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| | #241 (permalink) | ||||||||||
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Quote:
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One thing I've always realized, and most of the perspective comes from listening to hordes of Sox fans 'recommend fixes' for the team. Not being 'inside' greatly clouds your ability to understand what can and can't be done. That's not to say that ideas presented aren't worthwhile or intelligent, but in a lot of cases said fixes or ideas just aren't physically possible due to a pre-existing set of conditions within the work enviroment. Any good company uses customer feedback, but the great companies only do so where it works best for them, the product, and the customers. If you can meet those three criteria you win. If not all three, then you don't do it. Quote:
That indicates that you are seeing something major BEFORE we are done with it. That's a major problem these days imo. Companies are in such a rush to get your eyes IN and ON their games that you are seeing things, IMO, WAY TOO SOON. That scenario leads right back to the issue talked about earlier. If you let players into your game at a time when there is still a lot to be done, and you are counting on major input to 'finish' things then you've done a few things wrong. 1) Picked the wrong creative and technical people to make your game 2) Don't have the confidence in your people to make a great game My thoughts are this. If you open your beta, and you've designed something great, does it matter how far into completion you are? If it's a great game it's a great game, regardless of when you as players, see it. The key is in knowing when and where to expose your game and creation to the public. You, as a company are aiming to complete some objective when you launch into public beta right? IMO that can't be FINISHING your game. To me Beta is about 'cleaning it up' and fixing minor issues you feel more comfortable with the masses deciding. That means addressing your server load issues if need be. I just feel that Beta, if you are a top tier company, is more about early exposure to advertise your great product as much as anything. Quote:
The media aspects of this are actually one of the selling points of GMG when we presented ourselves to our soon to be partners in this venture. At some point in the near future you will be seeing another press release in which our partnerships have been agreed upon and I think when you do hear this you will understand, and see, how serious we, and our partners in this venture, are. Quote:
I mean honestly, can you envision a company that would use a board where members user names are "F#@ $#@"??? This forum is at times a fantastic way to garner opinions and get a feel for a niche of the MMO world. Quote:
WoW has done two things to new companies looking into the MMO space. It has opened up numerous VC opportunies for third party folks. It has given people unrealistic expectations of what can be achieved to others. My goal, with this first title, is to bring something epic in every sense of the word, to the MMO gamespace. We know what's out there, we know what's not. What we won't do is assemble bits and pieces to create a hodge podge of concepts into a game trying to please every MMO player on the planet. Quote:
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None of what you posted was anywhere near difficult to talk on. I am excited about the give and take here and in some other forums and looking forward to RA jumping in at some point to add stuff if time presents itself. Quote:
Curt | ||||||||||
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| | #243 (permalink) |
| Tharkis Join Date: Jan 2002 Location: Stormhammer (luclin)
Posts: 26
| The more you post, the more excited I'm getting for GMG, just reading your own gaming philosophy. Thank you for sharing your views even though given the nature of this forum people will flame you for saying the sky is blue. ![]() |
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| | #244 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | People will flame, it goes back to the saying someone mentioned earlier. Trying to please everyone is a surefire way to please no one. I am not concerned about being flamed unless I/we do something that merits being flamed. GMG won't be a company that works to do things that don't get us flamed. GMG will be a company that strives to do what we believe we can do better than anyones ever done it. That comes down to talent, passion and leadership. Those three things are core components to every person that is, and will, work for GMG. In the end it's all about accountability, inside the company to each other, and to the customers. Nothing else matters in the grand scheme of things. If you have talent, passion, leadership and a company composed of accountable people, you can't lose. |
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| | #245 (permalink) |
| Time to play the game! | I like the yankee's but I love your way of thinking as a gamer! I hope your dreams come true onto your company and look forward to one day playing what you've created. Create the promised land since everyone else is failing.
__________________ Looking for the MMO promised land. |
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| | #246 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Quote:
I've always felt that the timesink MMO's are makes people defend their choice of games as a way of explaining our addiction. IMO it's impossible, unless you don't need sleep, food, bathing, or a social life, to get the most out of more than one MMO as a hardcore player. However I think Blizzard broke that barrier, not completely, but to some degree. Being able to get some enjoyment out of a 30 minute session has been virtually non-existant to us dyed in the wool EQ players. I've literally spent hours 'hanging out' in EQ (prior to people finding out who I was in RL, then it became the exact opposite) trying to find a group. What was an attraction to me in EQ, the social aspects of the game, at high levels became a detriment. To compete in the MMO market I think it's absolutely 100% imperative that you have 1-50/60/70 solo content. The people have spoken and 7+ million of them say that having that solo gameplay to max level ability works. I also think that EQ and EQ2 have laid the path for the Blizzards of the world to see this and 'fix it'. | |
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| | #247 (permalink) |
| Registered User Join Date: Aug 2002
Posts: 4,714
| I still don't think you can really play more than one MMORPG at a high "level" (by this I mean level of competency, not character level; the two do NOT go hand in hand, as anyone at max level in WoW can tell you). It's not the days of EQ where you often raided every single day; but you still have to devote time outside of even raiding to farming cash/consumables/etc. It's why I've kinda given up on the MMORPG genre now; I want to be able to log on and off at will when I get bored and need to move on to something else. Getting old sucks. ![]() |
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| | #248 (permalink) | |
| Registered User | Quote:
WoW definately took a step in the right direction with solo levelling content. I remember back when I played my Necro in EQ I had no trouble soloing, but I was bored out of my mind just grinding experience for hours on end. With WoW, however, every class has the ability to do quests and reap rewards on their own. Where WoW dropped the ball in terms of solo content was when players hit level 60. At the level cap all that's left to do solo is PvP (a can of worms I'd rather not open this late at night) and crafting. Even with those two avenues it's not terribly difficult to "finish" the solo game, Mr. Soloplay now with no form of progressing his character. There are a few ways to remedy this issue, be it through Alternate Advancement systems, AI for NPCs so Solo players can enjoy the grouping experience to some degree, an increased number of world events to take part in, or something else entirely. As long as the team is properly staffed and funded, it should be feasible for developers to incorporate such a sphere of play into their game. Edit: Peer editing myself.
__________________ Fuck Cancer! Last edited by Cadrid; 09-30-2006 at 12:54 AM.. | |
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| | #249 (permalink) |
| The Mexicant Join Date: Sep 2002
Posts: 1,144
+10 Internets | First off, I just have to say...that it warms my BoSox loving heart all the way down here in TX to know that you're coming back next season, Curt. Gonna be one hell of a pitching rotation you guys are going to have. Onto the actual thread topic, it's refreshing to see your views on the whole genre and what you're hoping to accomplish with GMG. Can't wait to see what you and the team you're assembling come up with as the company comes together. |
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| | #250 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Quote:
The whole funding issue/problem is non-existant, so that's not a concern, nor is there any concern of creative oversight or pressure by people(s) that aren't IN GMG. The staffing part is turning into every bit the incredible team that I forsee people, when it's announced, reacting with the same excitement most did when RA and Todd were identified as key creative contributors to GMG. | |
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| | #252 (permalink) |
| Brilliant! | While that would indeed be quite awesome, I'm leaning towards them creating a game in Salvatore's Demon Wars setting. It already has an established backstory and 7 novels working in its favor. Unless he's been hiding something on the back burner for a few years. Most authors have things like that sitting around. I know I do. |
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| | #253 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Come on man. 93.5% of the MMOG subscribers in the world play Fantasy MMO's. Why would GMG, if it intends to change the landscape of the MMO world in a business sense, and product sense, not shoot for that market? Also, I can't see convincing Todd McFarlane, and R.A. Salvatore, who've both made an incredible living and are supreme talents in the genre, to create a baseball MMO, which while cool, would steer them away from their core talents. I am a HUGE MMO fan, and a huge fan of what's been done. I don't want to come out and just make a game, that takes nothing but dollars and some coders, I want GMG to enter the space in unprecedented fashion with something the gaming world is eagerly anticipating. I don't want to do it with false hype, years of lead up to something that fizzles. To truly make an impact doesn't it make sense to hit the market where everyone is interested in playing? And no, it won't be Demon Wars. |
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| | #254 (permalink) |
| Unregistered User Join Date: Mar 2005
Posts: 682
| I definately agree that fantasy lends itself to a better MMO experience. What I would like to see though is an alternative take on fantasy. Something that blends technology with fantasy. Not like Arcanum, more like Longest Journey. |
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| | #255 (permalink) |
| Registered User Join Date: Aug 2002
Posts: 4,714
| A baseball MMO would be really strange and probably not that much fun. I think the market for non-fantasy games in the MMO market is wildly underestimated. 93.5% percent of the MMOG subscribers play fantasy MMOs because that's where the best made games currently are. The fantasy theme probably helps to a certainly extent, but people will go where the good games are. Look at (to pull an example from RTSes) Starcraft. It's one of the most popular games ever, and it's not based in a fantasy world. People like it because it's a well-made game. Pretty much every non-fantasy MMO game so far has either been a deeply flawed game, or designed to appeal to a certain very specific niche. Games I'd put in the former category: -Anarchy Online (turned out to be better later on but had an abysmal launch) -Earth and Beyond (had an abysmal launch AND never ended up being a good game) -Neocron (see above) Games I'd put in the latter category: -EvE Online (designed for hardcore PvPers and/or people who want a sandbox-style world with no real established objectives) -Planetside (MMOFPS/squad combat in an MMO setting) Frankly (and this isn't a dig at you specifically, more the game publishers in general) I think we keep getting all of these high fantasy games because it's relatively "safe". I'd like to see someone who is well-funded and who wants to push the envelope really do something innovative. There isn't much left to innovate in high fantasy. As an example, let's compare WoW classes with their EQ "equivalents": -Warrior: Warrior -Rogue: Rogue -Druid: Druid (this is a bit specious because the playstyles do differ somewhat) -Shaman: Shaman (see above) -Warlock: basically a Necromancer with some additional toys -Mage: Wizard -Hunter: Ranger -Priest: Cleric -Paladin: Paladin Yes, you can tear the above bit apart somewhat because the classes do play differently. I acknowledge this. My point is more about there only being so many different archetypes for fantasy classes, and stylistic differences are all that are left to do. edit: I apparently fell in love with the word "genre". Last edited by Duppin; 09-30-2006 at 10:25 PM.. |
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