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February 08, 2001 |
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Archived News for February 05, 2001
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Editorial | Savant on the PK |
February 05, 2001 |
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By: Mystery |
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In a good piece (that manages to quote Raph Koster), Savant breaks down the motivations and implications of a universe where Player Killing is rampant and allowed: Consequence. There needs to be consequence for making the life of a fellow gamer miserable. There's currently no real community, as I think I've stressed before, so the they will be outcast mindset won't work. You also don't want to run your game tyrannically, as I think this site has stressed, so that too wouldn't work. The consequence needs to come in the form of what the griefer desires most: attention. Granted, the drive may also be achievement, but more often than not, I've noticed that the true motivation has been attention. The gloating, the bragging, and the infamy that come with being a notorious griefer are all too often the real force behind the actions.
Reward. Currently, the reward for slaughtering the enjoyment of your fellow player is too great. Overcoming a human opponent that thinks and reacts as you do should be reward enough. The loot system's also play a large role: Killing a single opponent and likely getting a fine reward (because more often than not, he won't be using substandard equipment) rather than waiting in line for hours or killing dozens, if not hundreds, of monsters is much more desirable. Yes, I will agree that some other reward is appropriate too, but not when it is obviously leading to the unhappiness of a paying customer. To agree or disagree with Savant's rantings, you'll need to read the rest of the article.
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EverQuest | EQ Fan Faire, a report from the Front |
February 05, 2001 |
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By: Mystery |
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Those funny, funny, guys over at Lum the Mad, in particular delusion, an attendee of the EQ Fan Faire in Baltimore this weekend, have provided us with a blow-by-blow of the proceedings.
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Horizons | 3D Model art |
February 05, 2001 |
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By: Mystery |
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The folks over at Artifact Entertainment have just dropped another little gem for their drooling public, the 3D Rendered model of the Fyakki, a spider-like creature that has here-to-fore only been seen in artist renditions posted to the same site.
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Redmoon | It Must be Screenshot Day |
February 05, 2001 |
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By: Mystery |
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Beta Bites has just put up a bunch of new screenshots for RedMoon. The screens contain images of character creation, and opening screens, along with the typical gameply shots. You can see the whole gallery here.
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NeverWinter Nights | Engine Update and Interview |
February 05, 2001 |
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By: Mystery |
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VDE caught up with Scott Greig, Lead Programmer for Neverwinter Nights, the other day, and here's some of what he had to say: I'll end with an example of this entire process. About a year ago, we wanted to set something up for item creation. We knew we wanted the end-user to be able to piece together component parts from a specific sub-library, so that a large variety of unique items could be created. For example, a sword would be built from a large variety of separate hilts, cross-guards and blades. It didn’t take us very long to have some (well, really, two) prototype swords built and hard coded into the game for testing.
Having proven the concept, it has taken eight months before the final system has been completed. We had to conceptualize the huge library of parts, come up with naming conventions, figure out size formats, optimize the graphics engine to efficiently deal with multi-part objects, decide what the relation was between the inventory icons and their in-game representations, and so on. But being able to implement our original plan has been very rewarding, and now, after working out all of the uncountable details, creating the art, designing what items to make, and writing all of the code, we can finally create real items. If the guys can take a page from the book of StarBucks (personalization = market share), then this game will be flying off the shelves. Make your own conclusions here.
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| Disclosure, Part 3 |
February 05, 2001 |
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By: Mystery |
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A very well thought-through essay on character powers and character death has just been posted by J. over on Crossroads of Shadowbane. Here's a snippet: Death was the most common end to any in-game conflict made before the emergence of the MMOG genre, and is such today. It's an unmistakable message of failure, a convenient device for a game designer to employ, even though unlike real death, it can't be permanent. Permanence equates to inconvenience, and inconvenience makes people quit games.
But it still serves a function. There's a perceived need to keep players thinking that death is important. So death takes player-characters out of a fight, incapacitates them, reduces their effectiveness (either by time delay or by outright loss that must be redeveloped,) rebirths them away from the place of death, requiring them to spend time moving back to where they were, or making them rely on other players so they can live again. Ex-UO programmer Ragnar Scheuermann suggests imprisonment or public humiliation in his laundry list of possibilities, most of which have never come together at the same time, and probably never could. Death remains the closest thing to absolute right and wrong in both player and developer minds. You can find the rest of the editorial here.
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Ultima WO: Origin | Yet More Screens |
February 05, 2001 |
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By: Mystery |
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2 new exciting screenshots from the very anticipated game UWO: Origin have been posted to the official site. You can check out the gallery here.
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Anarchy Online | Roundtable Log |
February 05, 2001 |
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By: Mystery |
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The Saturday night chat with the developers has been transcribed, and you can find the log here.
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Links Added for February 05, 2001:
Link Added: : : Planetside Networks
Link Added: : : Anarchy DuSud
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