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Editorial BioWare says: Don't innovate, just give me more Elves PLZ!

Baphomet

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Voss said:
Because the concepts of this stuff. Ooo, so creative.
Alien invasions, falling bricks (probably the most creative thing on the list, sadly). An elf does quests! King kong vs italian stereotypes!, wolfenstein with demons! (And no, killing nazis- not creative), and doom with extradimensional aliens! (Its got the same fucking plot, bitch!)

(Yet Another) Adventure game! Real life, without people or actual interaction!

Isn't it a bit unfair to posit that genres which emphasize gameplay should be judged on their lack of story? With action/adventure/puzzle type games, the story only exists to ease transition from level to the next. Such games should be judged according to gameplay and level design. The quoted statement is a lot like saying porn should be judged by the story that leads to the hardcore fucking instead of quality, hardcore fucking itself.

And yes, Wolfenstein 3D was hella creative. I've done some basic 3D programming and I've got to say that the guy who figured it out on his own is a fucking genius.
 

DarkSign

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Voss, the problem with your argument is that while creativity might not be evident in actuality...the industry sells itself based on trying to achieve that ideal.

Let me break that down for you - they claim to be innovative whether they are or not. By setting that bar and then failing to achieve it...they hang themselves.

Please dont try to say that games dont claim to be innovative and sell units based on that claim. If you do, you're the one on craque.

Furthermore, TW was right to call you out on your "it's a business" bullshit. See above argument where a manufacturer induces sales through claims of quality. It would be different if they came out and said "hey! here's the same FPS you love all over again!" but they dont. They claim ubar graphics and advmanced AI and thrulling storylines.

So yeah, we can hold them to an ideal. Unfortunately, too many people dont do the same and they think the product they're peddling is ZOMG great! because 084308983098 people bought it. Sales doesnt equal quality.
 

Voss

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Sure they claim to be innovative. But innovation is a very different bunny from creativitiy.

Creativity involves making something new. NEW.

Innovation is taking something and making it slightly different. Presumably so you can sell the bitch to gullible suckers, who are quite content to churn through variations of the same shit over and over again.

And no one was talking quality. (at least, I wasn't, in this bit on creativity) Quality, when you get right down to it, is a rare bird in this industry. It isn't worth the time/effort, so NO ONE bothers. Half-assed patching is more cost effective!

Claims of quality are meaningless. Hype, advertising, anyone with a functioning brain knows its crap. However, the industry thrives on people without a functioning brain, so it makes no difference if they can back up the claim or not. Only the really major fuckups get shitcanned. (Timeline, FO:BOS, for example)

And on the other hand, they do pull the 'Heres the same FPS all over again' Improved maybe, but heres Doom 1, 2,3 Unreal blah, beh, and woo, etc, etc. Shinier, but sequels exist for a reason.

You can try to hold them to an ideal. But, hey, guess what- they don't give a shit. They'll rake in the cash from those other people who will quite happily settle for 'not quality' You wandering around chanting 'Ideal, Ideal, you must try harder' sends a message to no one. Except possibly, 'look a me, look at me, I want attention'

You can camp on some 'computer games are art' type bullshit if you and twinfalls want, but when you get down to the bottom, this is an industry based on making money off some stupid fuckers' addictive personalities. Particularly when you're dealing with the original topic, MMORPGs.


Baphomet- having mad 3d skillz doesn't make shooting Nazis magically creative. It just means he was (for his time) a 3d wizard. It was a dungeon crawler with guns, and, moreover, it was something that the industry was building toward. Remember wizardry 1? Bad wire-frame drawings? Drop the RP stats and what not and focus on the dungeon screen. Blow it up to the fullscreen, with a small status bar along the bottom. Improve the graphics, go with some basic effects for bullets and explosions. Hurrah. There you are.

I'm not judging them on lack of story (at least, not for this). I'm just saying there isn't any creativity involved, since I was responding to twinfalls assertion that creativity is a cornerstone of the industry. I'm more saying that hardcore porn isn't hardcore if they cut the bit where the cock slides into the vagina.
 

galsiah

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Voss said:
Creativity involves making something new. NEW.
There's a vacuous statement.

Can you point to anything created in the last few thousand years that was entirely new?
Clearly incremental gains are not creative, adaptations to other media are not creative, combinations of old concepts are not creative.

Would you be so kind as to explain what exactly is creative? Perhaps with an example that doesn't include any of the above.

You can camp on some 'computer games are art' type bullshit if you and twinfalls want, but when you get down to the bottom, this is an industry based on making money off some stupid fuckers' addictive personalities.
Exactly the same could be said for books, film, television, music etc. etc.

Lumping the entirety of any of those industries together as "uncreative" is just as foolish as doing so for the games industry.

When people talk about creativity being the "driving force", they mean driving the industry towards (eventual) improvement. That is an entirely different thing from being the largest influence on the way money is spent at present.

Creativity isn't what makes the industry tick - it's what moves it forward.

having mad 3d skillz doesn't make shooting Nazis magically creative.
Are you listening? Not all creativity is in the form of story.

Innovation in 3d maths is creative [though academic research was probably there first on this one], innovation in gameplay is creative, innovation in game design is creative, optimization can be creative....

I'm just saying there isn't any creativity involved
Still garbage.
Again, please explain creativity in a non-vacuous, example-driven manner.

since I was responding to twinfalls assertion that creativity is a cornerstone of the industry.
Which it is. That doesn't mean to say it makes the most money or exists everywhere.
It means that it's what changes the state of the medium over the long term, stops it stagnating, and keeps it interesting.

Business considerations are as dull as they are predictable.
Creative input is what takes things in more interesting directions.

Clearly much more creativity is needed, but asserting that it doesn't exist, or that it never has, is just bullshit.
 

Shoelip

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Hi Voss I'd like to know what exactly your definition of creativity is.
 

DarkUnderlord

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Voss said:
Twinfalls said:
Creativity wasn't a hallmark of Space Invaders? Tetris?
Zelda, Mario, Doom, Half Life?

Myst? The Sims?
What are we talking about in terms of creativity? Doing something for the first time on a computer- does that even count as creative?
Yes. "Doing something for the first time" is what creativity is all about. Go ahead and tell me what Myst was based on. Where was Myst done before it was done on computer? What about Dune? I've seen the movie. Where do the units fight each other like they do in the game? Where's the top-down isometric view and the command and control aspects? All I remember is just sitting there watching a movie. Maybe the books are all about strategy though and which units you should build and send to fight each other? No?

Voss said:
Because the concepts of this stuff. Ooo, so creative.
Alien invasions, falling bricks (probably the most creative thing on the list, sadly). An elf does quests! King kong vs italian stereotypes!, wolfenstein with demons! (And no, killing nazis- not creative), and doom with extradimensional aliens! (Its got the same fucking plot, bitch!)
As has been said, the innovation is more about the gameplay than the story. Everything you've said is about story and ignores the creativity involved in turning a story into an interactive form of entertainment. While Dune's story was certainly available in the books, there was creativity involved in coming up with the concept of building units and fighting each other. Though I suppose now you'll tell us that's not creative because monkeys have been beating each other with sticks for years.

Voss said:
Creativity involves making something new. NEW.

Innovation is taking something and making it slightly different. Presumably so you can sell the bitch to gullible suckers, who are quite content to churn through variations of the same shit over and over again.
This is what the dictionary says about innovation:

Innovation:
1. Something new or different introduced: numerous innovations in the high-school curriculum.
2. The act of innovating; introduction of new things or methods.

Creativity:
1. The ability to transcend traditional ideas, rules, patterns, relationships, or the like, and to create meaningful new ideas, forms, methods, interpretations, etc.; originality, progressiveness, or imagination: the need for creativity in modern industry; creativity in the performing arts.

Innovation is all about taking a concept from somewhere else (like say, a book) and putting it into a new environment (like say, a computer game). Creativity is about coming up with completely new ideas on how to do that. For example I'd say a 3D viewpoint is both a new form and method and a real-time strategy game is a new interpretation yet both of those are simply bringing age-old concepts of table top gaming to the computer. Like it or not, creativity is a fundamental part of the process.

Voss said:
Put morals in computer games? Creative I suppose. And then drop 'em because they don't bring in the cash.
Actually under your definition it wouldn't be. You'd argue that morals are in real life and therefore putting them into a computer game isn't creative at all. It'd go something like "Name of game. Wow. Creative. Real life on a computer."

For a modern example, take a look at Spore. It's both creative and innovative. While you might say "Evolution on a computer!" you'd be missing the fundamental concept. Has evolution been done on a computer before? While Life! might be an example, it's certainly not in the way Spore is doing it. Spore is breaking the bounds of what's traditionally been accepted in computer games. It's changing the rules on what can be done. The creatures they come up with in the game are also quite creative.

Voss said:
So, yeah, 'doing an established genre, but on a computer' != creative. While theres a few bits of creativity here and there, hardly a cornerstone of the industry. And the gradual improvement of graphics and what not is a matter of tinkering, not creativity.
You're right but you lack the concept of what's involved in creating those graphics. Twinfalls never specific that he was talking about story when he mentioned creativity. I'd think gameplay would be a fundamental cornerstone in a computer game. Can I run around non-stop with a machine-gun in real life as an unstoppable killing machine capable of killing hundreds of men? I don't think so. That was something new. There's also a huge difference between a system like Wolfenstein 3D with it's flat and same floors and ceilings and expected wall height as opposed to Doom 2 with it's custom wall height but no blocks on top of each other and then Quake with its completely adjustable environment. If you looked at the code, you'd realise that each game could hardly be considered a "gradual improvement". In most cases, it's a completely new and different way of looking at things which has been required to make it work on computer processors of the time. That's creative. They had to break out of traditional ideas to get Wolfenstein 3D to work. While the story is perhaps not as creative as it could be, its implementation certainly is and I think you're missing that.
 

DarkSign

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DU is right - to make a distinction between innovative and creative is a half-truth at best. In the main, both are centered around doing someting new. Stop blowing smoke up your own ass.

Claims of quality are meaningless. Hype, advertising, anyone with a functioning brain knows its crap. However, the industry thrives on people without a functioning brain, so it makes no difference if they can back up the claim or not. Only the really major fuckups get shitcanned. (Timeline, FO:BOS, for example)

Wrong again. Claims of quality aren't meaningless to many of us. Ok we know that these claims are meaningless to game producers. Hell, they're meaningless to the vast masses. But again, whoever said that numbers = quality?

I believe you're losing sight as to the argument here. Bioware claimed to live up to a standard. We're giving anecdotal evidence that they arent. Let me rephrase for ya - they're being hypocrites.

It's fine to say that "its ok to be hypocrites when all youre really doing is trying to sell boxes."...but dont confuse that with saying that they didnt ascribe (however falsely) to an ideal.
 

Drakron

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May 19, 2005
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I dont think BioWare RPGs are wrong at their basic core, its simply they are not moving beyond those core ideas.

Inovation by itself means nothing ... the problem with the industry is the lack of ambition, they dont expand on ideas and everything somewhat feels half-baked.

I give you a example, BioWare puts a ratio of "good/evil" but for what purpose? it means nothing since it resolves around dialogue choices that in the end up being without meaning ... being "good" or "evil" in a dialogue choice leads to nothing, any choice lacks any real consequence outside the usual "select 1 for good ending and select 2 for evil ending".

Is inovation making choices we taken during the game comming out to bite us in the ass later?

BioWare does not need to inovate, they need to expand and polish their games instead of following the same old formula they started with NwN, finding 4 items as we save the world/universer from some ultimate evil (or take its place) is simply we seen it done before.
 

Catcher

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I wonder if it's just ironic or indicative of the general failing of the "hive mind" here that a board that universally derrides Players who don't want to read novels of text and Developers who listen to them that noone here seems to have actually read the presentation Daimon gave at GDC. All the bile, angst, and rootless accusations are based on a jaundiced recap of a highlight-style review of the presentation gvien in a popular online gaming site which has it's own issues with both length requirements and sensationalism. Just in case you're not afraid of putting your bandwidth where your prodigious mouths are, Click This go ahead, it's not a pre-order for Bethesda's Fallout 3 or a Sony PS3 or anything truly evul like that, just the actual text of the actual presentation reproduced on Ralph Koster's site. Now, let's apply the full (con)text to the original news postand see just how filtering can make a normally intellegent person seem quite dense.



DarkUnderlord said:
<b>Step 1:</b> Games should work. The innovashun! The wonder! Why, who would have thought gamers want games that *actually work* out of the box? <i>The mind boggles!</i>

You are complaining because he makes the observation that you accept as a truth basic enough to be sarcastic about? Sometimes, the hardest things to learn in game design are the least complicated. MOO3 was a mess in large part because the original designer had grand designs that simply could not be made to work well. They sounded great in the BS sessions at the beginning but faltered badly in execution and he wound up executed as well (and the game gutted the release in a 'cut our losses' state). Repeating simple observations helps them sink in, particullarly when one is surrounded by thousands of internet talking heads screaming "Innovation!"

DarkUnderlord said:
<b>Step 2:</b> If it's an MMO, remove any and all aspects of the MM part. That's innovation for you right there folks.

This is some of that jaundice I was talking about. Why is adding the ability to play solo ocassionally a Bad Thing? It still lets people get together into groups and there are still challenges for those groups. To make your comment more laughable is this from original presentation.

If you are making a multiplayer game you need co-op. People talk about PvP first, but the future is co-op play. We talked about solo in WoW, but co-op is still what differentiates us from a single-player game. Crafting you really have to splint to get co-op working on a tactical level. You don’t need combat, but you need group play.

DarkUnderlord said:
<b>Step 3:</b> Keep your gamers in a neatly confined box. It makes all that hard thinking work easier.

Here's a pattern you'll see repeated: the Gamespot article completely lost the context of the presentation and cut out large portions that highlight only certain small slices of the arguementation. Damion spent several points to demonstrate what a class system brings to the MMORPG table in general to highlght the needs for any sucessful character creation process regardless of whether it actually used classes or not. Here's one of those arguements I find particullarly powerful that's completely missed in Gamespot.

You don’t need classes, but you need players to easily find each other. Classes are one way to do that. They are wonderful shorthand. This is much easier than saying “I need 90% healing, 90% resurrection and 85% cure poison.”

Yup, he only wants solo play too. :lol:

DarkUnderlord said:
<b>Step 4:</b> Make your game really, really easy by removing any and all challenge what-so-ever (Well, I guess that explains Oblivion then).

Wait a minute, this is the same Forum that excorriates arcade-style combat isn't it? That's the kind of skill he's talking about. here's the full point from the presentation.

You don’t have to use levels and XP, but the game needs to reward devotion more than skill. Our business model as it stands right now depends on devotion. If the business model changes, this becomes much less of an issue. Even if you believe Raph is right and we need lifestyle games, you will still need devotion. Also, the problem with skill is that not a lot of players have it.

Seems there are a lot of devoted fans here since they typically revere mostly games made in the 90's and earlier.

DarkUnderlord said:
<b>Step 5:</b> Save yourself lots of work by just sticking to Elves. Yes, just because someone decided to make an Elf game all those years ago, we're stuck with them now. It's familiar! It's what you want! Why bother creating your own game universe? That stuff's hard!

Here's another case where the context changes the meaning of the whole quote. Here are the topic sentences of each point when daimon talks about 'fantasy' and MMORPGs.

You don’t need fantasy but you do need a fiction with resonance.

You don’t need fantasy, but you do need a setting that is doublecoded.

You don’t need fantasy but you need an inviting world.

You don’t need fantasy, but you need a world where the player starts out larger than life.

You don’t need fantasy, but you need content that elevates with the character advancement.

It doesn’t have to be fantasy, but you need a wide variety to content.

It doesn’t have to be fantasy, but group play needs constant involving activities for everyone.

You don’t need to deliver fantasy, but you do need to have a vision and deliver it.

Nairy a pointed ear in sight. :)

DarkUnderlord said:
<b>Step 6:</b> When dealing with a non-combat game, just turn it into a complete combat game. One wonders how The Sims managed to get through production without becoming "Household Argument Simulator". Oh wait, that's maybe because they had <i>real</i> innovashun?

This one is so sad because of several quotes much earlier where Damion says, explicitly, that you don't need combat.

You don’'t need combat, but you need the tactical problem.

You don’t need combat, but you do need a repeatable experience.

You don’t need combat, but you need group play.

You don’t need combat but you do need the escalation and the scalability.

Oh, and when discussing alternatives to combat, he uses examples like Puzzle Pirates, Civas, and Myst. Such a violent, uninformed chap. :D

DarkUnderlord said:
<b>Step 7:</b> Don't confide in anyone at BioWare unless you want your great innovashun leaked to GameSpot.

This one is pretty much a cheap, personal shot. He didn't share anything that couldn't be found in probably a hundred press releases and he pointed out a very simple problem that would occur to just about anyone on first glance of the design.

DarkUnderlord said:
<b>Step 8:</b> Don't "over-innovate" and make sure to stay "within the bounds" of what-every-other-game-has-done-before-you. You wouldn't want to "over-innovate" like Alpha Centauri, Myst or The Sims (the highest selling PC game of all time) did, would you now?

Here's the finale of the presentation that really makes this quip sound hollow.
Always be true to yourself. This is the important thing. Eve and Earth and Beyond came out at the same time.If you were a betting man, you would have been an idiot to bet on EvE. E&B had a great team , money, marketing. Eve had a dedication to a vision, and E&B tried to make Everquest in space. And you know what? It turns out that everquest doesn’t work that well in space. Eve kept to their mantra, and they won.


For all the others out there who throw on puke-colored glasses when they read/hear the word Bioware, here's a few more choice quotes.

the producer who says WWWoWD? What would WoW do. We all hate that guy.

I’m not going to answer “because it sells” because it’s a circular argument and a copout. We won’t get anywhere if we only do what was done before.

For an MMO in PvP, you need to be able to see the tactics the other can use, or else you push the game away from tactical choices and towards twitch.

There are players who advocate “run in and die” as a superior solution. These players are not the majority.

In EQ people jamming keys to run off a cliff to build up falling skill. You build use based systems to be more realistic, but if they cause spastic behavior, then… like the dark assassin in Oblivion who skips through fields of flowers because he needs both jumping and the flowers for his poison. Happy sunshine assassin.

What’s up with Aquaman? With the Superfriends, he has to wait for someone to fall in a fish tank to be useful.

Star Trek is about NOT fighting. It’s about diplomacy., There’s a sense that the crew has failed if you resort to a fight. But how do you make a repeatable experience out of that? I am really interested to see how they address this problem.

Make a world, because they aren’t as dead as they look. The demise of worlds has been exaggerated. Second life, Eve, Runescape all came out. They are the ones that have done well, compared to the gamey games in the wake Wow, they are doing better than Auto Assault, Matrix Online, etc. Eve freely ignores my whole talk, pretty much. And it is doing great.

In the end, it seems like this guy is no more a souless, corporate clone than the Codex is a collection of reactionary kneejerkers, right? :cool: There's plenty of things that Bioware can and will do wrong (at least in the eyes of the Codex), but it's poor form to pick them out of a parsed review without consulting the original source and even poorer form when the reaction ios based more on perception of a company as opposed to the individual and what was actually said. We can all do better.
 

Twinfalls

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Well that's a terrific spanking you've given the Codex there Catcher, but here's why you're still basically wrong.

Here are three full, in-context passages from his speech which suffice to illustrate why his mindset is still predominantly that of the 'soulless corporate clone' to be worthy of protest:

We get very myopic as an industry about what people are actually looking for in innovation. This plagues every industry. Take the mobile phone — for years the companies have been trying to attach ridiculous stuff to the phones, despite the fact that research shows that nobody cares about anything except size, battery life, and that you didn’t call someone when you sat down on it. Then came RAZR and it’s small, long battery life and a clamshell. Best selling phone in years. Actually listening to the customers and understanding their needs is a core function of game design.

What purpose does this analogy serve? Why is he comparing games with simple utilitarian consumer goods, and suggesting 'innovation' come from simple consumer 'wants' analysis?

You don't need classes, but you do need to allow making character choices without fear. Has anyone ever watched a focus group at character creation? People will spend all day customizing their appearance with no fear. People like that. But people agonize over choices that matter. Players have been trained that choices are irrevocable.

Just in case you're not afraid of 'putting your bandwidth where your prodigious mouth is', click the 'Project Monkey' Thread in the GenRPG Discussion forum here. If you read enough of the threads in the Codex, you'll find one truism: What we value from RPGs are choices and consequences - ie choices that matter. We like what this gentleman calls 'fear' in making choices, and to us, it's not 'fear', it's the frisson of challenge which leads to a pay-off - a pay-off which games made with his mindset (choices should not matter) can never achieve.

And finally:

You don’t need fantasy but you do need a fiction with resonance. Compare Civ to Alpha Centauri. How many of you played Alpha Centauri, and then after 15 minutes said, “I feel like playing some Civ”? I think this is why EQ beat AC. People logged in and they didn’t know how to pronounce the names.

Well here's the thing. He is talking about making money. No doubt the advice he's giving is good, from the point of view of making money.

But there is no further context to give that comment. Its mindset is clear: stick to 'fiction with resonance' - avoid anything truly original. Forget fantasy in the manner of Lord Dunsany's fiction, that just ain't 'smart innovation'.

He makes a little waiver in the end of his talk, by saying 'Oh, sure I've been defending the status quo all this talk, but stick to your vision anyway'. That's not really good enough. He could have looked into ways of getting that entirely new setting with funny names and 'non-resonant' fiction to work and sell , but that's too hard to contemplate I guess. Perhaps such is the way with MMOs, and perhaps this is all a bit moot - MMOs must be mainstream and safe I suppose.

Catcher, you've made your point well about reading source documents and not assuming too much about snippets, and you're right in saying DarkUnderlord's treatment of that talk was too glib.

I might suggest though that you'd be well served in taking some of your own advice by viewing comments here in their own context - a context of many, many prior discussions and debates, in which the central agreements are founded not on any 'hive mind'edness, but well-founded principles.
 

Vault Dweller

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Twinfalls said:
Catcher, you've made your point well about reading source documents and not assuming too much about snippets, and you're right in saying DarkUnderlord's treatment of that talk was too glib.
Actually, DU's comments were correct. It's not like the magazine cut everything out replacing paragraphs of intelligent defense of good design with "... who needs ... good design... overrated..."

May I present Exhibit A:

Daimon said:
- Smart innovation. Which is what WoW did. The first game not to release in a shameful state. But more importantly, WoW was soloable. After years of all of us saying “but you need grouping.” That was their core innovation that gave them the 10x multiplier.
That's the entire uncut paragraph dedicated to SMART innovation. Two examples are given: making games that work and soloing in a MMO game.

Now let's see Catcher's interpretation:

Cather said:
You are complaining because he makes the observation that you accept as a truth basic enough to be sarcastic about? Sometimes, the hardest things to learn in game design are the least complicated. MOO3 was a mess in large part because the original designer had grand designs that simply could not be made to work well. They sounded great in the BS sessions at the beginning but faltered badly in execution and he wound up executed as well (and the game gutted the release in a 'cut our losses' state). Repeating simple observations helps them sink in, particullarly when one is surrounded by thousands of internet talking heads screaming "Innovation!"
Have we truly reached the sad state where "games must NOT be released in a shameful state" mantra should be repeated to sink in? Is it something that should be taught in a game design school or is it a univeral knowledge that game designers should be born with (hopefully)? Are things that bad that "a game that works!" is an example of SMART innovation? Fuck that.

And so on, and so on.
 

galsiah

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Catcher:
Some of what you say makes sense, but there are still many points where Damion Schubert displays a rather blinkered view.

Damion Schubert said:
You don’t have to use levels and XP, but the game needs to reward devotion more than skill. Our business model as it stands right now depends on devotion.
What exactly does he mean by rewarding "devotion" here? In essense it means rewarding players in proportion to the time they've spent playing.
From a business perspective that might work well enough, but then so does selling addictive drugs. It's hardly something to aspire to.

I'd say that a good design shouldn't be rewarding (twitch) skill, or rewarding devotion. It should be rewarding play. The idea that it is necessary for player characters to become more and more powerful / influencial as they play is baseless.

Creating an atmosphere of constant dissatisfaction, and compulsive power increase, might make for a good business model. It sucks as game design.


Seems there are a lot of devoted fans here since they typically revere mostly games made in the 90's and earlier.
That's not the kind of devotion he's suggesting be rewarded.

There's no gameplay reward in the second game of Fallout for playing the first. People play a second time because they enjoyed the first. From one Fallout playthrough to the next, the player's only reward and incentive is his own enjoyment.

This is the kind of "devotion" that should be encouraged: make the game entertaining enough that players want to keep playing to be entertained.

"rewarding" devotion by constant power gain might keep players playing, but it won't necessarily keep them entertained. The very fact that the designer knows they'll keep playing to increase their power gives him an excuse not to entertain them. He knows many of them will keep climbing the slope of power gain, even if they go for relatively long periods without getting much out of the game.


Taking a look at the fantasy comments:
You don’t need fantasy but you do need a fiction with resonance.
The Civ to Alpha Centauri illustration is wholly about giving people what they're used to. It probably does make more money. It doesn't do anything for the games industry.
You don’t need fantasy, but you do need a setting that is doublecoded.
Artificially splitting game markets into "casual" and "hardcore" is pretty stupid. The market isn't even a spectrum with those (ill-defined) concepts at either end - it's a multidimensional mess.

Suggesting "a setting that is doublecoded" creates the idea that you can tick the "casual" box, tick the "hardcore" box, and be happy with your design. That's BS.

You don’t need fantasy but you need an inviting world.
That rather depends on what is meant by "inviting". Out of context, he might mean involving / compelling... - and I'd agree.
In context:
You don’t need fantasy but you need an inviting world. People want to spend their spare time here. This is their corner bar. Even the bad guys in WoW are cute and funny. It’s still inviting. I’ve seen numerous games say they want to make post-apocalyptic games. Who wants to live there? You may want to visit, but who wants to spend 200 hours a month in a grim and dirty place?
He's talking about "fun". Oh joy. What an open-minded fellow. "Cute and funny" :roll:.

Add to that the 200 hour deal. How is that the assumed aim?
Silly of me to forget: research shows that MMORPG players spend that kind of amount of time playing, so to succeed, they must spend that long playing our game :roll:.

Could it be that a game design that didn't reward people with power increase by the hour might actually mean people played for less time? Would it mean that they were more inclined to quit once they weren't being entertained to a high level, rather than continuing the grind for power?

Could it be that rewarding people for being entertained for a few hours every few days might actually please them more than rewarding them by the amount of their life they waste?

Over the long term, wouldn't it make sense to encourage people to view a MMOG as an occasional entertaining activity, rather than an endless grind which replaced their social life. Wouldn't giving the highest reward to occasional play, rather than sleep-deprived, days-at-the-keyboard play entertain a much wider market?

Silly of me.
Clearly the answer is to assume people will spend half their lives in the world, then fill it with candy-floss.

If the "casual" player doesn't spend much money on such games, it's clearly a universal truth, rather than a testiment to piss-poor design.

You don’t need fantasy, but you need a world where the player starts out larger than life.
Crap.
You need an involving world, and to give the player an interesting choice of roles to play in that world. The player needs to feel that his actions are important. That's very different from being some kind of super-hero.

"Larger than life" is just like "constant power increase": an excuse to impress the player with meaningless power, rather than to construct a world interesting and involving enough to keep him entertained.
Sure, if your world is uninspired crap, you need every crutch you can get. "Larger than life" is just such a crutch.

These aren't necessarily bad game elements (well in fact I'd say constant power increase is), but when used as hooks to grab the player without entertaining him, they are.

You don’t need fantasy, but you need content that elevates with the character advancement.
Blinkered crap again.
The assumption of continuous "character advancement" (i.e. power gain) is stupid.
The content needs to have interesting variety - not to elevate.

It doesn’t have to be fantasy, but you need a wide variety to content.
Agreed. Although emphasiing content variety over gameplay variety is stupid IMO. I don't care about "Viking", "Astec" and "Oriental" settings if each has the same substance with a new paintjob.

[aside: I just searched for "gameplay" in the article to check I hadn't missed the part where gameplay variety is emphasized. He didn't use the word once.]

It doesn’t have to be fantasy, but group play needs constant involving activities for everyone.
Agreed, but I'd say an overstatement. The world needs to be constantly involving for everyone, and to have frequent involving activities for everyone.
Aim for "constant involving activities", and the game turns into a constant assault on the senses, lest things pause enough to allow "involving activity" to cease.

I'd say it's much more important that players are involved in the medium/long term implications of their and their groups actions. That way you don't need to have them attacked by rabid chickens every few seconds to keep them involved.

You need both thought and action. Going exclusively for action makes things dull over the long term.
Oh, but I'm forgetting the medium/long term goal of continual, progressive power gain. Who needs power to be interesting, involving and important, when you have the promise of more power in the future. :roll:

You don’t need to deliver fantasy, but you do need to have a vision and deliver it.
Absolutely. Though this is rather at odds with the rest of the talk.

Nairy a pointed ear in sight. :)
But how narrow-minded is it that he didn't even introduce his notion of fantasy as e.g. "Stereo-typical medieval fantasy" the first time he said it.
Does he really think that fantasy means running around with elves, swords and bows, shooting at orcs and goblins? That's what comes across.

You don’'t need combat...
Sure, but he goes on to imply that you do - or at least that he can't see how things can work without it.

If his talk were focused on adaptations to current MMORPGs, that'd be fair enough - it is very difficult to think of something like WoW or EQ being done without the combat.

He isn't though - he's talking about new MMORPGs being developed in the future. Thinking that Harry Potter can't be done merely because some EA idiot can't think beyond "yeah, you’ll kill rats and stuff." is pathetic.
Harry Potter / Star Trek are hardly the most innovative of settings in any case.

Oh, and when discussing alternatives to combat, he uses examples like Puzzle Pirates, Civas, and Myst.
And goes on to ignore that possibility completely.


Here's the finale of the presentation that really makes this quip sound hollow.
Always be true to yourself... Eve kept to their mantra, and they won.
And yet the entire talk is (as he himself admits) "defending the status quo".
Spending the entire talk saying one thing, then sticking a "but you don't need to do things this way" at the end, doesn't change what the talk was about.

He doesn't seem closed off to other possibilities, but he does seem not to have spent very long thinking about them.

If he really does think this:
Always b[e] true to yourself. This is the important thing.
Why not spend some time talking about ways to do that in practice, rather than talking about all the less important stuff?

Another choice quote:
Provide innovations worth the bang for the buck.
Ah yes - innovation is about sprinkling features with new content into a tired existing design. Every innovation is a formulaic, optional extra with a price tag.

That's the spirit :roll:
 

Twinfalls

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Messages
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Vault Dweller said:
Actually, DU's comments were correct. It's not like the magazine cut everything out replacing paragraphs of intelligent defense of good design with "... who needs ... good design... overrated..."

Well, I thought Catcher had something of a point with DU's comments about 'remove any and all of the MM part', and about making combat easy and turning everything into combat. But you're right, upon re-reading, DU has captured the essence of the mindset here. Perhaps I was just wowed by that rarity - a critic of the Codex actually being articulate.

'Innovate' in this talk means 'do stuff that's been done before, but do it clevarly so your game sells more'. My apologies to Mr. Underlord there, the bio guy deserves to be ridiculed. He gives a bit of lip-service to 'follow your vision', but puts any genuinely original setting or lore into the 'too hard basket'. He gives lip-service to non-combat activities, but leaves it at 'it'll be interesting to see how it's done'. Doesn't bother at all to present any ideas on how these things could be approached in a commercial MMO context. Follow your vision, as long as that vision is the easy same-old, same-old.

Catcher appears to have disappeared, seems he doesn't appreciate the robust debate aspect of the Codex HiveMind either...
 

Catcher

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Just to get a couple of caveats out of the way first, I have been lurking here for a while and I do have at least a surface understanding of the shared values here. In general, I agree with the statement that CRPGs need more Player choices with signifigance and feedback from the game world. I may disagree on some of the details, but that's the essence of good debate as opposed to shouting matches. My critique was intended more for the manner in which the presentation was ridiculed: without any regard to the source material, the context of the presentation, or, in some cases, even logic. It's because I respect this group and it's views that I have to expect better, particullarly when it comes from the Front page News as opposed to BSing around in the Forum. As I wrapped up my last post: We can do better.


It's a symptom of the Siege Mentality that infects many groups of 'hardcore' gamers these days that everything read, written, or said must be presented us-or-them. Interpretation outside of two boxes requires context: 'Let's go see Lou' means very different things depending on the context and it works in real life just as it does in a good RPG. This was a one hour presentation with video and Q&A given at an industry event for developers of MMO games. There were probably several publisher representatives there as well so the slant would quite obviously be to the commercial aspects of MMOs. Many of the atendees were also direct competitors of Bioware, so expecting anything more than generalities is like expecting KFC to talk about their Secret Recipe at a resturaunt trade show. Just because he doesn't speak your language explicitly doesn't mean that he's ignoring the elements of good gameplay and significant choices. That's the siege mentality talking.

Twinfalls said:
What purpose does this analogy serve? Why is he comparing games with simple utilitarian consumer goods, and suggesting 'innovation' come from simple consumer 'wants' analysis?

To which I'd answer two ways. First, note that he says that customer responsiveness is 'a core function" not "the core function". This goes inline with the leadin to the whole presentation.

I’m not going to answer “because it sells” because it’s a circular argument and a copout. We won’t get anywhere if we only do what was done before.

Second, aren't you a customer? Aren't you saying that current and some past CRPGs aren't giving you what you want? Isn't this Forum a version of 'wants' analysis? Isn't this board actively promoting certain CRPGs under development because they cater to the Codex's collective tastes?

Twinfalls said:
We like what this gentleman calls 'fear' in making choices, and to us, it's not 'fear', it's the frisson of challenge which leads to a pay-off - a pay-off which games made with his mindset (choices should not matter) can never achieve.

Again, you seem to ignore the context of the statement. He's talking about one choice (character creation) and one aspect (utility). I read this point in context with the Aquaman quote later in the presentation. What if you played a game where you were stopped 30% through because you chose a character avatar with red hair. It's a choice and it has an impact and it might even be explained within the game world but that wouldn't be appealing to anyone because the outcome is in complete disjoint with the wieght of the choice and the Player's level of knowledge. One of the common (and quite correct) cricisms of NWN is that less combat oriented characters are limited to useless. Until you play the game, there's no indication of this except if you happen to know D&D 3E and look carefully at the available skills/feats. When someone has choices available on character attributes, skills, powers, etc. there at least needs to be information if not design decisions that help the Player make that character viable. Note: I said viable, not optimal. If someone wants to play a sneaky type character but fails to make obvious choices to use and imporve these skills in-game, then she/he should certainly reap the consequences. It's a fallacy that's repeated often here that because he talks about one choice, he means all choices. It's not necessarilly an all-or-nothing game.

Twinfalls said:
But there is no further context to give that comment. Its mindset is clear: stick to 'fiction with resonance' - avoid anything truly original. Forget fantasy in the manner of Lord Dunsany's fiction, that just ain't 'smart innovation'.

Here again, you've got the black-and-whites on. Nothing is 'truly original' in that it lacks any sort of context. Recognising that context, it's size, and what might be needed to introduce those unfamiliar with the context are all good gaming design decisions. The Sims is innovative, supposedly, but they are recogniseable contemporary humans in rather mundane positions. we can all identify with their needs and wants. You'll notice Will Wright waited until he had built his own contex base before he started Spore. Fallout loses much of it's humor if you don't have a grounding in post-apocolyptic tropes. Why is admitting that as part of smart design a Bad Thing?

Vault Dweller said:
Have we truly reached the sad state where "games must NOT be released in a shameful state" mantra should be repeated to sink in? Is it something that should be taught in a game design school or is it a univeral knowledge that game designers should be born with (hopefully)? Are things that bad that "a game that works!" is an example of SMART innovation? Fuck that.

I take it you're the kind of Evil Overlord who shoots the messenger. :wink: Here's a question: Shouldn't everyone be born with an innate knowledge that people starving because they're born one place not another is bad? Does that make someone who points out that such inequities exist an object for scorn, or should we scorn said person if he/she doesn't DO anything about it? Innovations are often concieved and added early in the product lifecycle while technical problem caused by them can often appear very late in the cycle leading to either cut-and-patch (Oblivion's Radiant AI) or cut-and-gut (MOO3). Emphasizing the attempt to weed thes problems early in the design process is far better than just ignoring it. When Bioware's MMOG has a buggy, troubled launch, THEN it's an object for attack.

Galash, your post is long enough that I'll have a separate response for that one (God, I'm long-winded enough ain't I? :P )

Twinfalls said:
Well, I thought Catcher had something of a point with DU's comments about 'remove any and all of the MM part', and about making combat easy and turning everything into combat. But you're right, upon re-reading, DU has captured the essence of the mindset here. Perhaps I was just wowed by that rarity - a critic of the Codex actually being articulate.

That's it Twinfalls. Crawl back into your bunker like a good soldier. :wink: Here's a question: How does one capture 'mindset' if one doesn't actually read the source material? DU have ESP and uses it to annoy CRPG developers instead of get rich-and-powerful?

Twinfalls said:
He gives a bit of lip-service to 'follow your vision', but puts any genuinely original setting or lore into the 'too hard basket'. He gives lip-service to non-combat activities, but leaves it at 'it'll be interesting to see how it's done'. Doesn't bother at all to present any ideas on how these things could be approached in a commercial MMO context. Follow your vision, as long as that vision is the easy same-old, same-old.

Read my earlier contention on this. If the guy had four hours he MIGHT get through just a few possiblities...for the first point. If you treat it as intended, as a way to get the discussion away from WWWOWD or doing whatever is the opposite into underlying causes, then it's a good starting point for discussion. I don't treat it as anything else; I'm not sure why the Codex should either.

Twinfalls said:
Catcher appears to have disappeared, seems he doesn't appreciate the robust debate aspect of the Codex HiveMind either...

Nah, you don't get rid of me that easy. If I can't take the hits then I wouldn't stick out my tongue in here. :P I just like to allow time for several responses to one of my tomes and I like to take my time in considering those responses as well. Durn open mind! :lol: I'm also a dog-slow typist...
 

Vault Dweller

Commissar, Red Star Studio
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Catcher said:
What if you played a game where you were stopped 30% through because you chose a character avatar with red hair. It's a choice...
That's a good example of bad design, not of choices & consequences.

One of the common (and quite correct) cricisms of NWN is that less combat oriented characters are limited to useless. Until you play the game, there's no indication of this except if you happen to know D&D 3E and look carefully at the available skills/feats.
And classes, I might add. There is no "diplomat" class in the game, is there? Now, let's look at the underlined part, shouldn't a person look carefully at the available choices and form an opinion of the game based on them? Otherwise, what's next? Disappointments that you can't play a mage in Fallout because someone didn't look carefully at the available skills?

Fallout loses much of it's humor if you don't have a grounding in post-apocolyptic tropes. Why is admitting that as part of smart design a Bad Thing?
Because Fallout isn't a "funny game", and people unfamiliar with the "future from the 50's" concept found the game as enjoyable as those who understood every reference. That alone proves Daimon's thoughts on familiarity wrong (unless he's talking only about the sales aspect).

Here's a question: Shouldn't everyone be born with an innate knowledge that people starving because they're born one place not another is bad?
They should and I'm sure they are as I haven't seen anyone denying this simple fact. Your analogy sucks, however, as comparing a moral concept with quality of a product is silly, to say the least. Apples and Plato's Republic.

Innovations are often concieved and added early in the product lifecycle while technical problem caused by them can often appear very late in the cycle leading to either cut-and-patch (Oblivion's Radiant AI)
1) Radiant AI was not an innovation. Much older games had NPCs schedules and activities and implemented them much, much better.
2) What technical problems?
3) Who gives a shit? If a feature doesn't work properly or causes problems, either remove it or fix it. Need time? Take it, but give me a functional game.

... or cut-and-gut (MOO3).
MOO3 was a disaster from day one. I had a misfortune to follow the development, and the signs were all over the place. Now, you are suggesting that we should understand that sometimes games don't work and that's just how it is. Why? MOO3 developers had the perfect and tested formula of the first two games. All they had to do was follow it, introducing changes that fit and evolving some concepts (like the culture feature in the Civ games), instead of trying to make some other game with questionable design elements.

Anyway, regardless of the reasons, if you don't have something that works, keep working until it does or throw it the fuck out. Simple as that.

Here's a question: How does one capture 'mindset' if one doesn't actually read the source material?
A couple of paragraphs are a good indication of the entire speech and DU captured the essence of the entire presentation well. It's just an essence, of course, but nobody claimed otherwise. You don't need to read the entire Spector's speech, the "tyranny of choices" quote is vivid and descriptive enough.
 

Catcher

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galsiah said:
What exactly does he mean by rewarding "devotion" here? In essense it means rewarding players in proportion to the time they've spent playing.
From a business perspective that might work well enough, but then so does selling addictive drugs. It's hardly something to aspire to.

I'd say that a good design shouldn't be rewarding (twitch) skill, or rewarding devotion. It should be rewarding play. The idea that it is necessary for player characters to become more and more powerful / influencial as they play is baseless.

Creating an atmosphere of constant dissatisfaction, and compulsive power increase, might make for a good business model. It sucks as game design.

Of course, but then, where does he say that the only way to reward devotion IS power increase? He specifically says "You don't need levels and XP..." Further, there's his very next point...

Damion Schubert said:
You don’t need levels and XP, but you need a reason not to cancel. I will torpedo my own argument a bit by showing a UO house. EQ used levels, and created this horrible grind. But the more MMOs you play, the more inoculated to these tools. Everyone has no cancelled at least one high level character and at least one house. My fiancee has played each successive MMO half as long as the previous one. These tricks stop working on you. They also don’t always encourage healthy behavior. But you still need to give these reasons.

That sounds an awful lot like he is pointing away from leveling as that tool.

galsiah said:
That's not the kind of devotion he's suggesting be rewarded.

There's no gameplay reward in the second game of Fallout for playing the first. People play a second time because they enjoyed the first. From one Fallout playthrough to the next, the player's only reward and incentive is his own enjoyment.

This is the kind of "devotion" that should be encouraged: make the game entertaining enough that players want to keep playing to be entertained.

Sounds good so far and doesn't contradict a single thing he said either. This might be one of those "smart innovatiosn" he's talking about...except he works for Bioware and we couldn't possibly agree with anything one of them says could we? :wink:

galsiah said:
"rewarding" devotion by constant power gain might keep players playing, but it won't necessarily keep them entertained. The very fact that the designer knows they'll keep playing to increase their power gives him an excuse not to entertain them. He knows many of them will keep climbing the slope of power gain, even if they go for relatively long periods without getting much out of the game.

Here's where you leave the track again on power gain. Read the above quote from his presentation again and tell me where he considers "the Grind" as a necessarily good thing.

galsiah said:
The Civ to Alpha Centauri illustration is wholly about giving people what they're used to. It probably does make more money. It doesn't do anything for the games industry.

Refer to my arguements above with twinfalls. Seems this little example drew more fire than anythingelse said eventhough it was just an example and he never said SMAC was a bad game. I liked the setting of SMAC too, but I can at least see the logic in the point that he's making.

galsiah said:
Artificially splitting game markets into "casual" and "hardcore" is pretty stupid. The market isn't even a spectrum with those (ill-defined) concepts at either end - it's a multidimensional mess.

Suggesting "a setting that is doublecoded" creates the idea that you can tick the "casual" box, tick the "hardcore" box, and be happy with your design. That's BS.

I'm not here to defend everythinghe said but isn't this exactly how the Codex seems to see things? There's the smart, role-playing, consequence-choosing, turn-based fighting, dialogue reading, paragon of gaming virtue and there's the droolin, uneducated, console-playing hordes. :wink: Is it maybe a failing across the entire genre (because, afterall, most developers are gamers too)?

galsiah said:
He's talking about "fun". Oh joy. What an open-minded fellow. "Cute and funny" :roll:.

Did fun acquire a particular meaning that includes close-mindedness or did you use DU's ESP on this quote? Just asking.

galsiah said:
Add to that the 200 hour deal. How is that the assumed aim?
Silly of me to forget: research shows that MMORPG players spend that kind of amount of time playing, so to succeed, they must spend that long playing our game :roll:.

Could it be that a game design that didn't reward people with power increase by the hour might actually mean people played for less time? Would it mean that they were more inclined to quit once they weren't being entertained to a high level, rather than continuing the grind for power?

Could it be that rewarding people for being entertained for a few hours every few days might actually please them more than rewarding them by the amount of their life they waste?

Over the long term, wouldn't it make sense to encourage people to view a MMOG as an occasional entertaining activity, rather than an endless grind which replaced their social life. Wouldn't giving the highest reward to occasional play, rather than sleep-deprived, days-at-the-keyboard play entertain a much wider market?

Silly of me.
Clearly the answer is to assume people will spend half their lives in the world, then fill it with candy-floss.

If the "casual" player doesn't spend much money on such games, it's clearly a universal truth, rather than a testiment to piss-poor design.

Good observations. See, I told you I wasn't here to defend everything he said. :wink: You still want such a "casual World" to be inviting in it's way. Afterall, who wants to spend even 30 minutes every few days in Battlefield:Earth: The Movie? :roll: I did notice that power increase as reward got assumed again out of nowhere. You really ought to have that looked at you know.

galsiah said:
You don’t need fantasy, but you need a world where the player starts out larger than life.
Crap.
You need an involving world, and to give the player an interesting choice of roles to play in that world. The player needs to feel that his actions are important. That's very different from being some kind of super-hero.

Interesting you should say that because here's the rest of that point...

Damion Schubert said:
City of heroes does this better than anyone. Even though it’s a multiplayer game, players want to be better than normal. Fantasy has this meme built into it. Even the crafters have this — they don’t want to be just another crafter, they want to be the best crafter in britain.

By 'larger than life' it sounds more like he's talking about signifigance to the underlying story, which can be power, or influence, or the wieght of the consequences of actions. Would Fallout have been fun if you could only play the guard of the Armory in Vault 13? You could still have plenty of choices with cosequences, they just wouldn't have much of a sphere of impact. Then the game would end randomly when the AI Vault Dweller either died or betrayed your location or brought back the Water Chip, etc.

galsiah said:
"Larger than life" is just like "constant power increase": an excuse to impress the player with meaningless power, rather than to construct a world interesting and involving enough to keep him entertained.
Sure, if your world is uninspired crap, you need every crutch you can get. "Larger than life" is just such a crutch.

These aren't necessarily bad game elements (well in fact I'd say constant power increase is), but when used as hooks to grab the player without entertaining him, they are.

Good points. If 'larger than life' means only that, then those are good cautions.

galsiah said:
Blinkered crap again.
The assumption of continuous "character advancement" (i.e. power gain) is stupid.
The content needs to have interesting variety - not to elevate.

When you automatically equate "character advancement" with "power gain" then who is wearing the blinkers? Should a game not become more challenging over time? There's certainly room to add game breadth as well as depth, but, assuming such a path were available, should all diplomatic challenges be as easy as the first?

galsiah said:
Agreed. Although emphasiing content variety over gameplay variety is stupid IMO. I don't care about "Viking", "Astec" and "Oriental" settings if each has the same substance with a new paintjob.

Agreed as well. It will be interesting to see if Bioware does anything with gameplay variety in their MMOG.

galsiah said:
[aside: I just searched for "gameplay" in the article to check I hadn't missed the part where gameplay variety is emphasized. He didn't use the word once.]

He didn't use the word but he did say some things in that area both in looking for variety in "tactical problems" (in the Combat section) and pointed to a need for 'roles with strongly different experiences" in the Character section. I too would have liked to hear more about gameplay variety but I can understand why he didn't get into details like that in front of competitors.

galsiah said:
Agreed, but I'd say an overstatement. The world needs to be constantly involving for everyone, and to have frequent involving activities for everyone.
Aim for "constant involving activities", and the game turns into a constant assault on the senses, lest things pause enough to allow "involving activity" to cease.

I'd say it's much more important that players are involved in the medium/long term implications of their and their groups actions. That way you don't need to have them attacked by rabid chickens every few seconds to keep them involved.

You need both thought and action. Going exclusively for action makes things dull over the long term.
Oh, but I'm forgetting the medium/long term goal of continual, progressive power gain. Who needs power to be interesting, involving and important, when you have the promise of more power in the future. :roll:

You know, I did a search on the document for "power gain" and didn't find it one time either. Strange huh? :wink:

galsiah said:
Absolutely. Though this is rather at odds with the rest of the talk.


Care to actually explain this one or should I translate it to "Talk isn't inline with My Vision"?

galsiah said:
But how narrow-minded is it that he didn't even introduce his notion of fantasy as e.g. "Stereo-typical medieval fantasy" the first time he said it.
Does he really think that fantasy means running around with elves, swords and bows, shooting at orcs and goblins? That's what comes across.

The Fantasy section includes examples from standard psuedo-medieval fantasy (WOW), superhero fantasy (City of Heroes), comic fantasy (Bugs Bunny), contemparary fantasy (Highlander, Harry Potter), and Science Fantasy (Star Trek). seems he's going for the broader depth to me, but that may just be me.

galsiah said:
Sure, but he goes on to imply that you do - or at least that he can't see how things can work without it.

If his talk were focused on adaptations to current MMORPGs, that'd be fair enough - it is very difficult to think of something like WoW or EQ being done without the combat.

He isn't though - he's talking about new MMORPGs being developed in the future. Thinking that Harry Potter can't be done merely because some EA idiot can't think beyond "yeah, you’ll kill rats and stuff." is pathetic.

The context of the HP quote is the need for a vision. Seems that the only vision that EA had was to make a WOHP instead of taking advantage of the rich experiences that lisence could entail. Without hearing his voice and inflection, I'm not sure that one could make a stronger case for either interpretation, though.

galsiah said:
And goes on to ignore that possibility completely.

Ignore how? In the sense that he didn't reveal Bioware's plan for a puzzle-based MMORPG? :twisted: Truely, the combat alternatives section of this presentation was the weakest but then, he's the Lead Combat Designer, so the fact that he's thinking about it (out loud) at all is reason for more interest, not scorn.


galsiah said:
]And yet the entire talk is (as he himself admits) "defending the status quo".
Spending the entire talk saying one thing, then sticking a "but you don't need to do things this way" at the end, doesn't change what the talk was about.

He doesn't seem closed off to other possibilities, but he does seem not to have spent very long thinking about them.

If he really does think this:
Always b[e] true to yourself. This is the important thing.
Why not spend some time talking about ways to do that in practice, rather than talking about all the less important stuff?

Maybe not. I'm not gifted with the ESP that seems to run rampant here. Or maybe he chose a topic and chose to stick to said topic, you just don't like the topic. That's fair, though hardly grounds for the kind of flaying he's been receiving around here, in absentia. It's not fair to expect game level details given the context though. He's going after industry-wide trends and letting others work from those challenges.

galsiah said:
Another choice quote:
Provide innovations worth the bang for the buck.
Ah yes - innovation is about sprinkling features with new content into a tired existing design. Every innovation is a formulaic, optional extra with a price tag.

That's the spirit :roll:


This is one Codex mantra that I just can't understand: just make the game we want who cares if it sells! If the most innovative, imaginative game is made and sells only 1000 copies or 10000 do you think anyone else will actually try it again? We live in a capitalist society that rewards giving customers what they want and not breaking yourself doing it. That's the way it works. Working within the system may be slow, but the alternative is to hit your bunker and pray for the rest of the world to go away. It won't hurt you much to come out and play from time-to-time, galsiah.
 

Vault Dweller

Commissar, Red Star Studio
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28,059
Catcher said:
This is one Codex mantra that I just can't understand: just make the game we want who cares if it sells! If the most innovative, imaginative game is made and sells only 1000 copies or 10000 do you think anyone else will actually try it again? We live in a capitalist society that rewards giving customers what they want and not breaking yourself doing it. That's the way it works. Working within the system may be slow, but the alternative is to hit your bunker and pray for the rest of the world to go away. It won't hurt you much to come out and play from time-to-time, galsiah.
This cute argument is based on the assumption that games we like don't sell. Don't you think that you need to prove it first before you patronizingly invite us to come out and play?
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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They definitely don't sell enough to keep your favorite company(s) in business.

HAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHA!!!!
 

Vault Dweller

Commissar, Red Star Studio
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28,059
Volourn said:
They definitely don't sell enough to keep your favorite company(s) in business.

HAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHA!!!!
ToEE did ok. If Atari was smart enough to book Troika to do 3-4 modules, Troika would still be in business and Atari would have been in a far better financial shape. Ironically, it was Bloodlines - an attempt to appeal to both markets - that killed Troika.
 

Volourn

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TOEE surely didn't do ok enough. If it did, I'm sure Atari would have gladly signed Troika to do more D&D games espicially since those games would have been even cheaper to make since the TOEE engine was all ready to go. The bottom line is no matter how much you deny it, TOEE simply did not sell well enough.

How you Troika fanboys can continue to spam about how well Troika's games sold including TOEE is nonsensical. Atari would have likely been in worst financial shape if they kept Troik on. Face it, TOEE did not do 'ok'. Well.. it depends what the word 'ok' means to you, anyways.

Of course, none of this TOEE talk changes the fact that Troika's games did NOT sell well enough to keep them in business. This is a fact.

Period.
 

Vault Dweller

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Volourn said:
TOEE surely didn't do ok enough.
http://www.rpgcodex.com/phpBB/viewtopic.php?t=6612

Article: Arcanum - 234k - $8.8 mil, ToEE - 128k - $5.2 mil, Bloodlines - 72k - $3.4 mil

Andrew: I never heard a final number on ToEE, as I wasn't directly involved in it, but the number I recall for its first-month sales was more than this article claims it did overall.

Leon: to the best of my knowledge, ToEE was our best seller - or at least our fastest.

If it did, I'm sure Atari would have gladly signed Troika to do more D&D games...
Atari put BG3 on hold for some stupid "would compete with our other awesome titles" reasons, and that would have definitely been a top seller.

The bottom line is no matter how much you deny it, TOEE simply did not sell well enough.
Is that a fact?
 

Volourn

Pretty Princess
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24,995
"Is that a fact?"

Both Atari, and Troik aoften disucssed possible expansion,a nd sequels. It never happened? I think the answer is obvious.

After the first few weeks in the top 10 (all D&D games get there pretty much) it nosedived. Bottom line is if it sold 'ok' there would have been an expansion at the minimum.

You know full well BG3 is a completely different beast with completely different circumstances. The two situations do not compare.

It says a lot when a Troika founder doesn't even know how much his games have sold or which sold the most. 'to the best of my knowledge'.

HAHAHAHAHAHAHAHAHHHAHAHA!
 

sheek

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Cydonia
Volourn said:
"Is that a fact?"

Both Atari, and Troik aoften disucssed possible expansion,a nd sequels. It never happened? I think the answer is obvious.

After the first few weeks in the top 10 (all D&D games get there pretty much) it nosedived. Bottom line is if it sold 'ok' there would have been an expansion at the minimum.

You know full well BG3 is a completely different beast with completely different circumstances. The two situations do not compare.

It says a lot when a Troika founder doesn't even know how much his games have sold or which sold the most. 'to the best of my knowledge'.

HAHAHAHAHAHAHAHAHHHAHAHA!

So, it's not a fact. It's your speculation based on... your great knowledge of video game publishing?

In reality it could have sold great but they had too many other costs and too many resources invested in other projects.
 

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