Vendetta Online Lets Users Create New Game Content 54
Incarnate-VO writes "Multi-platform space MMO Vendetta Online is now allowing users to create missions and submit other content for use in the game via their new 'Player Contribution Corps' system. Any game subscriber can join the PCC and gain access to a web-based mission editor, permitting them to build and test new missions on Vendetta's test-server. Once the player believes the mission is ready for prime-time, they submit it to the greater PCC community for testing and feedback. The community may then sign off on the mission and push it up to the developer staff for final oversight and propagation into the game."
Finally (Score:2)
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MMO's still have the problem that the developers cannot keep up with the players. Players consume content at a rate MUCH MUCH higher than any development team can hope to match in terms of creation.
This has been a problem for EverQuest for the last 8 years, and for WoW to a lesser degree. Hard-core players simply devour content and no amount of development staff on payroll can hope to stay ahead. This change will really help to alleviate the issue, and give MMO's a greater amount of potential.
Speaking fr
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Six, thank you very much. :)
Re:Linux and Mac support. (Score:3, Informative)
I actually included the supported platform list as the final sentence in my slashdot post, for this specific reason, but it seems to have been edited out. Oh well, hopefully people will gather that from the "multi-platform" mention at the beginning.
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And no, we have no plans for an Amiga port, heheh (although, odd fact, there was actually a native BeOS client at one point, back in the R4/4.5 era. It was also built on Irix at a few points in the late 90s). We currently maintain about as many ports as we can sanely manage.
http://www.vendetta-online.com [vendetta-online.com]
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I'm still waiting for the Solaris port.
-:sigma.SB
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I tried getting into vendetta but I just found it difficult.
Maybe because I don't like flight sims enough, or perhaps there was too much reading to do when I first entered the game with tutorial and all I wanted to do was start flying, at which point I didn't really know what to do because I skipped the boring tutorial.
Anyway this is just a heads up to tell you why I didn't stay with the game after 15 minutes of bored flying not knowing what to do.
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So how many subscribers they have again? (Score:3, Insightful)
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Actually, City of Heroes has something similar in the works... It might not be the biggest MMO out there, but there's roughly 150k subscribers there.
Sounds like CoH (Score:3, Interesting)
City of Heroes/Villains is going to try something like this out. They've delayed it because it's proven to be a bigger project than they anticipated, though. http://www.cityofheroes.com/news/archives/2008/08/letter_from_pos_1.html [cityofheroes.com]
The angry players isn't something I thought about before, but even if your map isn't approved for general distribution, you can still play on it yourself or with friends, so I don't think it'll be a big issue.
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I would play, but for the lack of available single-stick joysticks that don't suck (and don't cost $200).
Give me a reliable, comfortable, GOOD stick with yaw and throttle, HAT, and a normal compliment of buttons and I will be happy.
Yes, you can play with keyboard or keyboard/mouse, but I don't like to do so.
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I happen to have one. Are you interested in buying it?
Also: VO is just awesome. Only game I ever bought on a monthly basis.
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Right now I can't, and when I could I'll probably end up forgetting ;)
Thanks for the offer though!
(as an aside, lack of joystick is good for me at the moment. I need to stop spending so much)
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Truth be told, the VO control scheme is very nicely done. Best I've seen, anyway.
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I got a fairly cheap "Logitech Wingman Force 3D" which has features you want and has force feedback which even works on OS X without drivers.
You better look for it. BTW if you are a Mac/Linux user, excuse the junk logo flood (Vista etc) written on packaging. It may seem like Windows only device to you but it is not. You won't have OS X drivers because Apple already includes them since 10.2 days.
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I've had bad luck with logitech sticks - stick centering going to crap, fussy buttons etc.
My last stick (the one they have in stores now, not the cordless though) sat on a shelf for a month (nothing pressing on it etc) and when I plugged it in again, there was no resistance for 1cm around the X axis (as if the spring had relaxed) and the yaw axis was freaking out (erratic +/- 10 (of 127) around the center, as if it was reading noise).
My all-time favorite was an old MS Sidewinder Precision Pro. Next to that,
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I used to play Vendetta, but the monthly subscription is not good for anyone who isn't regular gamer. I have asked on their forum whether they are going to support pay-per-hour system (so I won't loose money if I happen to play just one day in a month or so), but it seems that they aren't interested in that.
Ok. (Score:2, Insightful)
Lets see...
You create the content.
THEY approve the content.
You and your friends play the content.
They only have to wait for YOU to create it.
So you're paying to PLAY your game.
Smart.
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Re:Ok. (Score:4, Insightful)
You aren't paying to play your -game-, you're paying to play your -content-, in the same way that you don't pay to drive your car when you go to a race track, but you pay to drive your car on their track.
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Difference being that you can't feasibly take your car to any other track.
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If you like the track, why would you want to?
wow, 90 really want their mud back! (Score:1)
I used to have a MUD (Multi User Dungeon) back 1993-1996...
A that was the drill..
Play, become coder, generate content...
User generated content was the next step...
Of course the parent company will need to charge. The game I used to have, was time consuming... at the end, I ended the game for 2 reasons, I needed to get an income, and it was very hard to maintain... this must be covered by the users...
When I was on the "top" the game got listed in mud clients, there was over 100 coders, and like 2k players.
Ye
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To be honest, I really felt like games like Everquest still embodied this sense of community. It was so often that people would get together in the popular zones and chat up a storm -- especially so in the trading hubs. Perhaps because the game was modeled off of popular MUDs at the time. I'm sure UO and others were much the same way.
As time went on, I certainly didn't feel this in Everquest II, or WoW, or WAR. Community is dead.
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Community is a double edged sword.
The first thing is that now that games are so popular, the community is HUGE. You don't really see the same faces that often online gaming. A small mud, or any small online game, you see the same faces, and bump into each other more often, which creates the community you know.
EQ maintained some of that because of the forced grouping aspect. When I leveled it was like Oasis, then to the kunark area to the uh lake area (forget zone) then eventually on to dreadlands and so fo
How Web 2.0! (Score:2)
"SkillZ Online" (Score:2)
Um... so? (Score:2, Insightful)
Am I missing the point? Granted, I don't play Vendetta, but it seems to me that any modern game where the users aren't creating the real interesting content is... um... lame.
I mean... even the late VMK allowed (even encouraged) its players to create quests, many of which were better than the quests provided by staff and the developers. There were player created games for prizes since the beginning of VMK.
So... can someone actually explain what the big deal here is?
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Depends what sorts of content.
As I noted in my initial post, VMK (a social MMORPG that Disney used to run) allowed its players to create and run quests out of "quest generators". These quests had the same features as the quests provided by the game designers - although they were limited to prizes bought by the quest owner and run out of the players room.
Were these amazingly complex tasks? No. But they were pretty basic tasks that covered most of what you could do in the game, and it was fairly easy
More then missions (Score:1)
Part of the reason I'm around is because of the player content creation, it's more then just missions btw. The community also has access to create client plugins (using lua, much as in WOW). Additionally, the PCC has access to additional interface lua code and player changes to this code have been accepted