Richard Garriott On Tabula Rasa
Thanks to an anonymous reader for pointing to a RPGDot interview with Richard Garriott on his forthcoming MMO title Tabula Rasa. You may know Garriott from his creation of the Ultima series, but he's now hooked up with Korean MMO behemoth NCSoft, and the interview discusses how Tabula Rasa may differ from expectations: "Tabula Rasa is not a 'virtual world' like Ultima Online or Everquest. TR is a compact social hub of activity but game play focuses on instantiated adventures for a party of players. In those instances, scripted quests a la solo-player Ultimas will be the norm."
I thought Scripted Quests aren't really what people want out of Multiplayer titles.
Its a single - player RPG crossed with a chat room?
Why not fork?
There is one problem with scripted quests in MMOG's, repetition. Nobody wants to do the same quest over and over again. Thats why most people prefer the wide open non-scripted MMOG's. BUT what if a developer took the time to keep releasing new quests. Sure killing Diablo for the 10th time is boring, but what if Blizz put out a new act every week? and what if there was an alternate act1 so people didn't have to play through the same act if they created a new character.
All that said, the main problem would be bugs, with all the the new content bugs could be quite troublesome. But I personaly would shell over the cash to have new scripted content released on a regular basis.
The potential here is really great. The problem almost all MMORPGs have with is that they were designed to be a computer version of the traditional paper-and-pencil role playing game, but the crossover doesn't work. You don't actually go on a new adventure all the time, you just look up the scripted quest on a cheat page somewhere and do it already knowing the outcome (and in some particularly bad MMORPGs, again and again and again...)
This game would develop instances of the game world in which things are new, which no one has seen before. AO already tried this, but the variety was superficial. This looks more like a big-budget version of Underlight, where the other players came up with quests for you, but with AI replacing the other players.
A lot of questions remain. What about the solo player, for example?
This article does pique my interest - there's more information in this single page than there is in all of the press releases and interviews previously done with Lord British and Co.
It seems like what these folk are trying to do is combine the 'best' traits of single-player and multi-player games into something that would be akin to a new genre - something that combines the intimacy of the former with the social interaction of the latter. It also reminds me of Neverwinter Nights in a way, but I suspect that Tabula Rosa may be more static, world-wise, whilst enjoy true world evolution (ie. things will change over time). I'm unsure of what he means by 'hubs' though - perhaps he's referring to some sort of multiple-dimension world? Or perhaps these hubs are just geographic areas?
I still have a lot of faith in Lord British and I'm looking forward to this release. I just hope that when Nose said '3rd person', he was referring to the availability of a top-down/isometric-esque view (I'm not a fan of behind-the-shoulder cameras).
----- Wtcher Dragon, UDIC
This format sounds really similar to how Phantasy Star Online works. You start off in a "hub", which is just some small spaceport or something. (there are actually lots of hubs on a given server, and you can switch between). While you're there, you can chat and everything, but you can't do anything related to the actual game. Like you can't equip weapons, or buy supplies, or even trade with other players.
To get to the real game, you join a team of up to 4 players. You aren't forced to play the same area as your teammaters, but since there are only 4 of you, everyone is pretty much expected to stick together. This kind of limits your opportunities to run off and explore something, which I think is a major highlight of MMORPGs.
Also, anyone who's played EQ (or similar) will know the sense of awe you get when you see some high-level do something really powerful and sweet. Like, if you're running from some beast, and the high-level kills it with one blow, and you think to yourself, "I'm gonna be as kickass as him someday!". With this kind of game, this kind of scenario doesn't really occur.
And there's something to be said for being able to log-in and to be in the game world right away. It's not so fun when you have to wait until you find a good group before you can play.
The point I'm trying to make, is that this game format isn't horrible, but you're going to lose a lot of the qualities that make MMORPGs so alluring.
Another MMO from Garriott -- I can hardly wait! I was an early beta user of Ultima Online, and a junkie of the game for 2 years after it's retail release. I was so excited about the game, that when it went retail I bought TWO copies of the special Charter Edition ... I kept one shrink-wrapped and in the original shipped packaging. It went into my basement which I just cleared out this past weekend. This story has prompted me to pass it on.
You can get this copy of the Ultima Online Charter Edition!