player-driven

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  • Life of Rome aims to put roleplaying front and center

    by 
    Shawn Schuster
    Shawn Schuster
    06.02.2014

    Life of Rome is described as a third- and first-person MMO set in a persistent Rome where players choose between playing as a Roman or a Barbarian with a heavy emphasis on roleplay and a community-driven political system. While major RP-based storylines will be run by the developers at UK-based Breakout Studios, players can affect the game through long-term political, economic, or military goals. The game uses the Unity engine with Photon Networking and is currently in early alpha stages with no release date announced. [Thanks to Rob for the tip!]

  • Untold Universe heads to Steam Greenlight

    by 
    Shawn Schuster
    Shawn Schuster
    05.30.2014

    French indie studio Fenris Lair Studio has announced the Steam Greenlight campaign for its upcoming MMO, Untold Universe. Untold Universe is described as a cube-based sandbox MMO that lets players "shape and colonize a huge and uncharted universe." While the game is still in its alpha stage, Fenris Lair Studio is looking for more player feedback to help mold the MMO's direction. Planned features include the ability to build and trade designs, an infinite universe to explore, jobs created by player-run corporations, and more. You can check out early alpha footage from the game just after the cut. [Source: Fenris Lair Studio press release]

  • Lost Pages of Taborea: Improving versatility in RoM's content

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.04.2011

    I'm bouncing off last week's Lost Pages of Taborea to elaborate on why Runes of Magic's content is lackluster, especially in light of the ability to over-gear but also to come up with some ideas to keep it from becoming meaningless and boring. It's not absolutely necessary, but it will help if you've read last week's article. RoM's gear-system ensures that you get a lot of variety in choosing what kind of character to make and how you want to play it, but there's a threshold at which the only way to allow for even more diversity among class builds is to offset the linear difficulty of new content by replacing your stats with more powerful versions of themselves, adding refinements and tiering, upgrades that just up your sheer power. Players get funneled into more restrictive builds as they gain levels. The downfall is in the content itself because it becomes super-easy-mode killing after over-gearing. It's turning on a cheat code. Any need -- or desire -- to manage blood bars or skill rotations gets thrown out with the trash. It's a foreseeable issue in just about any game across any platform or genre in which you would allow the players to gain extra amounts of power. But is there a way to allow for it and keep in some challenge and variety? Some solutions might be to slow down the pace of combat, stretch the utility of player bars, make content more dynamic, or throw in some sandbox behavior.

  • Guest Post: The death of in-game interaction

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.22.2010

    This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com. WoW's evolution has changed the course of both MMO game design and the landscape of the MMO player base in dramatic ways. By exploring the road most traveled, WoW has led the way from the roots of tabletop pen-and-paper RPGs and early MMO tabletop simulations into MMOs as virtual RPG themeparks. Despite WoW's fantastic success on many fronts, in its evolution toward catering to the most common, casual style of play, it's removed much of the human interaction that made early MMO experiences special. Today's WoW is slick, seamless and streamlined. There is nothing one player can achieve that another player cannot also relatively easily achieve. Yet while players in today's WoW maintain that this thinly clad, egalitarian experience is "best," in reality, what we see is a continuous striving for distinction free from the confines of the game design itself. The ever-present GearScore sniff test has streamlined the need for player interaction to the point that interaction is barely needed at all. In fact, it might be this very streamlining that has caused this MMO behemoth to slide away from the real magic of the early MMOs, to become a sanitized gaming experience that only barely acknowledges its need for virtual face-to-face gameplay. I miss the real interaction with my fellow players that speaks to the oldest traditions of what spawned MMOs: tabletop RPGs. I want player interactions to drive the game experience, from raiding to crafting to questing. The biggest villains and heroes of an MMO should be players, not pre-scripted heroes and playerless cut scenes. The next big MMO, I hope, can make this happen.

  • CCP's Ryan Dancey on keeping EVE Online compelling

    by 
    James Egan
    James Egan
    11.06.2009

    CCP Games Chief Marketing Officer Ryan S. Dancey recently spoke with Gamasutra's Christian Nutt about the state of EVE Online and what makes the sci-fi title unique. EVE has traits that many MMOs don't, such as player governance, a dynamic virtual economy, and slow but continual subscription growth. CCP does face problems in tandem with that growth however, namely from RMT operations. There is also the issue of balancing developer control over aspects of the game's economy (mission rewards, salvage and loot drops, ISK sinks) with the ideal of allowing EVE's economy to be as player-driven as possible, explains Dancey. Among other things discussed in the interview, Gamasutra asks how White Wolf has changed following the merger with CCP Games nearly three years ago. Dancey tells Gamasutra: "It's just an imprint... White Wolf used to have a fairly large staff. It doesn't anymore. It's focusing primarily on the World of Darkness RPG products. It's not doing some of the things it used to do; board games and other card games and things. The focus of the company [CCP] is on making MMOs and our legacy table top business is a legacy business."

  • EVE Evolved: Top five EVE Online apps

    by 
    Brendan Drain
    Brendan Drain
    08.09.2009

    Back in 2004, a friend introduced me to a relatively new space MMO called EVE Online, where the markets were run by the players and there were undiscovered frontiers to chart. A short time after, I became obsessed with pre-calculating everything in the game. I thought that if the game server can calculate everything we do, I must be able to replicate the process and come up with some interesting results. I wasn't alone, many other pilots had previously created simple spreadsheets and web-databases of EVE's items. Rather than the game's developers hoarding the information required for such an undertaking, they took an unusual stance and released large portions of their main database for player-study. Websites began popping up listing information from the data dumps and it wasn't long before the first pioneering apps came about in the form of handy spreadsheets and interactive web-pages, my own fairly popular tanking spreadsheet among them. In this article, I look at how player-developed apps came about in EVE and give details on my top five EVE apps. Once you've tried these programs, you won't know how you lived without them.

  • Jumpgate Evolution economy changing to player-driven system

    by 
    James Egan
    James Egan
    07.05.2009

    Some gamers were disheartened when NetDevil opted to delay the Jumpgate Evolution launch in order to refine some aspects of gameplay, but we're hoping the extra time they've bought for themselves will equate to a more polished release. One of those aspects of the game they're improving is Jumpgate Evolution's economy, which is the subject of an interview that producer Hermann Peterscheck gave to JGERadio's "Tikigod."Throughout the interview, Peterscheck emphasizes that Jumpgate Evolution's economy should, by design, function in ways similar to a real world economy (but hopefully with a lot less fail) -- a far more dynamic system than one driven by NPC vendors. Peterscheck says, "I actually think the changes make the economy more alive. What we have done is moved away from an AI-based economy to a player-driven economy."

  • Age of Conan's anniversary hiccup

    by 
    Brooke Pilley
    Brooke Pilley
    05.26.2009

    In what some are calling "their biggest debacle since launch," Funcom's anniversary bash for Age of Conan (EU) experienced a hiccup this past weekend, and unfortunately, it wasn't alcohol-related. A combination of miscommunication and technical glitches left hundreds, if not thousands, of party-goers in poor spirits.Funcom's initial announcement invited players to take part in "small festivities" outside Conan's castle at a particular time and urged them to bring along celebratory fireworks obtained with a "/claim" command. Due to some time zone confusion, many players showed up over an hour early. When the event didn't even kick off when it was supposed to, the forums lit up with agitated players.The Senior Community Manager, Tarib, showed up and explained that the festivities were actually intended to be player-driven rather than a scripted or GM-led world event. This did not sit well with many in the community who pointed to the event promotion, which led them to believe otherwise. Tarib apologized for the miscommunication and also stated that technical issues prevented certain merchants from showing up in certain instances. He later called off the North American event of the same name.Funcom is now running an Easter egg hunt where fans can search through their favorite community sites in search of special silver and golden King seals. The prizes are quite good, including: free lifetime subscriptions, monthly and multi-month subscriptions, in-game items, and custom forum avatars.

  • GDC09: User generated stories in shardless worlds

    by 
    James Egan
    James Egan
    03.25.2009

    Massively checked out an interesting session at GDC 2009 titled "User Generated Story: The Promise of Unsharded Worlds" by James Portnow, CEO and Creative Director of Divide by Zero. His talk was part of the Worlds in Motion Summit, and focused on how single worlds and their shared space can also give rise to shared stories. Portnow discussed ways that game designers can encourage and enable players to tell their own stories within the virtual space. *** The storylines we've seen thus far in MMOs aren't yet tapping the potential of massively multiplayer online games, Portnow relates, largely because they're not capitalizing on an MMOs greatest asset -- its players. Portnow says, "We haven't achieved stories that really rely upon the core of our media, the playerbase that a MMO environment environment gives us. We haven't achieved player-driven stories really directed by players themselves. And lastly we haven't achieved meaningful stories."Why do people skip the quest text? It's because they have no stake in it. Unlike the experience they get from single player games, their actions don't affect the the world they play in. Story, then, doesn't add to immersion and thus players don't feel engaged by quests. The solution then is to unshard worlds and give agency back to the players, with real choices, real consequences, and less restrictions. %Gallery-48460%

  • Pirates of the Burning Sea economy preview

    by 
    Mike Schramm
    Mike Schramm
    10.23.2007

    Female Gamer has posted an Flying Lab Software-approved look at the "player driven economy" in Pirates of the Burning Sea. It's got a number of different innovations, starting with the fact that players don't just craft items-- they actually create their own logging camps, mines, shipyards, or plantations, and those "structures" have to be put in a certain area (where the enemies aren't) on the map.Crafting with those structures is different, too-- instead of simply collecting mats and hitting craft, there's an ingredient of "stored labor" in those recipes, and that labor is generated by the player-created structures. So instead of clicking the button to craft something and then waiting, you must wait first, build up "stored labor," and then you can click at will to create whatever you want. There's also a charge in doubloons to create each item, and those charges can be raised or lowered depending on what you're creating and where.FLS also chose a blind bidding system (similar to FFXI apparently, which I haven't played), in which bidders guess at the minimum price rather than aim for the highest bid (as in WoW). Just like EVE, you've got to be where an item is to receive it. That's annoying, but it fits with the setting, since there aren't exactly magic mail systems around. And finally, an auction house only shows trades in the same region of the game, so there are "trader" possibilities, where players will be able to take goods from one section to another and try to buy low and sell high.All in all, it sounds really interesting-- a combination of new innovations in MMO trading, and a number of compromises made based on the setting. Pirates, we're told is scheduled to release around January 2008.[ via VW ]