IBM MMOG Roundtable Rundown
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.
The author of the article thinks everybody sucks. Except Raph Koster. Yeah he rules. Also he says that die-hard server nerds will "probably eat this shit up" as far as Patty Fry's presentation is concernced. In conclusion, I think everybody should just watch the thing instead of reading this guy's stuff.
Why not fork?
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 bonus and good pathfinding would be a MMORPG's Holy Grail.
Unless the game makers are happy to get people to buy faster computers for poor pathfinding.
I’m old enough to remember 16K of memory being described as “whopping”
- the required sales figures for break even may push prices up
- the high sales figures required for break-even will force blockbuster titles to greater conservatism
- more publisher consolidation as those who cannot afford the price tag get swallowed up
- a greater emphasis on hit-driven business, potentially leading to fewer choices for consumers
You will probably also see some other effects:- More indie shops bypassing publishers altogether. Not everyone will be able to pull off what Valve did with Steam, however.
- The continuation of the flight of developers from console and AAA development and towards casual games and indie games (a major trend in the last few years)
Extrapolate from the film industry if they had to keep reinventing the camera every year, because that sort of Hollywoodish business model is what we're talking about here. The solutions I put forth are hardly unique to me, by the way. They're the underlying point behind what Will is doing with Spore, for example.Easy. Build a game engine that lets the players or amateur developers provide the content and / or build a game system that builds itself. (i.e. a game system that just knows the rules behind how it should build itself: physics, evolution, behaviour - ala Spore)
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 is lovingly crafted).
I sig, therefore I am.
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 when popular enough. When verified and bug tested, that module could be released into the live game.
Care would have to be taken to ensure any advancement or treasure gained in player-created areas was on par and balanced with the game's natural economy.
However it should not turn into a MUD style of build where the world just keeps adding rooms and the old content becomes stale and devoid of life. Sentiment is one thing; when I logged into an old EQ account I instantly felt that shiver of nostalgia looking around in Neriak. However soon after I felt disappointed that after so many years the NPC's were in the exact same place and none of the structure of the city had changed at all! Not a single pixel (other than texture quality).
Revamps to old content to keep it fresh and interesting should also be primary with the user modification community in an MMORPG.
Sacré-bleu! Where is me mama?
The Saga of Ryzom is working on just that sort of thing.
Check it out here: http://www.ryzom-ring.com/