overlooked article from 5 months ago, March 2014
http://www.gamersnexus.net/gg/1362-gdc-eq-next-landmark-interview
they’ve managed to blow far past their initial $2m prototype funding target and are now resting over $40m raised
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Sci-Fi structures can be built alongside Fantasy structures, but the EQNL team is taking steps to ensure period- / genre-friendly servers will exist, in case Titans ruin your sword-swinging experience.
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Georgeson was firm that there will be no private servers (“we’re an MMO”), which is really hard to fault them for, but did say that custom UIs will be supported and encouraged by SOE, among other unspecified possibilities.
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I asked about potential scripting support for players within EQNL. Because scripting can be powerful enough to break things, I figured that’d be one of the areas SOE would be very careful in what they give players; with the same ambition as all the previous answers, Georgeson told me that their Storybricks framework component will effectively use a software development flowchart (like those
found in Glitchspace or software design docs) in place of a scripting or programming language. To clarify, from what I was told, a form of scripting will be supported, but players will not be expected to have existing knowledge of C, Java, some similar language, nor will they have to learn a proprietary language line-by-line. The flowchart will enable scripting from more of a designer’s perspective, as I understand it.
Comments
I'm more interested in how this system will support A.I. customizing... which they definitely said will be coming this year it sounds-like, because they said in the livestream coverage they had a separate Panel on it. I don't know where to actually LOOK for Audio from that Panel at their convention, but I'm sure it's out there somewhere. ....If their player-workshop eventually opens up to full Character-Models one day, then we'll be to take that creation process even farther.
Making stories/scenarios is nice for extending a game's playtime. Those of us who played Starcraft Trigger maps online (which eventually led to the success of every ****ing MOBA you see these days) already know how it can take on a life all its own. But what I really think takes that to the next step, is being able to make really advanced PvE enemies who deliver a much more consistent challenge than just PvP'ing alone can deliver. (PvP is basically all dice rolling when you can't pick your opponents ... you're either going to have too easy a fight against a bunch of mouthbreathers, or you'll get ROFLstomped by that asian pro shut'in who's just smurfing for a quick confidence boost).