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Old 02-26-2008, 09:43 PM   #2941 (permalink)
Tyen
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too big?
too brown?
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Old 02-26-2008, 10:02 PM   #2942 (permalink)
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This is going to turn it around for 38?
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Old 02-26-2008, 10:05 PM   #2943 (permalink)
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If memory holds isn't Bigworld used in some Korean MMO's? Would be nice if 38 Studios could get some of their art people since they seem to be able to make graphically excellent games even if the rest of the game is a grind fest.
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Old 02-27-2008, 08:44 AM   #2944 (permalink)
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You know what sucks about this? I'm a little excited that the game is moving on, however I'll be over 30 before this game comes out.
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Old 02-27-2008, 10:37 AM   #2945 (permalink)
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You know what sucks about this? I'm a little excited that the game is moving on, however I'll be over 30 before this game comes out.
I wish I was 11 again playing Wolfenstein: Spear of Destiny.
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Old 02-27-2008, 11:08 AM   #2946 (permalink)
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I strongly disagree. In many games of all sorts, limited information adds a layer of skill and decision-making to the game that isn't present otherwise.

You could say the same thing about poker; your opponent's cards aren't visible unless you cheat. However, your opponents' cards are a hugely important unknown, and if you don't consider what they might be, you will lose consistently. Is that "inexcusable?" It certainly doesn't make poker less interesting.
Completely agree with this. How much of a game would poker be if the cards were turned face up so that everyone could see each others hand? How much skill would it take to fold that straight when you know for a fact that the guy 2 seats down has a flush without even needing to look back at his betting history in that hand and the play he has exihibited in previous hands that clues you in to what he likely has at this time?

The last thing these games need is a dumbing down hand holding experience such as a threat monitor offers. Experience fighting a mob will in time give people that choose to learn the "feel" for how much DPS they can do without getting agro from a mob, and the tanks in time learn what they need to do in order to hold enough agro from the mob. This is one key area where skill still means something in these games instead of the further degredation of MMORPG's to a "time in = success out" formula. Skill should still count for something, and learning how to deal with mobs without a breakdown of every concievable bit of information that could lend an advantage is a large area where that skill can be realized.

I agree totally with the above poster and disagree 100% with the orginal poster in wanting the entirety of information relayed as number data. The mobs reactions caused by your actions in game and the number of times you screw up and die are your interface to the information you seek and that is what you need to learn from. To ask for more is asking for a hand holding experience that these games have too much of already.
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Old 02-27-2008, 11:18 AM   #2947 (permalink)
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I don't understand. How could you make that argument? In WoW, you know quite a lot without the threat meter (more than you know about your opponent's cards in poker!) You see about how much damage you're doing, you have experience fighting with your tank so you know vaguely how much threat he produces, and you know who's on top of the threat list right now because they're getting attacked.

Anyway, I'm not trying to make some complicated analogy. I'm just pointing out one example of a game -- and there are many -- where limited information is used as an important component of the gameplay.
Well, in much the same way that you don't know when that next AE will trigger or how much damage the next swing is going to hit for. Even with threat there are X factors such as threat wipes and fixations and stuff thrown in there. To use your poker analogy, even though you don't know exactly what cards he has, you know what cards he -doesn't- have. He doesn't have any of the cards you have, nor does he have the old maid.

So yeah...
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Old 02-27-2008, 11:51 AM   #2948 (permalink)
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Well, in much the same way that you don't know when that next AE will trigger or how much damage the next swing is going to hit for. Even with threat there are X factors such as threat wipes and fixations and stuff thrown in there. To use your poker analogy, even though you don't know exactly what cards he has, you know what cards he -doesn't- have. He doesn't have any of the cards you have, nor does he have the old maid.

So yeah...
Dear God, did you just use... an analogy??? Stop the presses! Satan is getting frostbite.
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Old 02-27-2008, 01:03 PM   #2949 (permalink)
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And it was a pretty bad one too.
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Old 02-27-2008, 02:22 PM   #2950 (permalink)
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too brown?
too green?
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Old 02-27-2008, 03:30 PM   #2951 (permalink)
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And it was a pretty bad one too.
I work with what I'm given. 8(
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Old 02-27-2008, 04:41 PM   #2952 (permalink)
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yay for the aussies!
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Old 02-27-2008, 05:20 PM   #2953 (permalink)
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yay for the aussies!
And yet, you poor croc-wrestlers will still be stuck with 500ms latency and 20% packet loss.
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Old 02-27-2008, 05:29 PM   #2954 (permalink)
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Well good choice imho going with that graphics engine. Seems pretty low system-spec friendly from the screenies. The U3 engine would have been a huge mistake if they are looking for a large player base.
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Old 03-05-2008, 09:53 AM   #2955 (permalink)
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Well good choice imho going with that graphics engine. Seems pretty low system-spec friendly from the screenies. The U3 engine would have been a huge mistake if they are looking for a large player base.
Source: Blue's News - All the carnage that's fit to post!

38 Studios Gets Unreal for their "OEE™" [March 05, 2008, 11:16 am ET]
38 Studios announces they have licensed the Unreal Engine 3 to power the client end of their upcoming MMORPG, not long after announcing BigWorld Technology middleware will be used on the server end (story). Thus the body of knowledge about the tech being used by Curt Schilling's development studio continues to grow in the absence of details about the game itself. There is a blurb in the announcement about the game, which will apparently be enough of an "Online Entertainment Experience" that they've trademarked the term OEE:

Led with the artistic vision of Todd McFarlane and the enthralling storytelling of R. A. Salvatore, 38 Studios is developing an original IP made up of fantastical elements, settings, characters, creatures, rules, and experiences. The IP will encompass multiple media forms including a massively multiplayer online game that is currently scheduled for release in late 2010. The company is utilizing a combination of Epic’s Unreal Engine 3 toolset and BigWorld’s server-side technologies to meet its requirements for achieving an unparalleled OEE™, the premier Online Entertainment Experience.
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