A few people mentioned Second Life and A Tale In The Desert. I'm aware of both of those, but haven't done more than look at their respective websites. I'd really like to know what they're like to play... without actually having to play them myself. I'll probably try to track down some in-depth reviews, but if anyone has experiences they'd like to recount (cautionary tales are especially appreciated), they'd certainly be on-topic.
For the record, I think 2.5D has the potential to be more aesthetically appealing than low-poly 3D -- at least to my eye.
Quote:Original post by Kazgoroth Now, what happens to a player's world when they are offline (and it has a good rating)? |
It goes away. A significant portion of the appeal, to my mind, is the knowledge that accessible realms are being "run" by their respective creators -- who will hopefully be making some effort to entertain the people who stop by. Yes, it means that you might not be able to go back to the place you were hanging out in yesterday. So? Go exploring instead.
Quote:Original post by Iron Chef Carnage I'd hate to be stranded in one area because the four adjoining roads all logged off simultaneously. |
Sorry, I should have been more clear. The Crossroads server hosts the generic roads, which can be extended by players as needed. These provide a framework for players to link their own realms to. Player realms can consist of as many screens as the player wants to create and host, not just one screen. In the event that the realm you're in logs off, your client reconnects to the Crossroads server and finds your last position. (For effect, you probably get thrown onto the screen as if by an explosion, as the road that formerly linked to the realm dissolves into nothingness.)
Quote:Original post by Anonymous Poster With the landscape chaning so much because players are adding areas, computers being turned off, etc, you may want to add a stargate like system for the more stable servers. If you have a server you like you just dial it up and you don't spend 2 hours walking around until you find it again.
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This is the main reason I'm attached to the idea of an integrated client/server approach: People can, if they want, run their realms entirely independantly of Crossroads. I think it's beneficial to players and to the game as a whole.
Gyrthok mentioned Furcadia, and he's right. Furc was the first online game I played, and it's a huge influence on this design -- both in terms of what I want to do, and what I want to avoid. One problem with Furc is the vast quantity of two-player "dreams." (Dreams being equivalent to what I've been calling realms.) People use them as private rooms. That's fine by me, but they shouldn't be on the map if they don't want company.
Quote:Original post by Kylotan Obviously the quality of the tools you provide and the variety of things they can create are a factor; the artistic background is only a tiny part of the content really, unless you want just want a walk-through deviantart.com. |
Yes, absolutely. The scripting language is going to have to be fairly extensive -- and the editor going to have to be user-friendly, too, or nobody's actually going to use all the cool functionality. <understatement>It's not a small project.</understatement>
Quote:You get an infinitely large screen towards the north and can see much further to the northwest and northeast than to the southwest and southeast. How're you going to deal with that? |
Edit: I get it. Yes, going off-screen to the north could potentially be problematic. Two thoughts: One, I intend to have a decent run cycle on these characters -- you're not stuck
walking north. Two, what if this is essentially a small spherical world -- i.e., you always disappear over the horizon, rather than at the vanishing point? I'm not sure how that would look, but it's worth trying. Another possibility is to throw some haze on all the horizons, and have people disappear into that.
Quote:You can also then disconnect when you want to cause hassle to those in adjacent rooms (or actually on your screen). I can see this introducing latency as you constantly reconnect to different hosts, problems regarding firewalls/NAT on most home computers, and so on.
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Again, sorry I wasn't clearer on the exact nature of the user-created realms. I'd also hope that people who go to the trouble of creating realms will have better things to do than hassle visitors by disconnecting. With regards to your second point, I don't know much about networking, so please excuse my naive question: Since clients and servers both need to send and receive data, why would user-run servers be more problematic than user-run clients? With regards to firewalls, I mean, not bandwidth.
Quote:Original post by Kazgoroth I think you might want to have the users specify why they are giving thumb ups or downs (or allow them to rate different areas, graphics, speed, topic etc.) As it would seem a bit harsh for some one with slow bandwidth to get his account suspended becuase his users didn't like the lag. |
Hmmm. It's a thought... but if it takes more than a few seconds to rate, I'm afraid people won't bother. And if someone don't have much bandwidth, they should be fairly minimalistic in their design -- I think lag is a perfectly reasonable thing to downrate for. Lag is annoying. FYI, it's not a matter of account suspension -- you just get your realm disconnected and can't put it back for a while.
Quote:Original post by Gyrthok (though i could see you just warning people if their entering a players map and if they proceed further will download it). By attaching players maps directly to the main maps though you can let the players create their own realms, which could be fun if some limited RPG elements/combat/puzzles were included. |
That's pretty much the plan. :)
Quote:That said i'd say Furcadia's only letdown is that its near 100% roleplaying (which i find a complete turnoff). |
Wait... what? Since when? Hmm. Well, there's roleplaying and there's roleplaying, I guess. I left Furc because there wasn't any roleplaying -- just people wearing silly descriptions, posturing at each other, and occasionally getting into "fights" that devolved into arguing over who would kill whom. Which is why Crossroads' design includes combat.
Quote:I can see some exploitation with the rating system, groups/clans could get together and 'vote out' people they don't like or some rivals. The whole thing could get messy and unenjoyable. The voting system shouldn't directly boot people, but perhalps effect where they can link their map. |
Hmm. The thing is, I really want to give players as much power to deal with problems as I can, and I'm concerned that people uploading poorly-made or deliberately offensive realms, or abusing their (substantial) power within their realms, are all potential problems. But I can see how the power to deal with that effectively is indistiguishable from the power to cause problems -- as long as you can get a few friends to join you. It's something I'll need to think about, certainly.
Quote:Original post by Iron Chef Carnage And I agree about some kind of gameplay. I don't want to walk around and talk to people without fighting or collecting things or actually doing anything.
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Well, to a certain extent, gameplay is user-driven, too, depending on what realm you find yourself in -- but there does need to be a basic framework of how things work and what you can do. I'll definitely be elaborating on that as my ideas shape up into something cohesive. I'm trying to come up with something that will keep people interested long-term, without the carrot-on-a-string effect of levelling. I know that there's a limit to how much I can rely on user-created content.
[Edited by - Logodae on March 22, 2005 6:14:55 PM]