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Reader Comments (7)

Posted: Nov 28th 2007 5:54PM (Unverified) said

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I'd agree with you if you were willing to have your game be niche, because the second you allow that type of interaction, players must be able to respond to it, which means the game is now PvP (as you pointed out). If the game is PvP, it's immediately scarier than a PvE game. I'm a major fan of PvP, dynamic environments, dynamic content, and all the rest, but I'm in the minority.
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Posted: Nov 28th 2007 5:59PM (Unverified) said

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I hate to tell you this, but the sequence of events that you described is basically the foundations of Feudalism... and Feudalism was basically griefing for fun and profit. Aristocrats griefing serfs mostly, but also anyone else they could squeeze a profit out of.

However, the main point that players should be able to affect the world, and that it would lead to an incredibly fun environment, is well taken.

I think the ideal world has no artificial barriers and is built on a vastly larger scale than any existing MMO. The problem lies in creating algorithms for procedurally generated content (hills, forests, meadows, mountains, animals and plants, rocks and rivers, etc) that result in a believable larger world that also doesn't choke the PC with unneeded detail. Oblivion did a pretty good job.

But interesting procedurally generated content is key to creating outdoor worlds. First you generate the raw content, then you have humans go over it and spruce it up to make it more interesting.

Then you give it over to actual players, who will undoubtably abuse it by laying out paving stones to form the word "PENIS" in letters twenty feet high. But at least they're having fun doing it.
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Posted: Nov 28th 2007 7:29PM Durinthal said

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One huge exception to the "everything outside is a room too" rule is Asheron's Call, which generally has open terrain from one end of the continent to the other. The zone transitions are fairly seamless as well, so it does appear to be one giant open space. You can particularly use the terrain to your advantage (as a spellcaster or ranged attacker) by getting to a high point or some place where mobs can't reach, like the wall of a keep, and attacking from there.

That's one thing I absolutely loved about AC, and miss in other games these days.
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Posted: Nov 28th 2007 7:36PM Durinthal said

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I do think that player-alterable environments are the way to go in the future.

Imagine being able to start with a giant forest and eventually turn it into a town. Ideally, you could also alter the ground itself and, for example, create a hill in the middle of the town and build a tower on it. At the same time, you create a lake at a nearby stream when you take the dirt to make the hill. Fish eventually move into the lake, providing a new food source for the town.
*That* is the type of game I'm looking for.
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Posted: Nov 29th 2007 12:43AM (Unverified) said

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I have read that guilds can build cities in Age of Conan. It would be interesting to see a city be built in one of the zone passes.
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Posted: Nov 29th 2007 1:59AM (Unverified) said

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...or you could look back to one of the grand-daddies of MMOs, Ultima Online, which is apparently still going strong. Build houses, harvest materials, do what you want. Few quests to be found. The game is more world than game, really.

And that's not mentioning any of the thousands of player run servers, or "shards," that have sprung up with a variety of custom rules and frequently heavily based around role-playing.
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Posted: Nov 29th 2007 10:39AM (Unverified) said

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In response to Coherent...

Fuedalism it is, but it's created and controlled by the players. Surely this is superior to the fait accompli politics we've endured in MMO's so far?
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