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A MMOG That Could Have Been

Grimwell has up the first in a series of articles from a Massively Multiplayer game that underwent development but was never published. Entitled The Colonies, the game was intended to provide a massive world space where repercussions from player actions could be felt and maintained. From the article: "'It's been 500 years since 1957.' That phrase is what I've always used when describing where the game was to take place. 1957 was the hopping off point to a future that never happened, one that could be seen then. Today we see post-apocalyptic grunge with worn down leftover implements of civilization or we see high technology sterility. In 1957 technology was still magical and the future was an exciting place to be going to. So imagine 500 years post 1957 as seen in magazines like Astounding or in B-Movies of the period. That one simple phrase hints at the tone and style of the game. The name tells you the rest." Update: 06/11 20:58 GMT by Z : Added link. sigh.

37 comments

  1. Next up: by WhatAmIDoingHere · · Score: 0, Flamebait

    A book I didn't write.

    A soda I didn't drink.

    A car I didn't drive.

    And, finally a hat I didn't wear.



    What the hell is the point of this story?

    --
    Not a Twitter sockpuppet... but I wish I was.
    1. Re:Next up: by NanoGator · · Score: 1, Funny

      "What the hell is the point of this story?"

      It's currently cruising at an altitude of 30,000 feet, right over your head.

      --
      "Derp de derp."
    2. Re:Next up: by WhatAmIDoingHere · · Score: 4, Insightful

      Hello, Doctor Fuckstain, how are you today?

      From R'ing TFA, it seems that someone had a good idea for a game, in their opinion. That game wasn't made. The End.

      Damn, that was great. Almost as good as the story about a Mac owner who bolted a hard drive cage to his G5.

      --
      Not a Twitter sockpuppet... but I wish I was.
    3. Re:Next up: by idonthack · · Score: 1

      Not The End! There's gonna be a part II!

      --
      Why is it that when you believe something it's an opinion, but when I believe something it's a manifesto?
    4. Re:Next up: by NanoGator · · Score: 1

      "From R'ing TFA, it seems that someone had a good idea for a game, in their opinion. That game wasn't made. The End."

      If you can't appreciate an interesting concept for a game, you really shouldn't be calling anybody Doctor Fuckstain. The End.

      --
      "Derp de derp."
    5. Re:Next up: by jackbird · · Score: 4, Informative

      On the other hand, a game called Doctor Fuckstain would probably warrant a second look.

    6. Re:Next up: by Anonymous Coward · · Score: 0
      part of a start-up company that lost its funding when the Iraq War changed the way money people thought about their money.

      IT WAS GEORGE BUSHS' FAULT MY GAME DIDN"T GET MADE

  2. Ummm. Sounds cool... by millia · · Score: 3, Insightful

    but some linkage would be good?

    --
    stored on computers from birth to the grave
    1. Re:Ummm. Sounds cool... by Anonymous Coward · · Score: 0

      A link? Oh, that's *so* 1998-era /.!

    2. Re:Ummm. Sounds cool... by ameoba · · Score: 2, Funny


      Ask and you shall recieve.

      --
      my sig's at the bottom of the page.
    3. Re:Ummm. Sounds cool... by typobox43 · · Score: 1

      Where's the +1 Ironic mod?

  3. Hello... by eviltypeguy · · Score: 2, Insightful

    The article sounds interesting, but where's the link?

    1. Re:Hello... by selectspec · · Score: 1

      There was a sketch of some editing standards at ./ but nobody got around to completing them.

      --

      Someone you trust is one of us.

  4. Linky by CableModemSniper · · Score: 3, Funny

    http://www.grimwell.com/index.php?action=fullnews& id=287
    perhaps this is a anti-/.ing measure?

    --
    Why not fork?
  5. Link? by zoward · · Score: 1

    Was there supposed to be a link for this story? The idea for an MMORPG sounds like an interesting one, and I was expecting to read about why it never panned out.

    - Did a high level manager can it?
    - Is the MMORPG field too crowded?
    - Did production start and the company folded?
    - Did the initial testers hate it?

    --
    "Can't you see that everyone is buying station wagons?"
  6. Linkage by Anonymous Coward · · Score: 0
  7. Actual story link. by Cave+Dweller · · Score: 1
    1. Re:Actual story link. by Ayaress · · Score: 1

      Impressive I must say. Four posts at 3:56 PM, three of which had the same link, then one more at 3:57. I think we just broke the coincidence meter.

  8. By the description.. by WhatAmIDoingHere · · Score: 1

    It sounds like 10six.. And we all know how well that did.. Oh, wait.

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    Not a Twitter sockpuppet... but I wish I was.
  9. Could've been cool by Anonymous Coward · · Score: 0

    I love the "retro-futuristic" angle, but from what I can tell, it looks like development was never even started on this game. This is like reminiscing about how great that hockey game you didn't go to was.

    1. Re:Could've been cool by cluke · · Score: 1

      Yeah, this provokes the same sort of glassy-eyed bored politeness that is usually reserved for when people start describing their dreams to you in excruciating detail. Or when they give you an in-depth run-down of the last 5 seasons of their team in Championship Manager.

  10. Re:Ummm. Sounds cool.... by ameoba · · Score: 1
    --
    my sig's at the bottom of the page.
  11. What? A MMOG that wasn't finished? by CrazyJim1 · · Score: 1, Insightful

    I think theres as many MMOGs that weren't finished as there are 1% of the total population of programmers. I know I had 2 MMOGS that underwent development and didn't finish. One was being written before Ultima Online came to be.

  12. Looking for funding? by VStrider · · Score: 4, Insightful
    I'm going to to pick on his design goals.
    1. Create a world in which the players had genuine effect on the worldspace.
      In all games, players have some sort of effect on the world. How far they can influence/affect the world and/or other players, is up to the designers. A player always wants to be able to affect the world substancially, though I don't think it's a good idea. It can have many unwanted sideffects, and could even turn away new unskilled players. Balance is more appropriate.
    2. Create a world large enough that it would never feel small.
      Heh, good luck with that! Why do i feel that the design goals are not design goals but what a player wants to hear? This is impossible. The world will eventually feel small to seasoned players, no matter how big the world is. Even our real world feels small to people who travel alot.
      Also games that try to be everything to everyone are bound to fail. This is where game design comes in, so your game does *not* try to do that.
    3. Enable game world interaction beyond the 3-d game client.
      Hmm, sure you could provide access through a browser or even through WAP. Many games have done that, and it didn't really make a difference for the game.
      It's a nice plus for a game, but rarelly the sole reason to sign up on one.
    4. Encourage a sense of ownership in the player.
      A tried, tested and proven concept. Works for almost all games.
    5. Develop a crafting system that would allow seeming limitless invention and creation of items.
      This is what every player will ask for before they play the game, and what every player will dislike when they play it. Sometimes players think they know what want, but they are mistaken. They will ask for unlimited options, because they forget the unlimited complexity that comes with it. Case proven with Masters of Orion 3. The game was so complicated, noone could play it.
      Plus, if your game needs unlimited options/items to be good, there is something wrong with your game design.
    6. Develop a real money transaction system that would allow players to make money but never cause players to feel that they had to spend money to play.
      Is that ingame money or real world money? If it's ingame money, it's almost impossible to make players feel they don't really need it, since it will be a part of your game and one that improves gameplay. Unlikely that any player wouldn't want the resources he's playing for in the first place.
      If it's real world money, mixing gameplay with real world money(eg. pay £100 for your new sword +5) is a major game design failure. And one that will turn players away from the game.
    7. Create a story arc that would lead naturally to expansion.
      Nothing new there. Some games work this way, some don't.


    To sum up, I didn't see any real game design there, no concept art, no technology preview, no indication of what has been accomplished so far. All I saw was yet another "game idea". I don't doubt his desire to make one, however, game/dev boards are full of similar "I want to make an MMOG, I have a great idea, would you like to for me?" posts. Game ideas worth nothing until you actually have something.

    --
    VStrider.
    1. Re:Looking for funding? by VStrider · · Score: 1

      Damn, in my previous post, there's some missing text. It should be "I want to make an MMOG, I have a great idea, would you like to code/design/model/draw/fund/promote/publish for me?".

      --
      VStrider.
    2. Re:Looking for funding? by Incoherent07 · · Score: 3, Insightful
      If you go further down...
      Let's also take a server and turn it into a world controller and have that controller distribute world processing tasks over a distributed computing network the size of Manhattan, the client computers. Done properly this has many advantages. There are potential pitfalls too, however at the time much of the research, implementation and testing of core systems to make this possible had already been done.

      Wait a second... distribute computing over the clients? Oh, wouldn't we all like to be able to do that... unfortunately it's a security nightmare. And if real money is involved in the game, even one money dupe is extremely, extremely bad for you as a company.
      --
      This is my sig. There are many others like it, but this one is mine.
    3. Re:Looking for funding? by brenda5 · · Score: 2, Interesting

      I've been playing Second Life http://www.secondlife.com/ for a while now and it succeeds by satisfying all of the requirements that you think are a problem. The world is, for the most part, built by the players and the main sources of interest are in building or socializing with each other. It is true that most players put a bit of hard cash into the game. However, since this is an over 18 game I don't see that is a problem - pushing four bucks into the game every so often is nothing to an adult. So, what's not to like with these goals? Second Life is growing by leaps and bounds, precisely because socializing and building are more interesting to many adults than the usual time-consuming level grind.

  13. It already exists by pbaer · · Score: 2, Interesting
    Eve online is a space game with everything they mention as goals.

    "Entitled The Colonies, the game was intended to provide a massive world space where repercussions from player actions could be felt and maintained."

    Eve is a massive world in space and it's entirely pvp based with pvp occupations other than fighting. Has a playerun economy with prices that fluctaute based on player supply and demand (also greed :p).

    Stated goals from site:"1 Create a world in which the players had genuine effect on the worldspace. 2 Create a world large enough that it would never feel small. 3 Enable game world interaction beyond the 3-d game client. 4 Encourage a sense of ownership in the player. 5 Develop a crafting system that would allow seeming limitless invention and creation of items. 6 Develop a real money transaction system that would allow players to make money but never cause players to feel that they had to spend money to play. 7 Create a story arc that would lead naturally to expansion."

    Can players effect the world? Yes player run economy. Is it large? It's fucking huge. It could take me literally a real life day to go from one end to the other in a slow ship. But it's not so big that you're spending all your time traveling since most of the action takes place in the centerish. Interaction beyond the game client? I'm not sure what that means, if you aren't playing the game you aren't interacting with it and that takes a client.

    Encourage a sense of ownership? Yup. This is MY ship, MY blueprint, MY resources, MY station, MY space, MY market etc. The crafting system is the only thing it doesn't quite meet. It works and is functional but to there is no true invention. You can modify blueprints so they are more resource effiecient etc. but you can't create your own item. #6 balance between earning $$$ and the need to have $$$ to play? It's there. Because skills train in real time you should never need more money then you can spend (no point buying a battleship if you can't use it for another month). #7 does it have a good story that we can mess with? Yes Right now we just finished a story arc involving a stolen dreadnought.

    I'm betting it was never published because they realized it already exists and unlike traditional fantasy mmorpgs a game like this is a niche game so it wouldn't have trouble competing.

    If you're interested in trying eve-online after hearing this shameless plug for it send me a PM with a email address or post it in a reply to me and I can give you a free 14 day trial key (no CC needed).

    --
    There are 11 types of people, those who know unary and those who don't.
    1. Re:It already exists by rdpettit · · Score: 1

      Looks like I can't derive your email or how to send your pm. Mind sending me a trial key?

    2. Re:It already exists by Dr.+GeneMachine · · Score: 1

      Hi pbaer!
      Is your trial key offer still valid? If yes, could you please send me one to jziegler AT scripps DOT edu?
      Thanks!

      --
      This comment does not exist.
    3. Re:It already exists by C0rinthian · · Score: 1

      I just dropped you a CD-key. Hopefully you'll like the game. Very steep learning curve tho, so I advise paying attention to the newbie chat channel.

    4. Re:It already exists by Dr.+GeneMachine · · Score: 1

      Thanx man! Steep learning curves are my kind of thing... I'll try it right away!

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      This comment does not exist.
    5. Re:It already exists by nailBnny · · Score: 1

      I'd be interested in a trial key if you are still checking this page. geologybenrocks@yahoo.com thanks =)

  14. Trial Key by Jacked · · Score: 1
    Sounds interesting. Can you send me a trial key, too?

    If so, please send it to "jacked at fastisos dot com".

    Thanks!

    1. Re:Trial Key by pbaer · · Score: 1

      Sent to both of you. One thing I forgot to mention in the email is that you should find a player corporation to join (corp=guild/clan). It helps tremendously and makes the game a lot more fun. There's plenty of corps that will recruit newbs and give them $$$ and items. Offical Corp recruiting forum

      --
      There are 11 types of people, those who know unary and those who don't.
  15. Could I snag one too? by Polarism · · Score: 1

    polarism@gmail.com

    Thanks. :)

    --
    All your base are belong to Google.