Speaking With the Designer of an Indie MMO Project
PsxMeUP writes "Love is a persistent online first-person shooter that will let players build structures, permanently manipulate the environment and share resources — all in real-time. Action will be similar to a real-time strategy game as seen through the eyes of a grunt. The game is being completely designed by a man named Eskil Steenberg, and GameObserver had a chance to interview him. Steenberg talks about how all MMOs offer an egocentric experience where character growth is the most important aspect, and how he intends to change that. He also explains how mainstream MMOs have too many players, which basically trivializes accomplishments that have an impact on the entire server. 'If you imagine Civilization where you invent your stuff or build new stuff, imagine playing one of those characters on the ground doing that. And being able to do something minute in your world and see that impact in the major world,' Eskil explains, when asked what his game will be like. 'I want to scare people in a direction that is different from this sort of "me-centric" style of games. It feels that pretty much all games are going into that Diablo direction of collecting and building up my characters, and it's all very egocentric about creating your own powerful character,' he clarifies when asked how his game will be different from other MMOs. Love is well into development, and Steenberg has already posted some incredible gameplay demos. Levels, for instance, are all procedurally generated. The game also offers open-source tools, like UV editing — not a small feat considering the whole thing was designed by one man."
Sounds like the first Communist MMO! But more power to him, I just don't see how one guy is going to put out a game changer, these games tend to be "mecentric" for a reason. People want to see that last boss, kill that god, but not everyone is willing to put in 40 hours a week.
On the Oregon Cost born and raised, On the beach is where I spent most of my days
"Love is a persistent online first-person shooter ...", try explaining THAT to my girlfriend!
I have no idea why my son is so excited about this particular game, but every month or so he keeps asking if it's out yet. We saw some of the demos and evidently it stuck with him. I think he likes the idea of being able to change the world.
Even playing WoW often gets to be too much like work.
I can see how this might be a better approximation of real society or have better ideals or whatever than WoW etc, but WILL IT BE MORE FUN?
Honestly I dont care about the humanist validity of a game. I only want to play it if its an enjoyable and escapist experience. In fact deliberate unrealism is often more entertaining.
Do I want to have more "realistic life issues" thrown at me for pleasure? no. Its for that reason I already hate all reality TV shows.
Derek Smart. BattleCruiser 3000AD
Production was always moving along and there were videos and screenshots of the game, but for the longest time there was simply no game for anyone except Mr. Smart to play.
Sadly to say, for all the people eagerly anticipating BattleCruiser 3000AD, the game sucked.
Let's hope Steenberg and his little game are headed in the right direction.
I like his idea, but I want to touch on his game for a moment.
It seems that he has an interesting way of doing the game art or graphics.
http://www.quelsolaar.com/love/screen_shots.html
The greatest revenge in life is massive success.
This guy is the upper league. I met him a few times at the Blender conference. He's on the OpenGL Standards Team and has forgotten more about coding than most of us will ever learn. Just watching him demonstrate his 3D tools is jawdropping. Listening to him when he talks about 3D and real-time multi-user networking is a feast. He's in the upper league of coding *and* in the upper league of taste and design. If anybody can pull something like this through it's him. Go and watch the demos if you don't believe me.
We suffer more in our imagination than in reality. - Seneca
This kind of collaborative building effort was done in ATITD. (A Tale in the Desert.) It was really great, but an interesting thing happened...
Guild houses and other structures require LOTS of raw materials. Gathering these were very labor intensive. The 'less dominant' personalities were relegated to these tasks while the Type-A guys did fun things like detail-work and planning. There were players who literally logged in and spent hours making bricks or gathering straw. They'd hand these off the the guild leaders when they were done and start over.
The only reason this wasn't slave labor is that there was no coercion, it was just a class system based on your personality, your 'need to be accepted' and your willingness to do the grunt-work. The social dynamic of the whole thing was one of the most interesting parts of that game.
--Welcome to the Realm of the Hawke--
The MM in MMO stands for Massively Multi-player! If the servers are limited to 200 registered players averaging 50-70 online most of the time (as stated in TFA), I wouldn't call it an MMO. I've played on wolf-et servers with more than 70 players.
At least post the link... ;)
Cheers,
"What in the name of Fats Waller is that?"
"A four-foot prune."
Just because no one is going to lose tens of millions of dollars in venture capital if Love fails doesn't automatically make it low-risk. Love is high risk for the developer, Eskil, who is spending several years of his life with no income to write a game that may or may not be successful. It is high-risk in the sense that it employs some unique game mechanics that haven't been copied from other large, successful games.