The big question is: Are you looking for a sandbox MMO without 'forced' PVP or are you looking to play an elf that smacks orcs to get better loot in a non-PVP sandbox enviuronment? Your choices are rather wide for the former but very limited for the latter.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
why not have a good sandbox PvE game? I would so go for it. I don't like forced PvP. And from what I've seen, many others don't like it either.
There is Ryzom, I think its only PvE sandbox game out...never figured out why it never caught on, either. Rather nice game world and harvesting/crafting was nice.
one of the best sandbox games ever made, infact its still better than most games out right now Asherons Call came out in 1999.
all servers PVE but 1
ONE pvp server and it was free for all pvp from level 1 with a loot system ( not full loot )
The game was awsome and way ahead of its time, and the PVP was legendary.
why not have a good sandbox PvE game? I would so go for it. I don't like forced PvP. And from what I've seen, many others don't like it either.
There is Ryzom, I think its only PvE sandbox game out...never figured out why it never caught on, either. Rather nice game world and harvesting/crafting was nice.
Exactly you do not get it. Sandbox has nothing to do with pvp all the time or being forced to pvp. There are several sandbox games i did not ahve to pvp in. Its a misconception, obviously you havent played many sandbox games.
Sandbox are all about pve, open worlds, the players choice, and so much more. Yeah there are open world pvp, and all varieties of sandbox games, but to label them all the same shows how blind many here are.
Now for themeparks, yeah its all about pve. And rushing to max level, complaining about no end game content, and repeating dailies, warzones, and raids over and over. Sorry but thats boring.
Where do people come up with these bogus misconceptions? Sandbox games are about freedom, choices, you making content, and so much more compared to themeparks. EQ2 and a few others are nicely done i must admit.
I don't get it... Themeparks are more focused on PvE Sandbox are forced PvP...
ATITD
There
Kaneva
Second Life
vMTV
Muxlim Online
Ultima Online (Trammel)
The big question is: Are you looking for a sandbox MMO without 'forced' PVP or are you looking to play an elf that smacks orcs to get better loot in a non-PVP sandbox enviuronment? Your choices are rather wide for the former but very limited for the latter.
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
That isn't stopping The Repopulation.
No, it's not. Nor is stopping Dawntide. So many FFA-PVP games, all targeting the same niche...
Is it perhaps because FFA-PVP "sandbox" games are the easiest MMO's to make ? Essentially, all they seem to need is combat mechanics, weapon crafting and some kind of territory control system.
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
That isn't stopping The Repopulation.
No, it's not. Nor is stopping Dawntide. So many FFA-PVP games, all targeting the same niche...
Is it perhaps because FFA-PVP "sandbox" games are the easiest MMO's to make ? Essentially, all they seem to need is combat mechanics, weapon crafting and some kind of territory control system.
well yeah, outsourcing content creation to players is the easiest way to go.
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
That isn't stopping The Repopulation.
No, it's not. Nor is stopping Dawntide. So many FFA-PVP games, all targeting the same niche...
Is it perhaps because FFA-PVP "sandbox" games are the easiest MMO's to make ? Essentially, all they seem to need is combat mechanics, weapon crafting and some kind of territory control system.
FFA-PvP MMORPGs are not easy to make. You have to balance out the skills/classes, make the combat smooth and functional, make sure there is no way to gimp characters, make sure over PKing doesnt occur, and a whole host of other problems. If anything, an FFA-PvP game is harder to make than a WoW clone, because the FFA-PvP game requires two things which all developers today seem to lack: Creativity and Originality.
However, the problem there is, no one has been able to actually focus on these issues and properly address them. Every time these studios tackle an open PvP MMORPG, they screw up somehow. Mortal released a half produced piece of crap, and Darkfall went completely insane with the PvP, making it the ONLY way to play.
The trick to making a successful open PvP MMORPG is to make the game an open everything MMORPG. Find a way to mix PvP with PvE. Make PvE just as challenging (or reasonably close) to PvP and as rewarding. Make being a crafter just as rewarding as making a combatant character. Make it so that everything is rewarding, and nothing is a waste of time. A game whose every facet keeps players playing is a game that will succeed. PvP is all well and good, but if its the ONLY thing to do, then people are going to get bored. Stop focusing on one niche and try to expand out to as many player styles as possible without compromising the game's core concepts.
Its challenging, but it can be done. All it takes is the right development team with the right vision. Unfortunately, every new team coming out of college spent 1000+ hours on WoW or on FPS like MW3 to actually know what would make for a good MMORPG. They've all been tainted. Its sad none of them got the chance to play old T2A UO to have a good example of what to follow.
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
The most likely reason this game was shut down, poor development team and lack of investor confidence.
There are more than 100k players out there who would enjoy a open PvP sandbox game. The problem is, trying to get their attention. Most of the FFA PvP games being made are developed by small, no name studios who have $100,000 budgets and a team consisting of 10 or less people. Even then, if these games do make it to production (Example: Darkfail and Mortal) they are released way too early and are half assedly put together, alpha quality at best. People log on and get to play for 5 minutes after waiting 3 hours in a que just to get onto a server that crashes constantly. And those 5 minutes are often laggy and bug ridden, plagued with glitches and defects that should have been dealt with in beta, but never were.
Then there is the problem of mainstream popularity. Thanks to EQ and its legion of clones, most notably WoW, people have forgotten about games like UO, SB, and the others who had the balls to go open PvP. More importantly, investors have never even heard of the old school games. Therefore, they dont know about the potential they could have in a more modern market.
Personally, I blame UO for this. If it handnt gone carebear with Trammel thanks to a certain someone losing control of the game *cough*garriottyoupussy*cough*, UO would have stayed PvP and would have shown the potential of open PvP games. Unfortunately, the gamers of 1997 were still stuck in the single player mind-set and couldnt handle the prospect of another player being able to kill them and loot them. Hence the whiners who flooded the GMs with their bitching and moaning when they lost that nifty hatchet of ruin........ Those of us who could handle it got one hell of a game to play.
But, the audience isnt a niche as everyone thinks. You just need something to actually catch, and hold, their interest that doesnt turn out to be a massive flop.
Exactly you do not get it. Sandbox has nothing to do with pvp all the time or being forced to pvp. There are several sandbox games i did not ahve to pvp in. Its a misconception, obviously you havent played many sandbox games.
Sandbox are all about pve, open worlds, the players choice, and so much more. Yeah there are open world pvp, and all varieties of sandbox games, but to label them all the same shows how blind many here are.
Now for themeparks, yeah its all about pve. And rushing to max level, complaining about no end game content, and repeating dailies, warzones, and raids over and over. Sorry but thats boring.
Where do people come up with these bogus misconceptions? Sandbox games are about freedom, choices, you making content, and so much more compared to themeparks. EQ2 and a few others are nicely done i must admit.
Maybe he have, many devs themselves assume a sandbox have to include FFA PvP.
I think they get the ideas from many devs who in sandbox games case try to clone UO or in some cases Eve. But Sims online was a sandbox as well and the real difference is that sandboxes creates the tools for the players instead of telling them what to do.
Not that getting told what to do always is a bad thing, that can be very fun as well. The game types are just different, not better or worse than the other if if people tend to prefer one type or the other (I don´t really care myself so long as it is a well made and fun game).
It would be easy to make a sandbox game based on Sim city with no PvP whatsoever, there are already a few MMO sandboxes that doesn´t have PvP. It all depends on what you want the purpose of your game be.
Well, at least it seems like people stopped believing that sandboxes are games without levels while themeparks always have them.
Comments
ATITD
There
Kaneva
Second Life
vMTV
Muxlim Online
Ultima Online (Trammel)
The big question is: Are you looking for a sandbox MMO without 'forced' PVP or are you looking to play an elf that smacks orcs to get better loot in a non-PVP sandbox enviuronment? Your choices are rather wide for the former but very limited for the latter.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
one of the best sandbox games ever made, infact its still better than most games out right now Asherons Call came out in 1999.
all servers PVE but 1
ONE pvp server and it was free for all pvp from level 1 with a loot system ( not full loot )
The game was awsome and way ahead of its time, and the PVP was legendary.
Exactly you do not get it. Sandbox has nothing to do with pvp all the time or being forced to pvp. There are several sandbox games i did not ahve to pvp in. Its a misconception, obviously you havent played many sandbox games.
Sandbox are all about pve, open worlds, the players choice, and so much more. Yeah there are open world pvp, and all varieties of sandbox games, but to label them all the same shows how blind many here are.
Now for themeparks, yeah its all about pve. And rushing to max level, complaining about no end game content, and repeating dailies, warzones, and raids over and over. Sorry but thats boring.
Where do people come up with these bogus misconceptions? Sandbox games are about freedom, choices, you making content, and so much more compared to themeparks. EQ2 and a few others are nicely done i must admit.
ATITD
There
Kaneva
Second Life
vMTV
Muxlim Online
Ultima Online (Trammel)
The big question is: Are you looking for a sandbox MMO without 'forced' PVP or are you looking to play an elf that smacks orcs to get better loot in a non-PVP sandbox enviuronment? Your choices are rather wide for the former but very limited for the latter.
How about both
Philosophy of MMO Game Design
Well that was short lived....Found out about the game and within a week they shut it down. Any other indy sandbox games in the works?
Same for me... bummer, looked really cool.
The Repopulation looks kinda promising.
They probably came to the conclusion that it wasn't actually worth the effort to continue...
WoW clones are all trying to steal slice of the ~10M players that like fantasy themeparks.
This game, as well as MO and DF, would have been trying to steal a slice of the 100K players that like FFA-PVP "sandboxes".
The FFA-PVP "sandbox" market is being oversupplied. It's a niche audience, and spreading the players across 4 or 5 games is just not going to work very well, I suspect.
That isn't stopping The Repopulation.
Other than basic text, which anyone here could've done, there was nothing promising about that game. Not one single screenshot.
No, it's not. Nor is stopping Dawntide. So many FFA-PVP games, all targeting the same niche...
Is it perhaps because FFA-PVP "sandbox" games are the easiest MMO's to make ? Essentially, all they seem to need is combat mechanics, weapon crafting and some kind of territory control system.
well yeah, outsourcing content creation to players is the easiest way to go.
FFA-PvP MMORPGs are not easy to make. You have to balance out the skills/classes, make the combat smooth and functional, make sure there is no way to gimp characters, make sure over PKing doesnt occur, and a whole host of other problems. If anything, an FFA-PvP game is harder to make than a WoW clone, because the FFA-PvP game requires two things which all developers today seem to lack: Creativity and Originality.
However, the problem there is, no one has been able to actually focus on these issues and properly address them. Every time these studios tackle an open PvP MMORPG, they screw up somehow. Mortal released a half produced piece of crap, and Darkfall went completely insane with the PvP, making it the ONLY way to play.
The trick to making a successful open PvP MMORPG is to make the game an open everything MMORPG. Find a way to mix PvP with PvE. Make PvE just as challenging (or reasonably close) to PvP and as rewarding. Make being a crafter just as rewarding as making a combatant character. Make it so that everything is rewarding, and nothing is a waste of time. A game whose every facet keeps players playing is a game that will succeed. PvP is all well and good, but if its the ONLY thing to do, then people are going to get bored. Stop focusing on one niche and try to expand out to as many player styles as possible without compromising the game's core concepts.
Its challenging, but it can be done. All it takes is the right development team with the right vision. Unfortunately, every new team coming out of college spent 1000+ hours on WoW or on FPS like MW3 to actually know what would make for a good MMORPG. They've all been tainted. Its sad none of them got the chance to play old T2A UO to have a good example of what to follow.
The most likely reason this game was shut down, poor development team and lack of investor confidence.
There are more than 100k players out there who would enjoy a open PvP sandbox game. The problem is, trying to get their attention. Most of the FFA PvP games being made are developed by small, no name studios who have $100,000 budgets and a team consisting of 10 or less people. Even then, if these games do make it to production (Example: Darkfail and Mortal) they are released way too early and are half assedly put together, alpha quality at best. People log on and get to play for 5 minutes after waiting 3 hours in a que just to get onto a server that crashes constantly. And those 5 minutes are often laggy and bug ridden, plagued with glitches and defects that should have been dealt with in beta, but never were.
Then there is the problem of mainstream popularity. Thanks to EQ and its legion of clones, most notably WoW, people have forgotten about games like UO, SB, and the others who had the balls to go open PvP. More importantly, investors have never even heard of the old school games. Therefore, they dont know about the potential they could have in a more modern market.
Personally, I blame UO for this. If it handnt gone carebear with Trammel thanks to a certain someone losing control of the game *cough*garriottyoupussy*cough*, UO would have stayed PvP and would have shown the potential of open PvP games. Unfortunately, the gamers of 1997 were still stuck in the single player mind-set and couldnt handle the prospect of another player being able to kill them and loot them. Hence the whiners who flooded the GMs with their bitching and moaning when they lost that nifty hatchet of ruin........ Those of us who could handle it got one hell of a game to play.
But, the audience isnt a niche as everyone thinks. You just need something to actually catch, and hold, their interest that doesnt turn out to be a massive flop.
Strife Media LLC has discontinued development on Fallen Thrones due to budgetary constraints.
If any party is interested in continuing development on this project, please email inquiries@strifemedia.com
Thank you for your interest and support.
- The Fallen Thrones Team
Heh, that didn't last long.
Maybe he have, many devs themselves assume a sandbox have to include FFA PvP.
I think they get the ideas from many devs who in sandbox games case try to clone UO or in some cases Eve. But Sims online was a sandbox as well and the real difference is that sandboxes creates the tools for the players instead of telling them what to do.
Not that getting told what to do always is a bad thing, that can be very fun as well. The game types are just different, not better or worse than the other if if people tend to prefer one type or the other (I don´t really care myself so long as it is a well made and fun game).
It would be easy to make a sandbox game based on Sim city with no PvP whatsoever, there are already a few MMO sandboxes that doesn´t have PvP. It all depends on what you want the purpose of your game be.
Well, at least it seems like people stopped believing that sandboxes are games without levels while themeparks always have them.
Well then. To be honest, as a sandbox fan, this game didn't feel promising to me.
Sent me an email if you want me to mail you some pizza rolls.
WTF thats this game the OP linked?
this them?
http://www.mmorpg.com/mobile/forums.cfm?ismb=1&threadId=35791&page=2
http://www.mmorpg.com/discussion2.cfm/thread/37720
http://www.somethingawful.com/d/legal-threats/legal-threat-limitless.php
http://www.mmorpg.com/discussion2.cfm/thread/40040
Philosophy of MMO Game Design