The legendary game designer presents an alternate way to develop games, and the awesome product of this way of thinking.
Spore - Sounds Interesting
- Twystyd
- A Salty Surprise
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Spore - Sounds Interesting
http://www.gamespy.com/articles/595/595975p1.html
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
I don't know the question, but sex is definitely the answer. -Woody Allen
- Zoidmeister
- Donkey Fucker
- Posts: 787
- Joined: Tue Feb 25, 2003 10:30 am
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
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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