sure, but from this what i see, situation looks like this:
People want to have fun above all other things. If the realism or logic of world will suffer, that is ok, because it isn\'t number one priority.
I have been talking with person who clamed definition of roleplaying is having fun together. If someone is trying trick somebody else, steal his property thus decreasing that person fun, then it isn\'t roleplaying.
People treat PS as game, not world where life can be hard, challanging and not always funny.

How many of you think this way?

Update after update, i have a feeling that it is getting worse and worse. No logic, no realism The complaining about KS, people who don\'t know what is roleplaying and threatening with GM, kick, ban.



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zanzibar

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« Reply #12 on: September 06, 2005, 08:58:04 pm »
Quote
Originally posted by Nikodemus
I have been talking with person who clamed definition of roleplaying is having fun together. If someone is trying trick somebody else, steal his property thus decreasing that person fun, then it isn\'t roleplaying.
People treat PS as game, not world where life can be hard, challanging and not always funny.

How many of you think this way?

Update after update, i have a feeling that it is getting worse and worse. No logic, no realism The complaining about KS, people who don\'t know what is roleplaying and threatening with GM, kick, ban.




The last paragraph didn\'t make sense gramatically so I\'m not sure exactly what you\'re trying to say.  I do agree however that the idea people have of roleplaying here is weird.  There\'s this idea that nothing should happen that \"interferes with the role playing experience of other players\", but interference, hinderence, obstacles, surprises, and challenges are what good roleplaying experiences are based on.  A lot of people here have lost their understanding of that.

Now, maybe I\'m biased.  I haven\'t played many computer-based RPGs.  A lot of the old stuff which was all text, a lot of the 386 and commodore stuff where you go around clicking on everything, and of course Daggerfall which was very involved - political intrigue, a variety of magics, reputations with various social elements, a large bestiary, and a huge huge map.  A main quest, infinite small ones, and complete freedom to do and go as you like.  Dungeon maps were randomly generated.  You could rob stores and murder people.  Or you could fight evil and deffend the helpless.  The big problem?  It wasn\'t multiplayer.

That\'s why Planeshift interests me so much.  I\'ve played a lot of the \"dice chucker\" games, basically variations of AD&D in different settings - some medival, some futuristic, some set in the 1920\'s, etc etc.  But you\'re playing with real people who are adopting personalities and histories and are acting based on that.  Imagination and creativity was the most important part, and yes - bad things happen.  You get raided, mugged, knocked out, trapped, even killed.  But it wasn\'t invasive, it was fun.  It was a part of the game, it was a part of the role-playing experience.

Maybe that\'s why I feel the way I do.  I\'ve spent too much time playing games and I\'ve spent too little time chatting on gaia.
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Kim

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« Reply #13 on: September 06, 2005, 11:00:54 pm »
Quote
Originally posted by Nikodemus
The PS history is indeed very much based on religion, but fact is there are almost no player characters who would worship Laanx or Talad. It is because from the history we know who they are. They do the same mistakes as we, but they are even worse in their actions than many of us. They are like small children with too much power. Who wan\'t to worship gods like these? Gods should be examle for their worshippers. Otherwise why to worship?


Talad and Laanx are fallible, but I have no real problem with that. Many gods have human qualities and make mistakes, just look at the Greek or Roman dieties to start. I just feel if they are such a big part of PS\'s history, they should have more prominance in the current sphere of the Yliakum society. Worshippers follow for many different reasons, be it to live a good life, out of fear, or the promise of special benefits for believers.

Quote
Originally posted by zanzibar
There\'s this idea that nothing should happen that \"interferes with the role playing experience of other players\", but interference, hinderence, obstacles, surprises, and challenges are what good roleplaying experiences are based on.

Imagination and creativity was the most important part, and yes - bad things happen.  You get raided, mugged, knocked out, trapped, even killed.  But it wasn\'t invasive, it was fun.  It was a part of the game, it was a part of the role-playing experience.


I have to agree with this point. There\'s an expectation that nothing bad should happen in this world, which makes absolutely no sense to me. Sure it\'s a game, but some semblance to life gives it a sense of realism and challenge.

We\'re RPing a medieval sword and sorcery world. There\'s going to be thieves, con artists, monsters and blood thirsty toughs. Stuff to fear, yet struggle against. We\'ve got twelve different races, three competing religions, plus guilds and I\'m supposed to believe everyone\'s all going to get along?

Seytra

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« Reply #14 on: September 07, 2005, 12:31:26 am »
Quote
Originally posted by Kim
Talad and Laanx are fallible, but I have no real problem with that. Many gods have human qualities and make mistakes, just look at the Greek or Roman dieties to start. I just feel if they are such a big part of PS\'s history, they should have more prominance in the current sphere of the Yliakum society. Worshippers follow for many different reasons, be it to live a good life, out of fear, or the promise of special benefits for believers.

Exactly. These gods were very much like humans, except they were comparatively powerful. And it was this power that gave thereason to worship them, nothing else. The worshipper hoped to be rewarded by the god for the worshipping being done. Also, the gods used to represent a certain set of priorities or desires, to which humans would relate in their choice of which god to give most worshipping.
Therefore, the main problem I see is that, as has been said on another thread already, noone really knows what each god actually represents. Laanx could be viewed as god of chaos and rigidness. Talad would be more flexible and more inclined towards order. However, this alone doesn\'t suffice to build a working religion from.
Quote
Originally posted by Kim
Quote
Originally posted by zanzibar
There\'s this idea that nothing should happen that \"interferes with the role playing experience of other players\", but interference, hinderence, obstacles, surprises, and challenges are what good roleplaying experiences are based on.

Imagination and creativity was the most important part, and yes - bad things happen.  You get raided, mugged, knocked out, trapped, even killed.  But it wasn\'t invasive, it was fun.  It was a part of the game, it was a part of the role-playing experience.

I have to agree with this point. There\'s an expectation that nothing bad should happen in this world, which makes absolutely no sense to me. Sure it\'s a game, but some semblance to life gives it a sense of realism and challenge.

We\'re RPing a medieval sword and sorcery world. There\'s going to be thieves, con artists, monsters and blood thirsty toughs. Stuff to fear, yet struggle against. We\'ve got twelve different races, three competing religions, plus guilds and I\'m supposed to believe everyone\'s all going to get along?

Absolutely there will be evil. However, the major difference is that in any game it usually is controlled so that it never gets out of hand. Challenge / realism or not, there is reason why the term \"griefing\" came into existance. I never said everyone gets along with everyone else. The difference is to what extent troublemakers can be allowed to roam freely. This is why a mutual agreement of some sort must be reached, since otherwise there would be no way to differentiate between RP and OOC jerk-ness. And no, the latter must never be allowed. Duelling newbies surely is the latter, and it\'s by far out-occuring RP.
Whiule uncontrolled jerkness would surely be realistic, games can only be realistic to a certain extent until they cease being games.

RP involves being responsible in whatever you do to others, and there is no way of assuring this except mutual agreement. Zanzibar, you say that \"interference, hinderence, obstacles, surprises, and challenges are what good roleplaying experiences are based on.\" and make it seem as if this would conflict with \"this idea that nothing should happen that \"interferes with the role playing experience of other players\"\". However, actually it is an intrinsic part of it! Indeed without hinderances, etc. there would be very few RP opportunity. The major difference is what is acceptable and what is not. You want a \"free for all\" environment, where whatever you do can be claimed to be RP and thus acceptable. This concept cannot work, however. If it did, there would be no rules in any MMORPG. It is fun for those who powerlevel and then deal the \"hinderances\" to other, less experienced players.
The only way to do it right is to, in all respects, never go above what the other player can deal with while still enjoying the game. And the only way to do so is mutual agreement. It is absolutely possible to RP being surprised while you have agreed upon the ambush OOC-ly. It is one of the most important abilities of any RPer to be able to clearly differentiate IC and OOC. However, for this to work, it is necessary that one can trust the other player in that it is really is RP only and not OOC greed, carelessness or similar despisable things.
This self-moderation is in PnP RPGs done by the GM, and the players know they can trust / rely on the GM. In an MMORPG, this GM role must be assumed by each player, and thus they need to be trustworthy as well. And if I am not completely sure that I can trust another player to be responsible and moderated, I am not going to interact with that player. This is where open PvP, thieving, etc. systems fail completely, and why they are causeing so much grief: becuase untrustworthy players can force themselves upon others, thereby disrupting the RP not by the doing of evil or good, but by being irresponsible.
« Last Edit: September 07, 2005, 12:35:15 am by Seytra »