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In a new interview, Inflexion's Aaryn Flynn talks how Nightingale's concept changed from an MMO to more of a survival crafting multiplayer sandbox with optimism and interdependence.
Comments
I'm out
Start out a MMO, then not. But it is multi-player..
Now a survival and crafting...but with interdependence and choices that matter and change the game world.
Sounds like they just could not make a choice so gonna throw a bit of everything out there and see what happens.
Definitely an wait and see what the heck it even is type a game.
Hmm yeah it's not something I would boast about and I like New World.....still interested in this game though.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
No PvP at all and focus on story and PvE with the usual crafting focus of survival games.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Not a bad move really, better to accept one's limitations and cater to their strengths.
Valheim's recent success probably had some influence on their decision as well.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
For starters there isn't a generic progression system in MMOs. Compare the skill system in EQ2 to Lotro to Rift to WoW to ESO. You could argue that they all have generic MMO combat but you can have different classes that play significantly different between different games and constructing a build in those games is also significantly different from one another. The gameplay loop as well might not be that inspired but grinding dungeons is still a lot better than grinding chopping tree animations.
And where there are no levels. No level 12 hero being outrun by lvl.112 one. Where you care about nature around you, your neighbours (if that evil Were-boar comes again, he may destroy neighbours and then come for you...). Where there are no quest givers, because your quest is to survive and reach some magic city.
I could see opportunity for such online game. Especially in steampunk enviroment.
http://www.mmoblogg.wordpress.com
I earned more ISK per hour asteroid mining than any other activity I had done previously, increasing my holdings from 15B earned the previous 7.5 years to 80B during that time despite a loss rate of perhaps 15% to 20% so I really earned about 20B Isk more in that short time frame.
So for me grinding was better, but YMMV.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
* more info, screenshots and videos here
They are not really "sandboxes" - just empty games with empty randomly generated worlds (by a tool) with a crafting and hunger simulator.
That would translate to me, who can't make games, but wants to make one, but doesn't have talent, so I get some tool to generate me a map, I implement some generic crafting system, some hunger/thirst system, slap some monsters on the map and sell it for $60 as a groundbreaking state of the art game, because I'm too incompetent to create scripted content like NPCs, quests, events, anything.
This is what the "survival sandboxes" games of today are - lazily put together crafting simulators with no content sold as games.
Whoops.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Newsflash - the game didn't decide against the mass adoption genre - it embraced it.
Survival games are really popular because they offer very non-creative people a modicum of creativity without any real risk. Building in a survival game is fun in the same way building a lego model is fun - it is a deliberately dumbed down system for kids to enjoy. Oh, you can be creative with lego but let's be honest - what most players do is not really creative at all. And if it was the lego element alone then survival games would have been a thousand times better than they are. The main gameplay loop in a survival game is clicking on things and waiting a bunch of times. And that is dull as hell. That is why the truly creative stuff is on custom servers where people have unlimited resources to build rather than in the generic survival mode.
The survival in survival games is extremely dull and not really that much of a challenge for the most time. If you feel like wasting days for a few minutes of excitement is your thing then go for it. In MMOs at least you are tinkering with numbers and optimizing your choices. That is if you are not a mindless drone copying their builds from the internet. Or if you are not playing one of the mind-numbing games that just give you all the skills for a class to put on your hotbar and f**k all customization to hell. But guess what - there is no character customization in survival games or a very minimal one which is extremely easy to optimize. And guess what - even the five archetypes of characters in MMO games that you pointed out are already more than the ones in survival games where you have a guy with a stick, a guy with a gun and a guy with both.
Yeah, crafting in most MMOs is mindless. And so is crafting in survival games. The only difference is that in survival games you have to do it a bunch of times getting progressively better tools and better workstations and you have no other progression. You are doing literally the same thing the whole game over and over and over and over again and none of it is actually challenging or creative. Building your own crafting stations is not a feature - it is just another tedious step in the process. Do you know what makes that kind of crafting okay in MMOs? It is not the main feature of the game but just a side thing to do on the down-time. While in survival game - it is the main attraction. You literally have the dullest part of an MMO as the main feature defining the gameplay loop of a survival game.
Yeah, MMOs are currently in a rut but so are survival games. Yeah, MMOs can be dull but survival games are almost guaranteed to be dull because of their core gameplay loop. Yeah, the visual style of Nightingale might be wasted on an MMO in comparison to a pure RPG or an action-adventure game but it is definitely wasted on a survival game in comparison to anything else because the main gameplay of a survival game is punching trees and picking up rocks for hours on end.
OK, just a question - did you enjoy the gameplay itself or the profits? And how much time did you spend making those 80B? Just wondering because that is what - about $1200 in Plex? Or was it before that time?
Interesting.
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