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he wasn't even looking at me and he found me
Sweet Seals For You, Always
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occasionally subtle
$LAYYYTER
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@omedon-blog
Calling it now: RIFT's new calling is the "swiss army knife!"
 I posted this to the RIFT forums today, here are my expanded thoughts so I can reference this later when I'm totally proven right! So here's my theory about the "new calling" coming to RIFT:I think it's possible that we get a calling that can use the souls from all four existing callings, (so, all of them) if this is being released in the same "theme" or expansion as the planetouched wilds (a central plane where all elements meet). With the amount of streamlining we've seen to make the callings similar in function, it would take minimal, efficient effort to change tooltips for this, and to throw in the swiss army knife calling. Think about this sales pitch, perhaps not worded in this way, but: "Can't decide which calling? Don't want to get locked in? Well for the low low price of X, buy this one and there is no wrong answer! Never waste time on an alt again! Never feel like you're stuck with the 'sub-optimal' option again!" Maybe this calling doesn't mix and match the different existing callings' souls, maybe he has to use three of the same calling's souls to make a build. FFXIV makes a killing off their "one character to do it all" model, this calling would be impacted by every change they make to the game, and allows for the ultimate level of flexibility. Their answer to "my tank option is underpowered" can always be "well there's this calling that has them all, you see..." Maybe for a fee, existing characters can become this calling!  Or maybe this calling gets them all... and then some more?
This doesn't impact their "balance" game, works within whatever changes they make to any soul, doesn't require new gear (Can equip everything? Adapts whatever they're wearing to be statted for what they're using?), and exists as a "marketable" convenience. Â Most importantly, unless it comes with its own souls that only it can use, I don't have to make and level a 14th alt, and can skip this one, especially if the souls that "come with it" are just a soul pack for existing callings that the new calling also gets!
RIFT have become the masters of getting the most out of the things they've spent time developing. Â They've re-used NPC models endlessly (which I'm not complaining about), they have made chronicles , and soon will make IAs in their raid zones (Hammerknell IAs incoming!), they have turned a generous stable of mount skeletons into a LOT of money, they're just elegantly efficient with their brainchildren, so I wouldn't be surprised if they took this step and gave future and current RIFT characters the option to remove the barriers of their callings, for a reasonable fee. Â I just don't see them designing the souls, gear, stats, and all the other stuff they'd need to retroactively support to bring a totally new calling in, but I'm willing to be pleasantly surprised!
Just hosting some character images for forum RP purposes :)
Meandering thoughts about MMOs then and now
Well, MassivelyOP.net is a thing now, so of course I have a place to post ridiculously long responses to provocative questions about the MMO genre.  Today there was an opinion piece about how much MMOs have changed, so of course, having not had any caffeine or coffee yet, I posted something long and all over the place in response.  Here it is for your enjoyment! As we got more options, we stopped playing like we didn't have them, because we didn't., and now we do  And here we are.
We went from tabletop RPGers excited to try something electronically interactive, to that very connection being  default, no longer novel, we added a LOT more people to the MMOsphere, people that started requiring "being marketed to," and we grew "standards," for good or ill.
When I think back at some of the social hoops I jumped through in the EQ days because "OMG reputation," I laugh, because that was a product of internet-awe, almost no options, and placing those few options on sacred pedestals. Â Now? Â My hypothetical guild leaders and fellow gaming community have no power over me, because game developers want us to stick around, and so the community is less empowered to impact my experience negatively, and that's not a bad thing. Â As the medium becomes less novel, no, we shouldn't be cast as pillars of each other's experiences, because that's not in the game's best interest. Â The big difference between gaming then and gaming now, in the "the internet isn't novel" age is that communities *can* be a huge plus to gameplay... but the absence of community can't afford to kill the fun, because then your game is left in the hands of variables that the developers have no control over, and there's so much money involved, and so on. That's why most of my online gaming future is now resting on indie titles that shrink communities into like minded groups not just by the guild, but by the world, by the server. Â Heck I've even stepped back into virtual tabletop gaming, that's how small I'm thinking now. Â I'm realistic about aligning my schedule up with people I'd actually want to take time to play with, because the idea of "playing with faceless millions" just isn't a bell or a whistle any more, it's a hassle, (especially when developers add in "oh is it hard enough?"). Â I'm jaded to it, and I'm pretty sure I'm not alone. Â Now, It's a great medium for sharing with your friends, not so much for finding them in the first place.
Was it a fun social experiment? Â Sure! Â Can we take what lessons we learned from it and make some really good focused games for people of like minds? Â I certainly hope so, but I do think that the first "M" in MMO needs to be lower-cased or re-contextualized going forward, because you reach a point where the "standards" we have make it impossible for a game with visual presentation we demand to match the expectations of the consumer in a competitive market. Â Large scale MMORPGs have jumped the shark in the "McDonalds is serving pizza now" vein, especially on the themepark front, , and on the sandbox front, we generally aren't awed enough by the internet any more to be trusted in each other's virtual space unless we were specifically invited there. There's some good change, and some bad. Â What's important is that we look at ourselves and adapt with it, refine our expectations to the reality, and don't let gaming companies tell us what we like. Â Take the glut of options out there, and find something, and don't let commenters here or reviewers elsewhere tell you what inspires you, what excites you, Â Mine's just an opinion, just like everyone else's, and the only one that matters to your choices in entertainment options is yours.Â
Long meandering post, I know, but I'm not canning it now, going to post it and let it fly! :)
The future is Overpowered!
If you're a gamer, and have been paying attention over the last clearly insane week or two, you know about AOL's (going to play nice, but there are so many adjectives I put in here that I deleted) closure of its enthusiast blogs.  If you've been following my blog at all, you know that I've made entire entries just from expanding on comments and articles from massively.com, my usual hangout among said enthusiast blog sites, so if you were wondering if this impacted me, yes, it did.  A lot. So why didn't I pony up and join the outcry of rage and heartfelt goodbyes?  Well, because I knew that Brianna and her intrepid band of gaming journalist do-gooders had a backup plan.  You could see it in Jef Reahard's snark, you could hear it in MJ Guthrie's buoyant happiness in her kickass final stream that was totally rebellious and amazing (It was SWG EMU, and emulators were a no-no for massively's lifespan), and you could certainly hear it in the room at the "last" ensemble cast episode of the Massively speaking podcast, where the last words (before the epic Irish cursing stinger) were "this is not the end!" Because it wasn't.  Because it's not.  Because there's only one thing more powerful than the power of hype-powered game development: The Overpowered-ness of the Massively community. Massively.com is no more, but Massively Overpowered will soon be a thing!  A thing that is going to be powered independently, so I'll bet you're already guessing where this is going! That's right, CROWDFUNDING! LINKAGE: https://www.kickstarter.com/projects/nbrianna/massively-overpowered Seriously though, all hype and shilling aside, the people at Massively are an unprecedented alliance of talent and integrity that is unique in the gaming news circuit.  Even if you follow your favourite game's news stream religiously, there is always room to know more about the groundswell of passion that makes these community games run, fly, fall on their face, the whole spectrum.  If you're a follower of Massively, you've probably already pledged, that's just how awesome you are.  If you're not, give it a look.  If you're not sure, I'll do you one better, take a moment to look around for another option, another MMO news site with high standards and top notch, rapid-fire reporting, with integrity and indie accessibility.  Go ahead...
I'll wait!.... Back? Yep, pretty bleak, isn't it? Â To say that MMO gaming journalism is... not what it should be is putting it lightly. Â Oh sure, it's there and it has its moments, but let's be real, gaming is huge money now, and huge money gets huge money thrown around. Â Huge money shouldn't be impacting the news, and it does. Â Huge money isn't always involved in the indie titles that need to get their name out just to have enough players to run a functional community. Â MMOs in general need the honesty and accessibility that Massively supplied and Massively Overpowered looks to supply an otherwise pretty barren wasteland of much corporatism and suck-upitude. Finally, I want to talk about the community drawn to a site like Massively and its successor. It's like a multi-mmo guild with nothing to kill in the background, even though many of the regulars have it running in the background and tab-out to read while in dungeon queue... or in mid fight. Â Yes, some people will hate on just about any game or opinion, but that happens in any passionate community of larger than life personalities that, even more often, provide fun and insightful conversation, and that larger than life interface was what Massively fostered, and it was glorious! Â It will be glorious again! Â There is a time to save your keystrokes because you're just blowing into a wind of trolling, and there is a time to get your opinion out there because you feel it's an important part of the discussion, and Massively almost always made me feel that the latter was the case, not just because of the writers, but because of the community of commenters. I'll close by saying that I'm fairly confident that Massively Overpowered's existence and success is pre-ordained and inevitable, but if ever there was a time to stand up for journalistic integrity in the gaming sphere, to let worthy people continue doing what they love for the good of the whole, that time is now! Â So many games would not even be known to the players needed to make them even exist if not for Massively's reporting of the biggest, the smallest, the weirdest and the "funnest" of games.
While we wait for the site to materialize, you can join their mailing list at their future home: http://massivelyop.net/ And you can watch for the rebirth of their exemplary podcast at: http://massivelyop.libsyn.com/welcome-to-the-massively-op-podcast They are still streaming in the interim at: http://www.twitch.tv/massivelyoverpowered They can be found on twitter! https://twitter.com/MassivelyOP And facebook! https://www.facebook.com/massivelyop Thank you for reading, let's do something Overpowered for the good of MMO games, and their communities everywhere!
Anchored: A spoiler-free, post-game review of "Dragon Age: Inquisition!"
As the release date for Dragon Age: Inquisition approached, reviews from gaming press started to circulate, and I recall a brief, somewhat unfriendly exchange on twitter with a reviewer, Â where someone asked if the review being tweeted out was free of spoilers, and, reading the first paragraph, I confirmed that it was not, as the reviewer went into story discussion, vague, but still present, in his review. Â The reviewer then suggested to me that reviews are not for me if I am that sensitive to information. Â That's a fair point, I suppose, but the sensitivity wasn't mine, it was learned.
 My best friend is the biggest Dragon Age fan I know, and that's saying something, and her degree of "do not spoil" quarantine went as far as "don't tell me the companions, I haven't looked at any official press because I don't want to know" (and, to be frank, she would have known upon looking at almost any press, so it's wise she abstained), so I have been exposed to some high-end spoiler discomfort... and so I shall now write a review playing to that aspect.  This review will be an overview of the "game" aspects of Dragon Age: Inquisition, as I have just completed the most bare bones "finish the story so no one can spoil me" playthrough of the game, clocked at "a mere" 93 hours.  There is a bit of a learning curve here for RPG and Dragon Age fans alike in this game, and I'll briefly go over that in this entry. Right out of the gate, this step in the series already slays its predecessors on character creation breadth of choices, both cosmetic and racial.  Both genders of the four main races of the Dragon Age world are available to the player, though most if not all "origins" (the "what kind of person are you in society itself" details) are preset, which is a fair trade off for the addition of the 4th race! The traditional three classes of mage, rogue and warrior are available, and the archetypes available for character concepts amidst skill and specialization trees are broad and accommodating. I will say, however, that the dual wielding warrior concept died after the first game, and has not returned for this one. Combat is a.... carefully attempted hybrid between Dragon Age 2's (DA2) more "console-y" active style and Dragon Age: Origins' (DAO) potential for tactical depth.  Sadly the PC keyboard controls, as of this writing, leave much to be desired for tactical view, and for some melee gameplay.  There is a patch in the works to address this common gripe, so they are aware that it's a little wonky in practice right now.  I will say that, on normal difficulty, I rarely had to use tactical mode, as the "lead from the front" aspect of the action end of the game was sufficient for most fights. The story is archetypical and satisfying as a fantasy game, like the rest of the Dragon Age series, but for those that are truly Dragon Age enthusiasts, there are a great many references to past games and accompanying literature that has been released over the years.  This game, which has borrowed a LOT from Skyrim's lead in the genre, can easily, easily, occupy an enthusiastic "completionist" player for countless hours of exploration, adventure and a richly presented tour through one of the most fully imagined fantasy worlds in video games.
Speaking of that presentation, "Overt shininess" aside, the game is utterly breathtaking both visually and audibly, and the land of Thedas' varied and dynamic horizons and regions play out in stunning detail. Â For those like me that have been using MMORPGs as a "default open world game" for years, as any longtime Skyrim fan can tell you, there are new heights that developers can go to when they don't have to build the game around potentially processing fifty players on the screen at any given time. Â DAI's Thedas is the most beautiful world I have ever explored in all my years of playing large world RPGs, online or off, and I have only seen a taste of it in my first rush through the story! Let's take a moment to talk about one of the most jarring conceptual choices of DAI's combat design, notably in a game that exists as part of a series that is a cornerstone to an established genre with expectations and archetypes that come with it: There are no devoted healers in this game. Your health will go down. Â And stay down. Â For awhile. Your mana will regenerate, but none of that can be used to restore your health, which also doesn't passively regenerate between fights. Â Your health will go down, and stay down, until you use limited quantity, party-shared healing resources, or a specific mage specialization's "oh crap" long cooldown ability to restore it. Â There is shielding (think discipline priests in WoW), there are barriers that any mage can cast to come between your health bar and its depletion, but they are AOE, ground-targeted, and limited, very limited duration in nature. Â I did indeed beat the game as a squishy mage on the "normal" setting (so, I did not need to dip to "casual" mode to complete the story content), but I will likely not be doing that again. Â I have proven to myself that I can do it, and will henceforth likely be dropping to casual because, while I did just fine and finished the core story, I was also always aware of my less-than-full health bars, a detail that will likely be less prevalent on casual. Â I must say that the one mod I feel this game absolutely needs for my comfort is, like friendly fire being an optional toggle seperate from difficulty (thank the Maker), there needs to be at least a "between fight health regeneration" mod. Â No fight that can't kill me by itself should affect my success in the next fight, as I see it, and I will mod that ideal into being if that mod ever exists. Â This is my only complaint with the game that I've mentioned to people that ask my opinion. It does not sink the game's quality, but it is a notable annoyance. Don't even start me on the lore aspect that mages have always been able to heal in this world....
Moving on, I should talk about the unique and interesting way the story progresses in Inquisition. Â There is a hub of story and explorable area nodes that you can unlock as you progress through side quests and other tasks, using a resource called "power." Â Generally speaking, the pace of single-mindedly driving the plot forward, racking up power, and then spending it on the next step in the story, leveling up your character as you do so, only really felt daunting at one point late in the game where one reaches a point that felt like "go do some side quests, it'll be fun, go earn some power," and fun it was! Â Once I stopped looking at "I need HOW much power?" and just settled on enjoying the game, and exploring the world, the needed power to progress the story came easily. Â It is important, very very important to note, that you are almost immediately given waaaaay more quests and tasks to do than you will need to rack up the power to progress the story, and this will be a theme that persists throughout, as my quest log was still comically loaded as I reached the end credits. Â A common running gag among the DAI player community is asking if you've left the first explorable area yet, as you can, and should (if you want to meet all of your potential companions) long, long before you've barely dented the side quests there. Â The incomplete side quests never go away once you have the open world areas to complete them, and after the end of the story, the only quests you cannot still go out and complete are the companion story quests. Â Earlier on, the story rarely feels gated by power, but if you want to see the individual stories of your companions, you'll be racking it up anyway. Speaking of your companions, I can tell you without spoilers that the old adage of "if you have no enemies, you have no character" is well represented amidst what I've found to be the most fun and engaging set of companions that this series has ever put forth, and that, indeed, is saying something! Â A playthrough can be done where everyone gets along with you, but if you, as a fan of the world of Thedas, bake any strong opinions about the cultures, politics and issues of the world into your character, be prepared to be both praised and opposed from different companions, who, by the way, will know and react to your choices whether they are present when you make them or not... you're an important person, word gets around. Â This is a hard bunch to get to work together, and it makes for a challenge for someone who wants to do so, as well as an immersive reality for those playing specifically strong-minded characters! Â Also, while I have not experienced this, I don't believe the DA2 "rivalry" system exists in this game. Â If you anger someone enough, prepare to have them potentially leave! Â Speaking romantically on companions, it's fair to note that the men and women around you have very specific tastes, just like real people, and are not "player-sexual," like DA2's "I'll love whatever the player is" companions. Â I tend to debate against this choice from a perspective of player enjoyment, but I can see both sides. Â Just be aware, that, unlike DA2, that dashing man you may wish to woo with your feminine wiles may not be interested in you that way, that's just not how he's wired. I'm sure, if anyone ever cracks the frostbite engine (apparently a daunting task), that there will be mods for that! A final word on companions, the idea of "gifts" has been replaced by specific "kill ten rats" or "fedex" style quests that give rather large amounts of approval rating for the companion asking for the favour, in case you really tick someone off with your choices and need to make up the difference to keep from potentially losing them, or just want to dig deeper into that companion's personal quest... or want to sleep with them. Â Nothing says love like roaming the countryside murdering someone's enemies!
Touching again on the mechanics of the story, the choices made here are utterly world-shaping and catastrophically important, which just adds to the overall feel of epicness! I encountered almost no cases of "gross unfairness" with the flow and mechanics of the storytelling, save for one rather politically charged plotline where the game combined three things that should never be combined: One-time access to an area, important loot that you may never see again, and a ticking timer. Remember to save often, remember the pause button, and remember to breathe! I can also say that the "perks" you unlock as you gain "influence" (the stat that essentially measures the "level" of your organization as a whole) are incredibly limited in a scant, rushed playthrough, and present some rather tough choices between essentials like inventory space, more of that precious shared healing resource, and the ability to unlock very stubborn doors in the world. Always, ALWAYS save before summoning your council of advisors, and read carefully all of the options for perks you can potentially unlock!
I'll take a moment to discuss and contextualize the robust, but still intuitive crafting in the game. I was able to make it through the story doing very little crafting, so it's not an essential feature for those not into it, however it does allow a refreshing degree of cosmetic customization as you apply the differently coloured metals and fabrics to make a weapon or suit of armour for yourself. It's not essential, but it's a fun option. Â Somewhat related, the economy has advanced quite a ways from DAO's "a gold piece is a big deal" reality, as the 300+ gold "respec" item you gain infinite purchase access to (I was ecstatic about this, one less mod to look for!) is generally a drop in the bucket by the time you'll use it.
One final point of note, that was jarring to most people I've talked to about the game, and often in a surprised, funny way, is that unlike the rest of the Dragon Age series, this game is very very not scaled to the level of your character, you must level to meet the various challenges, and there may be something vastly over your head around the next corner, so save often! The story nodes you unlock in the game thankfully tell you the required level range before you commit to undertaking them, and I never found myself with the power to unlock a story chapter, but without the levels to meet the challenges. I never had to level grind, the levels came as I completed power-gaining tasks, all relatively at the same time.
Overall, Dragon Age Inquisition is a well crafted game, and that's putting it lightly. The lack of healing magic is... jarring, but it's not a game designed around having healing either, not mechanically anyway. The story is doled out in a "when you get around to it" fashion, allowing for you to take your time to savour the world before advancing the plot and enjoying the next "episode," and all of the hallmarks of Dragon Age are well represented: a rich world, fun companions, and a storyline more epic than any I've played in awhile, indeed I sometimes found I couldn't get myself to sit down and play unless I had 2-3 hours to spend on it, but once I sat down, and took things one objective at a time, I found the game very easy to pick up and play for awhile... but man, those story episodes are riveting! The game takes cues both from Skyrim and ideas that MMORPGs have added to the over-arching RPG genre, but it does so in a way that nothing ever truly feels pointless, it all feeds into power and influence, which can and does work to drive the story of your adventures in Thedas forward. I highly, highly recommend this game to any RPG enthusiast, and hope you enjoy the game as much as I did! And now... to start another playthrough of Dragon Age... the entire series, from top to bottom!
Shards online Alpha has funded! Now, meet me at camera three.
I am pleased to announce, and motivated to write this post by the fact that Shards Online has met the $50,000 goal of its second kickstarter campaign to get themselves into alpha!
Now then, in my jubilation for this moment, itâs important that the MMOniverse take a breath, and, in the words of Jon Stewart, meet me at camera three, so I can level with you, and I donât mean âding.â First off, I havenât talked to Citadel Studios before posting this, this whole post is my observation upon returning to the gameâs âloopâ after a hiatus.  You might have noticed something different about Shards Onlineâs second kickstarter pitch.  If you do a quick âfindâ on the page that asks you to help them fund their alpha, you might note that the only reference to the term âMMORPGâ is in discussing past press from MMORPG.com.  If you watch their official kickstarter video, at no point do they call Shards Online an MMORPG.  They lean right into multiple worlds and player modding and multiplayer, but they are now in a position to ask an internet critic to âshow us where weâve taken money to develop an MMORPG.â This is really, really smart for Shards Online.  As myself and Derek âSupreemâ Brinkmann once agreed on in a twitch community chat, Shards Online multiplayer will be personified by its tight, player-run, communities that, in being player-run, canât necessarily be called âmassiveâ any time soon, and do you know what?  Thatâs good!  Admitting that is great for the game! What this does, however, is make one pay further attention to whatâs being said.  Anyone wanting a floodgate of communication on this game going forward must now realize that the âchoosy wordsâ gauntlet has been thrown.  Shards Online is turning the ship toward what is best for the game, and is choosing its words responsibly.  Thatâs smart. Also new to me upon returning to the Shards Online sphere of conversation after a hiatus, is that they have seemingly dropped âofficial servers with subscriptionsâ from the conversation.  Whether these will return I cannot say, but whatâs being pitched now is a game more like Neverwinter Nights and potentially privately hosted Ultima Online than an âofficial UO serversâ presence.  There will be something to play âout of the box,â and thatâs good, Iâm sure it will be amazing, but it is integral now that people realize that the multiplayer element of this game may very well be entirely communal, and not âhosted for paid, accountable, entitled access by the company.â  I expect official servers to potentially materialize down the road, but it must now be realized that the âMMO-likeâ world of consistent, accountable acceptance is not seemingly part of this current thrust of the game.  By adding to the vision as the money rolls in, they can afford to take this approach, as opposed to promising the world and potentially not making it there, a degree of honesty that Citadel Studios has had with its community of fans since day one, and I salute them for that.  Shards online will be great, its multiplayer will be something great very very early in its development, thanks to community admins and modders, but much of that something is therefore communal, and a double edged sword: if you come into Shards Online multiplayer with the common, consumerist chip on your shoulder of âI am here, entertain me, admins,â you might get banned from servers and be left with the âout of the boxâ game, not that that âout of the boxâ game is bad, but thatâs an important distinction.  Thatâs a huge departure from the mainstream MMORPG.  Heck, thatâs not an MMORPG.  Unlike a mainstream MMORPG, nothing about Shards is selling you a community, theyâre selling you a game, and the community part is on you to make happen and maintain.  That community isnât obligated to entertain you.  Thatâs very very good for the game, that this approach is taken! Finally, itâs important to note that the first KS goal was for $320,000, and this one is for $50,000.  Did they suddenly not need more money for the game?  âHow do you build an MMO on 50k,â you might ask⊠Well, see above, theyâre not, for one. Secondly, this push was to get Shards Online into a playable, hostable, moddable alpha state.  Something that can be distributed to fans, who can then run servers, who can then invite their friends, who must then buy the alpha client to play on the server with their friendsâŠ
You get the point. $320k was, as I understood it, what was needed to go well beyond alpha, and itâs easy to surmise that itâs expected that the difference will now hopefully be made by selling those copies to friends that want to play with friends, perhaps among other avenues of income. Â Shards online will come out of the box with worlds for players to explore in a PC RPG, itâs not just âa client to play with my friends,â so the community is therefore not responsible for justifying your purchase (as is often thought in MMORPGs) Â but that doesnât mean that existing communities of players are not the greatest sales pitch and salesmen for the game, because they are! So, like all things personifying developing this kind of game, a degree of moderated expectations is required of its fans and growing community. Â Abandoning the stigma and expectations of developing an MMORPG was a freakinâ genius move on the part of Citadel Studios, and I am, more than ever, excited for the future, now that those chains have been shed. This has been your gaming moment of Zen!Â
Soon...
Can user generated content carry the next generation of MMORPGs?
Today I sent in a question to Massively.comâs podcast, âmassively speaking,â and Iâd like to publicly share, ask you the reader, and then personally begin to answer this question from my own perspective, inviting further discussion here and wherever else I link it.
"World building" is all the rage, in that itâs a major theme in many of the forthcoming wave of "next gen" sandboxes, indie and otherwise. Off the top of my head, I can think of Uemeu, TUG, Windborne, Shards online, and Landmark, some of which may have official servers and such, but letâs be real, their competitive edge is that they are all also amorphous blobs of game clay just waiting for excited community hands to sculpt them into something amazingâŠ
Or something decidedly âamateur,â potentially cast aside when todayâs consumerist gamer isnât pleased or aligned with the linear thought behind the appeal of user #24601âs dream world, are unwilling to suspend their scrutiny, and then realizes that there are countless fully developed and professionally maintained options beckoning their time and money.
The meat of my question is this:
In a strictly MMORPG context, are the consumerist, heavily marketed-to âtime is moneyâ generation of todayâs jaded RPGamers even capable of sustaining nevermind a market, but a single titleâs worth of âall user generated content, all the timeâ offerings to a quantifiably âsuccessfulâ degree, or are âpro gamesâ so accessible now that the time is long gone when many players will so readily accept the novelty of a mainly âUGCâ title, just like the time is gone when the novelty of the internet itself could sell a game, meaning âfirst genâ MMORPGs?
From my perspective, I am intimately acquainted with this conundrum, as this was exactly the question I found I asked myself when I closed down my NWN world. When I launched said world, you could probably count the number of notable MMORPGs on one hand, WoW was just picking up its vanilla head of steam, and after a couple years, with dwindling player attendance, I found myself taking the playerâs perspective of âwhy would I play this when thereâs WoW?â Â It made sense, and that chapter of my time as a NWN dungeonmaster came to a close.
I have of course indirectly tackled this question on this very blog before, in the post before this one, as a matter of fact, and one answer of course comes down to intangible things like personal attention from an amateur "staff," community ownership of the world, and all those sorts of things that, in todayâs competitive MMORPG market, can be summed up by that âsuspension of scrutinyâ I mentioned above, or as I've called it elsewhere, "managing expectations," which... well... tell that to today's gamer, seriously. That was easy to do when the major competitors were EQ, UO, DAOC, and a fledgling WoW, but today, when the MMO aficionado has to decide between hundreds of titles, many with AAA budgets, and on criteria like accessibility, company reputation, and payment models, how can a player-run, and therefore volunteer-run world hope to compete?
Honestly, Iâm not asking this rhetorically, Iâd love to hear and perhaps discuss some opinions on this very subject, because Iâm personally at a crossroads in my interest going forward: Iâm wondering if thereâs any realistic point to putting the time into building worlds and telling stories in the future of this diluted, jaded, competitive online RPGaming world. Of course I think my stories would be worthwhile, but, like a devoted novelist, so would any person vying for a playerbase's time and loyalty⊠But unlike books with finite pages, itâs much harder to balance many MMOs, and there will be so many of us asking you to do so.
So who will be left to play those player- built worlds, how cognizant of their options will they be, and how much will that impact these worlds, the games that house them, and their âsuccess?â I honestly hope the future is as bright as it's made to look by all of these quality games mentioned above... but I do have doubts, because I care. Â Help me out here, folks!
Iâd love to hear from you, find me here or on twitter @omedon666Â
Note: I do not include Minecraft as an RPG, solo, co-op or MMO, because of the âuser avatar,â non-immersive âcharacterâ style. Youâre not playing a character in minecraft, you, as a user, have a set of building hands with a pre-set skin that you might have customized. Itâs fun, itâs successful, but itâs a huge stretch to call it or play it as an RPG.
The most important currency in player-run gaming!
As of this posting, Shards online's kickstarter is still going, you should back it, see my previous entry for the link! (http://omedon.tumblr.com/post/86809588707/shards-online-a-bright-crystalline-light-on-the)
Shameless plug out of the way, there's a topic, or series of topics near and dear to my heart that I find need to be addressed in the wake of all these "player run" games (like Shards online) coming to the table down the developmental pipeline over the next few years.
As I've mentioned elsewhere, I used to head the development and plot of a Neverwinter Nights persistent world server back in the day. Â Before I sat in the Iron Throne of "head of plot," however, I was just one of many DMs (dungeon masters: storytelling server admins) contributing to a friend's world, and I learned a lot from this friend. Â One of the lessons I learned in my time as "just a DM" was to never, ever accept money "for my time" from the players, and to keep the game volunteer-run and volunteer-powered. Â I would not realize the importance of this advice until years later, as a veteran of many paid MMORPGs, looking at a new wave of player-run opportunities on the horizon. Â I'm going to spell that wisdom out for you in this entry. A player-run server is a volunteer-run game, a volunteer-run game is a game that runs on mutual fun. Â Picture the player-run server as the DM's home that you visit to play dungeons and dragons. Â Generally speaking, you eat the cost in gas and time to attend or make the gaming session happen, because you are going to your friend's place for good times! Â In my home DMing experience playing D&D, there was a point in my late time as a storyteller when the players started to compare how much gas money they were spending, and wanted the game to reflect that somehow: competitions for "MVP," some loot considerations for their real life gas money expenses, and so on. Â I stopped this gaming campaign shortly after this began, because, as I saw it, the spirit of the social get-together was lost. Â I felt that if I as a DM wasn't providing the kind of fun that made people forget their gas money expenses, I wasn't having fun as a host, and that was it. Â On a player-run server, your admin probably has a full time job, or is a full time home maker, student, or parent. Â Not only are they not paid for their time as an admin, they should NOT be paid for their time running the game, because the nature of their lives says they can't give you time on demand. What they can give you, is an experience that you can't get from a professionally run game, because in a professionally run game, everyone is paying, so everyone is "equally entitled" to the state of the game and the efforts of the people running it. Â As these games get bigger, that means that that "equal share" of admin time translates into a safe, maintainable "none of it." Â It becomes policy not to do anything creative and fun for the player, because that wouldn't be fair to the other players, the other paying customers. Â There is no rapport, there is, instead, professional accountability.
There is certainly a place for that professional accountability in a big, pro game.  I've been very thankful for GM assistance with bugs and game issues while playing big pro games, but it's not the same as the NPC innkeeper suddenly coming to life and roleplaying with you responsively.  That personal attention, which is incredibly fun for both storyteller and player, is the edge and the thrill of a volunteer-run game, and it can't be guaranteed or paid for, because it's something motivated and enabled by "I, the storyteller, have time to have fun now!" Consider also the size of the community "expected" in a volunteer-run game.  I've seen some people suggesting that they should be seeing 500+ people on a shards online cluster.  Now, I forget the context of this comment, and they could be talking about the official servers, but let's springboard into a "what if," and assume that there are craaaazy people expecting to see 500+ people on a volunteer-run shards cluster. While it is always possible to get more volunteers to help run your game (every shard in a cluster potentially has its own shard god, or local admin, right?) at the end of the day, you're still not entitled to any one admin's time.  No matter how many people you have over to your mansion that holds 500 people, you're still entertaining up to 500 people, and that host or hosts is/are still someone that no one is entitled to, because no one is being paid for their time or their fancy to host.  It is, of course, possible to build a world and a ruleset of dominant co-dependence, so that most of the entertaining is done player-to-player (which, I mean, can and should happen on any online world with a community of any size), and that's the only way I can see a three-digit population working at all in a game like this, but still, heck, even more so, those players aren't entitled to each other's interaction.  The great thing about fun-motivated, volunteer storytelling admins is that they themselves are motivated to involve themselves with the players, because of course we'd like to host a fun party!  That's why we're hosting!  Doing that for larger and larger communities just becomes daunting, in my opinion.  As I see it, volunteer game communities need to stay small, which means players need to manage expectations... ...And that's what this whole seemingly scattered blog entry is about: players coming from large pro games managing expectations when coming into the smaller and mutual-fun-powered realm of volunteer-run games.  This is just one guy's perspective, but honestly, when we had ten people logging into our world in NWN, we were ecstatic!  For me, the volunteer run game is a home with a DM screen set up for someone who will pop in and out to welcome friends old and new into a cozy chair for face-to-face storytelling.  I personally hope to build a world that will have enough fun  "time consuming busywork"  (likely crafting) to keep people engaged and interested in the world between admin visits, but I have a solid, experience-forged expectation of my own and other player run worlds.  There will always be professionally run games and servers (Citadel, the creators of shards online, will indeed have official servers that they will run), but they are, in these visceral, human ways, a separate animal than the volunteer-run game, for reasons that are unavoidable in a situation where the ToS actually forbids players from making "for my time" money off their servers (which is wise, by the way). The currency exchanged between a volunteer admin/storyteller/DM team and their players is fun.  It's subjective, it's rarer, but it's far, far more precious, and you can't get that experience on a huge professionally run world where you're potentially just a number.  All it takes is a slight management of expectations, and countless worlds of storytellers' imaginations are yours to explore!
Shards Online: A bright, crystalline light on the horizon! (Updated for KS #2!)
(This post has been updated for the context of the 2nd Kickstarter campaign of the MMORPG Sandbox, Shards Online, to be re-posted to help that campaign!)
Yes, I'm doing it again, I'm turning the white hot light of my enthusiasm upon yet another forthcoming sandbox title!
Those that have read here before may remember when I passionately went on about my Neverwinter Nights (NWN) persistent world admin roots: http://omedon.tumblr.com/post/75497841326/im-persistently-curious-and-excited-about-future-of
Well, for those that don't feel like clicking that purposely naked and honest link to my own blog above, allow me to summarize: I used to help run a Neverwinter Nights persistent world, it was amazing, I loved it, and it changed me forever as a gamer and a storyteller. Â So imagine my enthusiasm when I discover a game in development that looks to reincarnate that vibe and those endless possibilities for storytelling!
Shards Online, currently in development by the charming and highly accessible Citadel Studios, a collection of very experienced game developers (seriously, their collective past experience reads like a history of MMORPGs), Â is an updated, fresh, brand new take on the power placed into storytellers' hands by the kinds of tools offered in NWN. Â Yes, it's slated to be a full-on, full-featured MMORPG, but for me, Shards is so much more than a game, it's a platform for telling stories, and building online worlds for players that long for something earthy and connected to the people whose passion are powering said stories and worlds.
Let me tell you just a few of the kinds of things that this platform will allow you to do:
-Build your own world  ("shard") with a non-voxel toolset.  Not that voxels are a bad thing, I'm just being up front and specific.Â
-Host your own world for friends and/or the public
-Set the rules of your own world, toggling things like PVP (it's NOT mandatory!), death penalties, and crafting
-Set up every small detail of your world, from what the merchants are selling, to where the monsters wander, to what those monsters actually are! Â (Beware of flaming bears!)
-Build a home on your own world, right out in the open, and not instanced!
-Link your world to worlds potentially developed by other players to form your own single-ruleset universe ("cluster") for even more exploration and virtual real estate! With the exception of the multi-shard cluster connection itself requiring modest rental fees to Citadel themselves, everything in the above list comes with your purchase of the game, with subscription fees only coming into play if you want to play on the Citadel-run, official servers.  While some details may change in development, most if not all of those pivotal points are core elements of this platform's intent: to put the power into the hands of the players. Â
(the above image was placed there by me, the author, a bitter former NWN server admin, and doesn't necessarily reflect the opinions of citadel studios. :P ) In one of the first public statements made about the game, the studio clarified what jaded Neverwinter Nights enthusiasts have known for years: that large, AAA studios will never build a platform like this again, because it's not easily monetized for mega cashflow to the studio. Â Giving players the power to run their own free or incredibly inexpensive worlds takes money out of the cash shops and subscription fees of large games, so of course large studios aren't going to do that, which is why Citadel, a "proudly indie" studio, needs the awareness and assistance of players and potential admins like you and I in order for Shards to see the light of day sooner than later! Â Shards are now on their second attempt at a successful Kickstarter campaign, and if there's one critique I can aim at these fine folks, it's that the word on the street isn't loud enough! Â People like you and I need to already start taking ownership of our potential future worlds and get the word out NOW!
The kickstarter link below has way, WAY more info than I would think of cramming into a single blog entry, so go there, read, read some more, watch videos, read and pledge! Â Any pledge of $20 or more will net you a digital copy of the game upon successful funding!
https://www.kickstarter.com/projects/1468280928/shards-online-play-by-your-rules
While kickstarter is not the "last resort" of Citadel studios, your help can speed this game out the door and into the hands of storytellers like me!
 Now then, shameless crowdfunding plug out of the way, allow me to gush about Shards a little bit more!
I am incredibly impressed with how much Citadel are prioritizing intuitive hosting! Â Anyone who's tried to run a NWN server in the last few years knows that even before the news came out that Gamespy was pulling the plug on its NWN hosting hub (which seriously sucks and seriously makes Shards a timely saviour!), it has been a convoluted mess not only to get copies of NWN into players' hands, but also to host the damned thing with any degree of intuitive connectivity for the players! Â On top of the completely free and intuitively implemented option to just build your own shard that comes with the game and open it to the public, Citadel is set on maintaining solidly performing, easy-to-use clusters to make hosting a universe of many connected worlds just as simple. Â So many times while hosting NWN, I wished for a paid, reliable, professional hosting option that didn't involve an unofficial third party, and Shards is providing that, so I'm stoked! Oh yeah... gameplay! Â It's also a game... I should... probably talk about that!
Actually, talking about the game is a little tricky, not because Citadel doesn't have a handle on it, they do, as evidenced by their recently streamed "battle of the backers," but talking about a game like Shards gets as fluid as talking about it as a platform, because the gameplay is also fairly flexible for this or that cluster admin to customize for their world(s). Â It's important to note that that the movement and combat are "top-down diablo style," and as I've said recently in conversations about the game, this style of game lends itself well to the D&D storytelling type approach, because it looks like a tabletop with miniatures on it, so for those that are used to the "over the shoulder" 3rd person game, don't worry, the camera choice here fits the medium of storytelling being developed. I can also say that Citadel have answered (on their own public IRC channel to talk to the devs) all of my questions about open character customization and progression in very positive ways. Â You don't have to be stuck in "the armour of +10 strength and +10 ugliness," and your logistical progression is not tied to class, but to what skills you choose to utilize and practice in. Â Neither wardrobe nor gameplay will prevent you from being the character you want to be!
Sadly, I can't be more specific than this because I never played Ultima Online, but the gameplay is apparently largely inspired by UO, as a matter of fact, the UO community itself is a major branch of enthusiasm in pushing this game, Â and it seems that Citadel studios are a bunch of UO fans. Â What I have seen is that the player graphics are "good enough," (and getting better as of Kickstarter attempt #2!) the animations are fluid, the scenic art style is lovely, and the fantasy flair potential is right on target, with fireballs and lightning bolts and huge castles and other settings typical in these games. Â Although, again, to speak fluidly about the platform, while I may be "captain fantasy," it's already been stated that running, say, a steampunk style world is totally doable with the shards online foundation!
This entry is starting to run long, so I'm going to close with the most open-ended of topics: modding. Â NWN was famous, notorious and lauded for its ridiculously powerful "modability" and the endless possibilities that the NWN community could apply to their worlds through community contributions. Â I am proud to say that Shards is right on track with this ethic! Â Indeed, when the "battle of the backers" went live yesterday, one of the first things Citadel clarified was that much of the function of the particular deathmatch style game they were running was powered by mods to core functions of the game! Â The sky is pretty much the limit for both players and their admin/storyteller overlords. Â In case you couldn't tell, I'm very, very excited about the potential that Shards online offers to the gamer that is willing to take a step back in AAA bells and whistles for the sake of open ended possibilities and storytelling: a gamer like me!
A world for all of you, and all of me!
As some have pointed out, Iâve been on a pretty solid kick lately of expressing opinions in hopes that I can bring my âdungeon master,â storytelling RPG playstyle into one of the many wide open âbuild a fantasy worldâ sandboxes in development.
Having recently placed Windborne in my interest sphere next to TUG, one question has popped up amongst my observations of this budding sub-genre of online gaming. As a proud âaltoholic,â having liberally utilized the multi-character potential of MMORPGs to tell large-cast stories with small casts of players since I first discovered these games, I have to wonder if the minecraft ethic of âyour singular avatar is just your in-game building hands, not really a characterâ will carry over and thus limit the âvoxel RPGâ experience.
I donât even know if Landmark will support multiple characters, being the âbuilding engineâ end of the EQN family, but when I asked the TUG community their thoughts on alternate characters in their voxel-based, survival crafting world, I was presented with multiple opinions, and was exposed to what may very well be the greatest point of resistance in fitting my hopes for a personal ensemble cast into a voxel RPG future: Social competitiveness.
*sigh*
I love the storytelling, creative side of RPGs of all kinds. I love when they spawn microcosms and societies of their own, and while I can sort of see how some might have fun in settling into even the smallest âpolitical PVPâ in these multiplayer microcosms, every time any incarnation of âbut then you wonât be community-accountable for your actions,â or âbut I should know who you are and that I have more/am better than youâ plagues the storytelling potential of my online worlds, part of me dies inside.
There are a series of competitive survival playtests currently being conducted in TUGâs âalphetaâ stage, and mechanically speaking, thatâs a sound idea, really. What I implore the good folks developing âbuild your worldâ games, and specifically Nerd Kingdom to consider for their privately hosted âno âalways onâ rulesâ implementation down the road is the idea that while having large communities of players to barter, politic and compete for survival with is fun for some, there are those of us that would rather co-operate and colonize vast communities consisting of few players and many characters. If official servers are to be âone player, one avatar,â for whatever reason, thatâs fine, itâs clear that thereâs a market for those that would like to get back to shaking hands with a familiar face in trade and in community politics⊠But Iâd also like to see support for the capability for a handful of players to populate a frontier with a bunch of alts. Not all alts visible and online at once, mind you, just different faces and hats to wear in our procedurally generated, handcrafted frontier towns! We donât care that multiple characters will benefit from one characterâs work and structures, we actually prefer that. Obviously banning tools would preferably be on an account level. Competition can exist on many levels, and on every level, a preference to co-operate instead of compete can feel drowned out by rigid development toward those that prefer the competitive.
The potential for world-building in the future of online gaming is bright, and those worlds can be enjoyed by many players with one avatar apiece, or by few players with many differing faces, different perspectives from which to see and contribute to the world through roleplay, and I truly hope that one of these forthcoming titles will allow for both ends of this spectrum. TUG seems to be the frontrunner for this degree of flexibility, but I hope it becomes a widespread consideration, which I can guess would best come hand in hand with private hosting!
Iâm pretty excited for the future, and thank you once again to everyone involved in forging ahead in developing these sets of world building tools for many to enjoy!
Supporting the single player in MMOs
Why, I've looked at the calendar and it appears we're due for me to go off on how toxic the MMOniverse at large is, and why the solo player deserves design consideration always.  Good thing massively.com posted a wildstar column that sparked such a rant from me, in which they mentioned solo content, and the inevitable backlash such a topic unfortunately receives.  Here are my comments.  ______________________________________ Honestly, my favourite counter to solo/duo content in an MMO, from a comedy standpoint, is always the tired old: "But if people can progress solo, they won't group." Yes.  That's correct.  Because grouping with today's internet public at large is, more often than not, "tolerated," not preferred. Oh, I have no doubt that the preference exists, and should be supported, but if adding soloability to an MMO "kills the grouping game," then the grouping game isn't the dominant preference, and shouldn't recieve such an extreme lion's share of the game's focus ("raid or die").  The people leaving the grouping game to solo... most likely never preferred it, and it just shows up more when the option exists, and those people gravitate to what they likely wanted to do all along, but were just tolerating the drama of their raid group for personal progression. This also bites into the ol' "raid content should have better rewards because drama/logistics/organizational work." This boils down to "I should get more because I'm enduring not-fun-things on my fun time."  Why should that be rewarded?  You're contributing to a toxic "don't suck on my time" atmosphere.  That's not good.  Why are we incentivizing that? If you LIKE the idea of group content, and have a group of actual FRIENDS to play with together, and have the communal sense of humour to eat wipes, learn and burn, and progress, yes, you belong in group content, but there's no reason that should have a higher reward output, because you're not "working" any harder (in a well designed scenario) because it's ideally all fun.  Your group size is just being catered to, which an MMO should do, but if you're enjoying the company of friends, why do you need bigger upgrade numbers for your efforts?  If your efforts aren't "work," just "playing with the group of FRIENDS I have," why should that reward more? Before anyone says "because it's rewarding socially healthy interaction," ok, but by doing that, you're dooming the game to vast amounts of socially UNhealthy interaction when groups of NON-FRIENDS form to upgrade faster... and you get the spiral MMOs exist in now on the social quagmire front. The answer is to have people want to work together if that's their thing, not need to work together "to be a real person" or to "progress reasonably," and to support all group types, starting at the group size we all pay and log in as: one.
Man, I miss City of Heroes/Villains.
I've noticed you've written several VERY long rants about relatively specific game mechanics and tagged TUG in your more recent ones. But some of these rants aren't really related at all, and I'm wondering why you're tagging TUG in these rants?
TUG is actually a very common thread to many of the things Iâm discussing: private servers, survival crafting, voxel-based building, sandbox, and flexibility of rules are all things TUG (the untitled game) have touched upon in development :)
Iâm also pretty sure I mention TUG in most if not all of the posts youâre referring to.
Less rules, more guidelines, more worlds.
I have to be honest, I never thought I'd get into the whole âMMO sandboxâ thing, simply because it usually came part and parcel with open world, no consequences PVP, and all of the âcommunityâ issues that surround it. As I've said before, I'm not really down with PVPing with the faceless internet any more, but as I've also said before, I've played on and helped run a less massive, sandbox-ish world, even thrived in a situation of relatively open PVP before. As I contemplate that, It occurs to me that there are two words in the âMMO sandbox revivalâ conversation that really need to be louder, and not necessarily limited to only a few games: Private servers. No, I'm not talking about the illegal âI have a bootleg copy of X themepark MMORPG to host,â I'm talking about the intentionally provided option to host a professionally maintained and patched game privately, exclusively, and at one community's own pace and rules set. It's not a new concept, but it is certainly an... âoff conceptâ in the MMO-niverse. I mean, after all, throw in all of this âexclusivity,â and is it truly âmassiveâ anymore? That's a good question. My answer to that would be to suggest that the game can still have âmassiveâ level appeal, with hundreds of thousands of people playing it, just maybe not together, all at once, by the same rules. I will come right out and say that if you are rolling your eyes at the aforementioned scenario, you and I probably weren't meant to game together, and that's ok. See, the beautiful thing about private servers, is it allows for hubs of shared interest to congregate and enjoy themselves their own way. Do you like PVP? Host a dog-eat-dog version of the game that's all about survival of the fittest! Do you like building and cosmetic creation? Host a version of the game with a rules set focused on crafting, gathering, building and less about combat! Want something in between?... You get the point. Some people may have a problem with sacrificing the âmassiveâ aspect of MMORPG for this sort of approach, but to them I submit this question: how is this fundamentally different from insular, devoted guilds with different goals in your local themepark MMO? I have a feeling that some of the dissenting answers here will take one form or another of âwhere is my/our show-off audience?â Perhaps some people need to feel they are invested in a huge world with many, many players for whatever reason. That's a valid point, and a sandbox does somewhat thrive on âplayers as content,â and fewer players means fewer perspectives meshing into the pool of ideas. I propose that the freedom to populate one's own world around them with their friends, or a world belonging to a tight community, makes up, somewhat, for the latter issue. I'll admit, the people that need a âshow-off audienceâ don't really get any consideration from me, as I don't think those impulses should be stoked or encouraged. I do think that a central âgame community,â hubbed by forums and social media, can plug many of the social holes that a game âfragmentedâ by private servers might end up having. I also think that official servers should probably exist in parallel with the private servers, because if every server is exclusive, that's not conducive to the game growing in popularity for newcomers and fresh blood. Also, I'm sure that those developing the game have their own ideal for how the game should run. The difference is, with a private server option, and a flexibly configurable game, those ideals potentially exist less as rules and as more of... a guideline (said in a pirate accent!).
The game that takes the private server approach should also exist mechanically in a way that can potentially support solo play if need be, that part's important, because I can tell you, as a former NWN server admin, nothing kills an open to the public, private world's growth and ability to meet new people like hosting a game that is immediately dependent on other people. Players need to come into these things at their own pace, and angling a game toward âhave friends or failâ doesn't work on this front if the community has downtime or off hours, with the game still hosted as an âalways onlineâ attraction. Now, yes, it must be said that it is a privately hosted community's prerogative to host a notably codependent game if they so choose, but the game's core mechanical existence needs to support this spectrum in both directions to give help to communities that do not want that barrier of entry to exist on their version of the world. I personally would think that more inclusive models should be given priority, but I'll also freely admit that my own server would be pretty exclusive on fronts not related to gameplay, so different strokes and all that. I'll take a moment to address a common thread to themepark MMOs that this sandbox revolution would need to look at carefully: Lore and storytelling. TUG, for example, has a core of lore to it, and I'll be honest, I'm so new to the game that I've spent almost no time looking into it yet, but the rune language and base core of story that I've seen seem sound and flexible enough to be taken in a few directions by creative individuals wanting to host their own worlds. What developers of lore for these games should bear in mind is that lore should be another switch or tool in the game, because I can tell you that as much as I respect what goes into the lore of the themepark games I play with my friends online... we usually ignore most of it. My mind never really left the âNWN dungeonmasterâ frame, and my core posse and I have used housing dimensions and generic elements of RIFT's lore (for example) to just back our own story in that game. Lore for the privately hosted sandbox I'm envisioning here should be composed of tools (like TUG's rune language, great idea!) and generic themes, and be potentially, well, ignorable in details and specifics. This is just my opinion, mind you, and I'm not trying to tell said storytellers (who I'm sure are just as passionate about their stories as I am about mine) how to do their job. I'm simply saying that story and lore do have their place here, but I suggest that they need to fall into the same category of flexibility as it relates to prevalence and relation to core, mechanical gameplay. What I'm using a lot of words to get at here, is that many of the issues that come up in âmassive,â public-server games can be alleviated by simply expanding the toggles and switches available to players, and letting the community itself be its own series of checks and balances, through private servers. Themepark games will forever struggle with pleasing all of their audience all of the time, and systems, content, resources and developer time will be aimed at this equation for as long as the game exists. Am I crazy to think that aiming development time at instead creating more options to let players populate and configure their own sandbox worlds would be time and money better spent? The most effective systems to address so organic an equation as âpeople want different thingsâ seem to be the organic ones that let people pursue those different things. Themeparks have shot off in different directions for years now... what I submit that we need now are sandbox games that let the players take a set of tools off into their own directions, with resources, data, ideas, and, somehow, funding flowing back to the developers to design more tools and ideas for those separate, private worlds to potentially use. I'm not talking all in the hypothetical here either, I've seen this happen, I've seen it succeed for its community, and I've seen it essentially shelved and discontinued by the powers behind the game because it couldn't be âsufficientlyâ monetized in a time when other online games were getting subscription money. That game was Neverwinter Nights, and I may sound like a broken record here, but this needs to happen again! Games like TUG, Star Citizen, and perhaps others I don't know about yet could be this return to privately hosted sandbox bliss, and I'm excited to see that happen! Here's hoping we get this toolset soon!
I'm not into sandboxes "for the PVP." Not by a long shot.
Today's entry is another "comment copy-paste" from a massively.com piece on forthcoming space sandbox "Star Citizen." Â I'm not a Star Citizen guy, but today's article about potential PVP presence in their sandbox left me with a few thoughts I wanted to post. Â The article can be found here:Â
 http://massively.joystiq.com/2014/02/09/stick-and-rudder-ok-so-star-citizen-might-be-a-pvp-game/ Here are my comments:   Not a star citizen guy, but I'm becoming a sandbox guy, so this column is relevant to my interests, and I agree with every word. I used to run a NWN persistent world roleplay server with somewhat open PVP... around 10 years ago.  It was a 100% "by invitation" experience in the sense that we were open to the public, but the banhammer was very very close at hand at all times.  The thing is, I rarely had to use it, indeed the most infamous PVP'er on our server was my own character, who would often act as the in-character enforcement of "you're going to get banned for being a dick, stop being a dick," which earned that character a reputation as a dick... but people knew what I, the player, was doing, and no one who wasn't a dick on an OOC level needed to fear my shady assassin in character. Ironically, that "reputation" was earned by, maybe... three or four kills, tops.  That's how often I needed to dust off the darker side of my character "the enforcer." I honestly likely wouldn't leave PVP that wide open on today's internet, were I to run that world now, as open to the public as we did it before.  I am watching The Untitled Game very closely because, like Star Citizen,  it will come with the capability to run private servers.  Our potential server will (should the completed game meet my expectations) have a very very tight lock on PVP, meaning I don't want any, as we won't be inviting the kind of players that would "need it to enjoy themselves."  Today's gaming internet is much further along that dark road of "griefing entitlement" than the world we knew only 10 years ago.  The internet, and its anonymity, aren't shiny or new or special or sacred: it's commonplace, it's expected, and it's seen in most modern households as something as "just there" as tap water.  That's... not necessarily a good thing, but I'm not getting into that. My point is, sandbox developers are right to consider any and all PVP implementation very carefully, and I honestly think that private servers are the best solution here, most notably trackable private servers that feed data to the developer.  I'd be very interested to see, once empowered by the freedom of private server hosting, the stats on how many players are utilizing PVP when given a choice, and just how popular, in this genre, to today's gaming public, the idea of "a world where you're free to be a dick" is, next to simulated worlds for "carebears" escaping the most cutthroat, cold, evil PVP world there is: the real world.