Richard Garriott, NCSoft Finally Reveal Tabula Rasa 39
An anonymous reader writes "GameSpy has released the first concrete details on Ultima creator Richard Garriott's PC sci-fi MMORPG, Tabula Rasa, after years of development at Destination Games and NCSoft. The game promises to do away with MMO annoyances such as excessive 'travel time', indicating: 'one of the first elements added to the game was the ability to teleport to a friend - not as a power, but merely as an ability inherent to anyone in the world.' The combat system (in which the developers 'took inspiration from console titles like Soul Calibur II') and level structure is also more unconventional: 'The bulk of the game outside of the Hubs and the Estates is focused on squad-based cooperative gameplay in instanced missions that are available to anyone.'" GameSpy also has first in-depth details on another NCSoft title, Auto Assault, offering "[massively multiplayer] car combat in a Mad Max-type universe."
Auto Assult looks interesting.... (Score:5, Funny)
NCSoft (Score:5, Insightful)
The market will only support so many monthly subscriptions at once - but they could ensure themselves a bigger slice of that pie by offering a bit of a buffet.
Re:NCSoft (Score:5, Interesting)
But if a company offered more than one MMOG per subscription (a la Compuserve back in the day), I might actually consider it. I'm not the only person who thinks like this - only my friends with completely addictive personalities play MMOGs, while the rest of us are content with single- or [subscription-free] multiplayer experiences (UT2004, for example).
Re:NCSoft (Score:1, Redundant)
Teleport to Friend (Score:4, Interesting)
Re:Teleport to Friend (Score:2)
Sci-Fi? (Score:4, Informative)
Hopefully I'll be proven wrong, and the game will be a lot of fun.
Can anyone comment on the strengths and weaknesses of KOTOR ?
Follow S2 Games' Lead, Multi-OS Release (Score:2)
That would be very bad. Awful, even. S2 Games, with their release of Savage [s2games.com] on both Windows and Linux platforms, has raised the bar. I would like to see these folks rise to meet it.
Bob-
Re:Follow id Software's, Multi-OS Release (Score:2, Informative)
Don't get me wrong, Savage is hella fun, but the first big name multi-OS release credit goes to id.
Re:Follow S2 Games' Lead, Multi-OS Release (Score:1)
OF course, Everquest has a Mac version as well, but it is on separate servers from the PC players.
Eliminate Travel Time (Score:2)
Re:Eliminate Travel Time (Score:2)
You are definitely right about the combat system and the flatness of the characters. The dungeons varied: some were miniscule and other were actually huge (especially in the Tribunal add-on). The skill system was OK, in my opinion, if
Re:Eliminate Travel Time (Score:5, Informative)
You can purchase transport at all of the major cities in the game. If you complete the Boots of Blinding Speed quest you can increase your speed 200 points whenever you feel like it. If you collect the Propylon indices, you can teleport between the various Dwemer fortresses. If you have any magic skills, you can learn Mark/Recall, Divine Intervention, and Almsivi Intervention. There are two handy magical items (Amulet of Levitation and Blade of the Wind(?)) that let you levitate basically as much as you want to get over mountains.
The skill system is awesome, IMO. I am usually not a fan of RPGs at all, but basing levels and skills on how much you use them made me really interested in Morrowind.
The only complaint I had about the game was the over-abundance of Cliff Racers.
Re:Eliminate Travel Time (Score:2)
http://www.rpgplanet.com/morrowind/modcontrols/
Re:Eliminate Travel Time (Score:1)
I might be in the minority here, but I found that things were too compressed in Morrowind, every five steps you would find a "hidden dungeon" filled with fantastic creatures of immense power... you'd think that there'd be more corpses on the road ways and alot fewer civilians just wandering around.
The skill system was more interesting than alot of class-based systems, but suffered badly from a non-progressive response to increasing
"Dramatic Compression" (Score:5, Interesting)
"Dramatic Compression" is otherwise known as "dead-time." If the player is bored, then your game is missing the elements of fun.
i.e. Why is the player bored ?
Paraphrasing Sid Meir "You want to present the player with interesting choices - problems and offer solutions - none which are the only correct answer, as they work towards the over-riding goals."
It's interesting to note that card & board games typically don't have dead-time.
Movies have learnt this ages ago -- keep the story moving. Of course that doesn't mean you can't have slow buildups, or build the tension, but if the tension it is never resolved, you just don't feel right. People want completion. That's why games have goals. The devil is in the details as they say -- How you get there is just as important as the goal itself.
--
So when America has 2 buildings bombed, that's called Terrorism.
But when America genocides another nation, that's called ending the War?!
Are morals Relative? Absolute? Both? Neither?!
Auto Assault==Car Wars? (Score:3, Interesting)
I believe you're right... (Score:2)
So I wouldn't be surprised if many of the same ideas come through here.
Re:I believe you're right... (Score:2, Interesting)
There were some real forgotten classics from Origin in that time, Moebius and Ogre for instance. Well worth looking into.
Re:I believe you're right... (Score:4, Informative)
Re:Auto Assault==Car Wars? (Score:3, Funny)
Re:Auto Assault==Car Wars? (Score:2)
Revenue Models and Marketing (Score:5, Interesting)
I believe that the market will force the MMOG industry to abolish the up-front fee within a few years. Some publishers are already doing that (and more [slashdot.org]), but the majority seem dead-set on requiring me to pay $49.95 to test the waters. This has kept me away from some that I might otherwise enjoy [cityofheroes.com]. Those that offer free trials are in the minority, and should do more to tout their low-barrier-to-entry. Horizons [istaria.com], made by the same folks who brought us the excellent Mordor [pcworld.com], might be good, but until about ten minutes ago, I had assumed that they, too, required the initial investment to try out.
Commercial and shareware demos exist because there's so much competition there -- consumers can usually overlook a title that doesn't allow them to kick the tires. Given the sheer number of MMORPGs that exist [ign.com], I think it it won't be long before their publishers follow suit. Guild Wars' [slashdot.org] model -- free play, with sales generated from expansions -- is a great way to differentiate it from other games. And what better way to hook someone? C'mon, man. The first one's free.
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Amusing trivia: Will Wright on his first game, Raid on Bungeling Bay: "I found that I was having more fun actually creating and editing these islands than I was actually bombing them in the game."
Re:Revenue Models and Marketing (Score:2)
They will not be going away; thier are alot of reason they will stick around with boxes at stores. Primary ones are:
1) it is free advertisement. In the store people see the box and may purchase it. Without the price stores will not stock the box.
2) It pays a big chuck of change. At the average profit rate of $15 per box(fo
Where is the fun? (Score:1, Insightful)
Ooh! (Score:1)
Wow, someone gets it. (Score:3, Interesting)
Re:Wow, someone gets it. (Score:2)
2400 AD (Score:1)
Sounds really familiar... (Score:3, Interesting)
A Combat System... (Score:2, Insightful)
3D fighters = button mashing = suckiness.
My Thoughts on Design (Score:2, Insightful)
Auto Assault: Car Wars comes to a PC....finally (Score:2)
I wonder why Car Wars was never turned into a PC or Console game? It's a ready-made extensive system with a lot of source material that would seem to be ideal for a strategy game.