|
|
Or, use your gamerDNA username: (more...)
| ||||||
| |
| | LinkBack (2) | Thread Tools | Rate Thread | Display Modes |
| | #2943 (permalink) |
| Registered User Join Date: Jun 2006
Posts: 331
| 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.
__________________ The light at the end of the tunnel is really an intense radioactive source whose gamma radiation is already killing you. |
| |
| | #2946 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 202
| Quote:
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. | |
| |
| | #2947 (permalink) | |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,794
+166 Internets | Quote:
So yeah... | |
| |
| | #2948 (permalink) | |
| Registered User Join Date: Jul 2006
Posts: 295
| Quote:
| |
| |
| | #2954 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,197
+17 Internets | 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. |
| |
| | #2955 (permalink) | |
| Jesus hates the yankees Join Date: Jun 2006
Posts: 337
+5 Internets | Quote:
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. | |
| |
|
| Thread Tools | |
| Display Modes | Rate This Thread |
| |
LinkBacks (?)
LinkBack to this Thread: http://www.fohguild.org/forums/retard-rickshaw-hall-shame/24711-green-monster-games-curt-schilling.html | |||
| Posted By | For | Type | Date |
| f13.net forums - Schilling's Green Monster Games | This thread | Refback | 11-22-2006 07:59 AM |
| MMORPG's - Page 2 - General [M]ayhem | This thread | Refback | 11-22-2006 07:29 AM |