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Reader Comments (7)

Posted: Sep 1st 2009 5:16PM (Unverified) said

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The design philosophy behind this game is quite promising. My fear, as always, is whether or not the development team can reach such ambitious goals in the time they've allotted themselves (especially in this case). I really hope this game does not get rushed and ambitious ideas like this get fully tested and implemented.

Posted: Sep 1st 2009 5:03PM Aetrix said

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"Even though one might expect only allies and friends to the guild would be allowed to visit using a pass system, it is possible for clever spies of enemy guilds to find a way to sneak in and report to their headquarters about the development of enemy bases."

I would expect that in a sandbox game, anybody from any guild or faction may "visit" another guild's territory whenever they feel like it. Whether they are allowed to leave in one piece or not is dictated by the owner of the territory, and not by some artificial "pass" system.

Posted: Sep 1st 2009 5:51PM Macabre 13 said

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I think you're missing the point...

"Sandbox" doesn't necessarily mean there can't be even of hint of rules, standards, systems, or guidelines. I believe a good sandbox game should give you just enough "tools" to be able to do the things you wish to do, and play how you want to play in a freeform fashion.

In this case, while you might think everyone should just be able to go anywhere all willy-nilly, they're trying to implement a pass system to allow entry into bases in order to allow such things as *proper* espionage (not like in other MMO's, where "espionage" boils down to rolling a low-level alt on the opposing faction to listen in on general chat and try and find out, for example, if/when they might raid a city).

With the pass system, you could figure out ways to cleverly gain a pass to an enemy guild/base, to say, thoroughly analyze defenses and locate weak spots for a future raid, all on the same character that's a member of an opposing guild. Without the pass system, they would simply be shot on sight.

I obviously don't know exactly how the system will work, but this is what I gathered from the QOTW answer.
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Posted: Sep 1st 2009 7:19PM Graill440 said

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This smacks of EVE style play, espionage without ingame counters. If you create a game with those mechanics, a counter MUST be made available ingame.

To many times folks have used real life communication, contact and friendship to steal what isnt theirs, with no way to counter these tactics ingame. once you step away from the game to get info in the real world your fair game in real life.

Is it going to take another player in the hospital to make devs realize they contribute to the real crime associated with their games? The mechanics of anything put into a game should have counters for it ingame also.

The situations of meeting new friends in real life and over a few months trust becomes real (you actually know the person, have been in their house etc) and then suddenly that new friend has stolen guild or corp info, and codes, whatever, and your guild or corp is now without resources and pennyless.

The fix is simple, but devs are simply to ignorant or lazy to implement it. With Earthrise touting this style of play would we see accountability and counters available for use? If counters to espionage arent used properly ingame then fine, folks get what they deserve, however, using real life to get your info puts you in the real world for your actions and consequence, a couple players (one being EVE) have paid a price for deception and theft of info in real life, will we see more?

I would truly love to see a game where being a spy in game actually meant something and the risk is as high as the rewards and the failure, and real life aquirement of info is impossible without >record

Posted: Sep 1st 2009 9:51PM GaaaaaH said

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EVE probably wouldn't be as large if they didn't have espionage because it's one of the things that draws people into the game.

Earthrise devs have probably realised this and are hoping for the same.
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Posted: Sep 1st 2009 10:21PM (Unverified) said

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@Graill

Normally you have some really intelligent, witty, true things to say Bro, but where the **** where you going with this it sounds like you are on cloud 9 brutha, smoking the angel dust... I see. Anyways man what RL consequences are you talking about..... How would you make a game where people can't communicate in RL or through other means? What real crime associated with their games?? only thing I can think of is RMT.. and thats not really a crime nor is it going away anytime soon.... I'm just lost I tried to reread what you said but I gave up.....
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Posted: Sep 2nd 2009 4:27AM yavo said

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doesn't sound like it would really be that hard to implement, i'm thinking you just duplicate current "clan/guild" code and make that a secondary clan. now lets say you are in guild X, primary clan, and u enter spy mode..it just shows ya as a clanless guy, and when u join your next clan it uses secondary clan,,counter would be maybe certain devices or skills have a % to reveal primary clan also, thus guy is busted...

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