http://www.ccpgames.com/media/47392/ccp 6 month update september 23 2013.pdf
Being pushed back to 2016. Remember when this game was announced in 2006?
And of course, at any given moment, you can read tweets or whatever of some producer claiming to hold our horses- like when they fired 75% of the team after that financial crisis, then proceeded to rehire them all back three months later?
No concrete gameplay has ever been shown, or even hinted at. The game is vaporware of the worst kind. A shame White Wolf is chained so this shameful excuse of a developer.
I mean, don't get me wrong, a EVE meets White Wolf is a match made in heaven, if they can make the combat and intrigue scale right with pixels. But they aren't doing anything. Nothing. It's awful. In the time it's taken them to do nothing, I could have built an entire WoD MUD with all the necessary mechanics to be an excellent MMO. Shit, I'm tired of the deception and the mixed messages. I shouldn't even bump this thread, because I hate discussing this game. It's what I want in an MMO. It's what I want MMOs to be. I want them to be about intrigue, like EVE has, but I want them to be more than static space ships floating in the abyss. I want real time rolling and dodging, wheeling and dealing.
But it's not going to happen. And given CCP's business plans - EVE forever - be assured the WoD MMO, if it ever is released in our lifetimes, is not going to resmeble EVE at all. As it is, they refused to cannibalize their userbaes with Dust 514, even though that was honestly the most sensible decision (Dust 514 just doesn't make ANY sense, it was dreamed up by some CoD-loving marketer, I'm sure, because it was an idea that was never going to work, and clearly isn't working).
Here's all CCP needs to do to rake in millions and zillions of dollars:
1. One city. That's all you need to start out with. Put in the framework to scale this thing, but don't bother trying to come up with... procedural city generation shit like you've been wasting your breath on. It's pointless. MMOs suck when nobody is around, so don't make a bunch of empty space to diluate the population.
2. Populate this one city with shit to control. I'm talking hospitals, police stations, drug rings, shipping yards... plant your stick in the ground and it's yours. Pay people to watch over your stick and you can turn a profit on the land you control - in the form of completed or half-baked goods like blood packs, drugs, weapons, cashola, clothing, et cetera.
3. Human or vampire. That's all you start the game as, if it gets successful, figure out how to make mages and werewolves work. All players start as a human. There are NPC vampires players have to discover to be embraced. Players that elect not to become vampires can remain neutral, become ghouls, or join the hunters after discovering the hidden mechanics to become 'imbued'. Mechanics like these are fun and break the mold - there's no class selection screen, no race selection screen, you just log on and play. People spread rumors or secrets about how to join the ranks of particular clans and such. You can even invlidate people ruining the secrets by obfuscating the mechanics with a little randomness or peculiarity. Figure out a way to balance human vs vampire so going one or the other is a compelling choice.
Probably consider a day and night cycle. This is probably the hardest part, to be honest. I can't expect casuals liking the idea of not being able to walk aroudn in the sun in as a vampire... but if you provide players with enough shit to do indoors, it's not that big of a deal? Hellmoo did it.
4. Balance combat vs intrigue. You can be a sneaky sonofabitch, a gun toting maniac, a coy persuader... and all paths are equally viable for character progression. Character progression is all about earning experience to spend on skills, but after a point experience just dries up, and the way you progress after that varies upon whether you're human or vampire. Players can continue to further themselves by joining more powerful groups that hold more territory in this one city - this one city that everyone is involved in the politics of, this one city that unifies the players under a common banner of conflict and keeps stories central and interwoven - and by finding and amassing wealth. Takes a lot of bullets to kill an average vampire, after all. Crafting SHOULD be a major focus of this game, despite CCP's idea that it won't be - characters that don't specialize in combat need SOMETHING to do, and that something should be crafting. Researching more advanced things for their allies to construct, or constructing it themselves. Figuring out what groups to trade with to get the necessary parts and pieces to construct the necessary weapons, or research the necessary disciplines or paths, to further the players in your social cricle.
Make combat just one way of progressing your character, but also make combat fun. You needn't need full-on FPS action here, but you can provide a better experience than eve, or the typical hotbar MMO experience.
5. Build some PVE content. You don't need much. Make it finite too, stuff that exists to give players who aren't familiar with WOD a better understanding.
6. Make sure this all syncs up well. Make everything as responsive as possible.
7. Shard it. Forget one big universe. I know that's your thing, CCP, but an MMO that doesn't use space ships cannot support thousands of players in one instance. You CANNOT have 200 vampires in a single quadrant of play. That's insane. It's not really true to the WOD setting anyway. Make the shards reasonable, so that economies don't get too big, so all players can find a niche in the player economy. Maybe every shard is its own city? But that would complicate things, a little, but I could see it working, maybe allow players to travel between shards, but require them to do a majority of their actions in their home shard, venturing to other shards only for specific purposes? Okay, sorry, getting onto a tangent here, maybe it's not a good idea. The point is to keep player populations in cities relatively small.
There, that's all I can think about that needs doing. Sure, you need to build models for clothing, players, and you need to make particle effects... and that one big city that's supposed to hold everybody - but this doesn't seem impossible to me. This road map I have seems like something they could produce and yet... nothing. What's taken a decade to plan that they can't even begin to share with us? It's like they have no idea what to do or how to do it, when the pieces are all there, if you look at the older MMOs and EVE itself. Why did Dust 514 come out before this? Something that was sure to be CCP's magnum opus?