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Persistent Online Worlds Too Persistent @ GCC
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
Persistent Online Worlds Too Persistent @ GCC
   

GameClubCentral has an editorial that claims <a href="http://www.gameclubcentral.com/modules.php?name=Sections&op=viewarticle&artid=65" target="_blank">Persistent Online Worlds May Be A Little Too Persistent...</a>, with little change over time:<blockquote><em>Many of the online MMOG’s on the market today each make the claim of being a ‘Persistent’ online world. What that means is that the gaming world is available 24 hrs a day, seven days a week, minus any downtimes for needed maintenance or unexpected problems. Reading this kind of statement from a game box on the shelf gives the buyer the impression of a ‘virtual world’ where they will pursue a virtual life based on an alter ego of their creation in the gaming world. It’s easy to think that playing in this gaming world will include all sorts of adventures and quests where the player will be able to grow in might and affect the virtual world around them. Sadly, these affects in most cases are minimal and more and more players are becoming disillusioned to what these ‘persistent’ worlds are offering. Players are jumping from MMOG to MMOG, hoping for the next best thing, never finding it, their only staying power being the number of hours invested in the game and the friends they play alongside with.</em></blockquote>
Post Mon Sep 27, 2004 7:57 pm
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Ammon777
Warrior for Heaven
Warrior for Heaven




Joined: 20 Apr 2002
Posts: 2011
Location: United States
   

the answer: Trials of Ascension, if it ever gets out of development...
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Post Mon Sep 27, 2004 7:58 pm
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Halsy
Village Leader
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Joined: 18 May 2003
Posts: 84
Location: Toronto
   

Mythica would have been all over that. As it stands, DDO will be the next best thing.
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Post Mon Sep 27, 2004 9:03 pm
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Jaladan
Guest






   

A Tale in the Desert?
Second Life?
Both gaming worlds that the player has a major part in modifying.
Post Tue Sep 28, 2004 10:51 am
 
Darwin
Guest






Persistancy is the hobgoblin of little minds!
   

What games mean by "persistant" is static, stagnant and dull. A virtual world needs not only changable people but a buildable and conquerable world, growing and evolving plants, animals and enemies and changing and growing magical and real technologies.
Post Tue Sep 28, 2004 5:24 pm
 
Guest







   

What about SB? Every shard is very different.
Post Tue Sep 28, 2004 6:15 pm
 
Ammon777
Warrior for Heaven
Warrior for Heaven




Joined: 20 Apr 2002
Posts: 2011
Location: United States
   

Some of you dont grasp what he is talking about, so im going to correct you. He is talking about wanting a living, breathing world simulation, instead of a mere playground that most MMORPGs have turned into. That doesnt translate to "dynamic spawns." And Dungeons and Dragons Online is, like, the worst possible example of that. I would say Trials of Ascension is what he was wanting. But the fact remains that it doesnt even exist (yet). Until they can design artificial intelligent world systems and integrate player-introduced content into the gameplay, its not gonna happen. "Player-introduced content" is where a crafter makes some armor, but uses a Painter program OUTSIDE of the game to make the armor's textures, and also possibly uses a Modelling program to design the armor's model, and then uploads it into the armor from inside the game. Thats player-made content. It hasnt happened. A "gameworld simulation" as it stands, does NOT exist yet, anywhere, either. There exists a game wherein there is a real-world economy, that is EVE Online, the rest of them are pseudo-economies. There does NOT exist a game that has a true world simulation, where the seasons affect the players and plant-growth directly, et cetera: except in Trials of Ascension, which wont come out until probably 2008 anyway... Nobody has done it, because nobody has had the brains to do it. And nobody has had the architecture nor the technology to do it. That world simulation he is talking about isnt going to happen for a while yet, because we simply dont have the technology to run it. I know what im talking about, im a C++ programmer. No computer, except for super computers, can run that kind of stuff yet, because its simply too data intensive. We dont even have the bandwidth to handle it yet, either. Imagine what im saying, i will give an example: imagine an MMORPG where you can actually dig into the ground and make deformable terrain, you dig into the ground and make a tunnel under the ground. So you would build your own dungeon in the ground. The design problem is that everybody is going to leave pockmarks all over the place. But the real problem is bandwidth and the amount of data structures it would take to store an entire worldscape that could handle it. Imagine another thing: imagine if you could build a building in an MMORPG, except it would be with bricks! You make the bricks, and lay them down on the ground or on top of other bricks, brick by brick, until you get a completely customized building that was totally player-made. Thats another example of player-created content. Wouldnt that be awesome, though? Could you imagine all the cool places we would have to visit? Do you understand that the developers wouldnt really need to do much content-creation if such was the case, because players could make all the content: FOR OTHER PLAYERS. Thats the revolution that will happen according to my MMO futurology. It will happen in ten to twenty years, but it WILL happen! World simulations and player-introduced content are the FUTURE of MMOs, and perhaps of all computer games. Why not let the player make the content? Set down some ground rules INSIDE the simulation that governs the players, but leaves them with sufficient creative power to build content that other players can experience. Now thats a game i want to play.
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Post Thu Sep 30, 2004 5:25 pm
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