IBM MMOG Roundtable Rundown 20
Plaguelands has up a rundown on the recent IBM MMOG Roundtable, with speakers such as Steven Reid, Raph Koster, and Geoff Heath putting in their two cents on the growing massive industry. Krones is not shy about voicing his opinions as regards the speakers and their effectiveness. From the article: "Continuing on, despite my subjective disagreement, Steven Reid; Directory of Community Relations NCsoft Europe stepped in after Heath and he pretty much spoke general edification about mmo communities. His presentation was average, not up to the quality of articles seen from community specialist Jessica Mulligan, but I believe he is well qualified in doing what he does and has an excellent head on his shoulders. The defining part of his presentation on community building is that community leaders should be local and native from that community. This is crucial for many reasons... including the most important, cultural differences." Also includes links to streaming media of the event.
To summarize (Score:1)
Re:To summarize (Score:1, Flamebait)
He basically establishes that his model is a complete real-world failure, and yet, people keep inviting him to speak at places.
Re:To summarize (Score:3, Insightful)
Re:To summarize (Score:2, Interesting)
I'm not whining or being defensive here-
Re:To summarize (Score:3, Interesting)
Re:To summarize (Score:2, Interesting)
Re:To summarize (Score:2)
Damn those players for being human.
They should be blaming themselves for the failures in SWG's design, instead of blaming the designers. It's really the players' fault tht eliminating "the grind" is probably the biggest challenge in MMOGs.
Sounds like Sony logic of "it's a beautiful design, it's the user's fault it does
Re:To summarize (Score:2)
The difference is that with MMOGs, there's an outlay of millions of dollars and multiple years involved, and just "starting over" isn't really feasible. Since you can never really know for certain whether you got the game d
Re:Handcrafted content (Score:5, Insightful)
Re:Handcrafted content (Score:1)
I think in 10 years MMOGs are going to look a lot more like the Matrix (the world exists based on a set of rules and pretty much runs itself) vs. Dungeons and Dragons (all of the rules for everything are spelled out in detail and every construct
Re:Handcrafted content (Score:2)
I can agree with this. Look at the success of Neverwinter Nights. Look at all of of the homegrown maps/mods for Unreal, Half Life, etc. Gamers are bending over backwards to create their own content for a company's base game.
I honestly hope to see an MMORPG which will allow this, with proper bounds checking obviously. There is a concern of allowing items/money into the persistent game world from user created modifications. Player mods could start in a sandbox area then move into the developer's own QA
Re:Handcrafted content (Score:1)
Check it out here: http://www.ryzom-ring.com/ [ryzom-ring.com]
Pathfinding (Score:2, Interesting)
I suspect a lot of work has already been done on pathfinding (the optimum legal way for a monster to get from A to B?). An algorithm that delivered a performance bo
Re:Pathfinding (Score:3, Interesting)
Re:Pathfinding (Score:2)
Re:Pathfinding (Score:2, Informative)
All the optimizations you cited are pretty standard. In addition, there's a lot of preset paths, use of client-side steering (in other words, only making it LOOK like the creature