Spore - Sounds Interesting

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Twystyd
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Spore - Sounds Interesting

Postby Twystyd » Thu Feb 09, 2006 3:50 pm

http://www.gamespy.com/articles/595/595975p1.html

The legendary game designer presents an alternate way to develop games, and the awesome product of this way of thinking.
Although detractors decry (MMA) as a brutal, bloody form of human cockfighting, aficionados know it is a brutal, bloody, totally fucking awesome form of human cockfighting. -The Onion

I don't know the question, but sex is definitely the answer. -Woody Allen

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Supreem
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Postby Supreem » Thu Feb 09, 2006 4:18 pm

Yea even tho spore is being published by EA it is being developed secretly in an external studio. The development is completely free from EA's standards and corporate bullshit. Will Wright is a genius and this game is going to be amazing.
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Zoidmeister
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Postby Zoidmeister » Tue Feb 14, 2006 12:56 pm

Very interesting stuff.

On a simpler level than Wright I've often thought how interesting it would be if an MMORPG would leave more of the decisions to the players in all aspects ; quests, crafting, PVP.

i.e.
Be interesting if a Lord (in a lord/vassal system) could create a quest line whereby he gains ability/recognition/item recipe as well as his vassals gain something as well.

Or crafting, especially spell crafting was much more dynamic. AC1 had a fairly innovative system for it's time in the taper system. This concept could be improved on to include player made reagents which are created by a combination of tools, drops and bought supplies. Upon attempt of creation the server determines if a new spell/effect is created and it's power level (depending on reagants and user skill level ... chance of explosion if it's too powerful etc.). Make it dynamic enough so that no two servers would ever have the same spell lists ... unlike WoW/DAOC where you just click on a trainer NPC to learn spells.

On the PVP front I like the alignment system of Darkfall. Let alignment decide what NPC areas you can/cannot go to ... and let the players decide the rest.

Keep itemization simple in the game ... let the players build the armor/weapons. i.e. for armor have a few base armor models then players can experiment with adding enchants etc.

Wright's concepts boil down to less work upfront to build the game and let the players build the rest :-)



/Zoid


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