Author Topic: Art design, mission style and plenty of other questions...  (Read 380 times)

LionofPerth

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Art design, mission style and plenty of other questions...
« on: October 15, 2011, 04:32:02 pm »
I am aware the first has been answered, but I hope this is sufficiently different to warrant further discussion.

As for personal space, I would assume that it will be fully customisable, in terms of making this easier would districts in which you have many lofts as per Burn Notice, or builings as per The Punisher movies. Also for spaces such as these, could a one time transaction be used to support the technical requirements? In addition, could a person invite another player, similar to the feature in Star Trek Online?

As a fan of the PnP game, I would like to know how close you are considering the to core D6 mechanics, at the end of the day they work. Not only that, other CRPG's have used PnP mechanics, namely KotOR, Baldur's Gate, Planescape etc.

Also, due to the quantity of suppliments, do you have any core settings, values and items, beyond what you have already confirmed? Such as new weapons and critters in War, clothing from the Attitude book, devices from the Spy Games suppliment.

Final question on this line, you are looking at tying both these universes together, would this mean that the Artefacts series, in the game at some point in the game?

You have stated that your current goal is to produce a browser based game. As a hobbist developer I respect and applaud, this choice. In terms of future expansions and goals would a client based MMO be a possibility if you would a sufficient number of full time subscribers. Also what type of number would that be?

Continuing the previous theme, if a transfer in the design process does go to a full client based MMO, would the free to play model be something you would consider, and as a part of that life time subscriptions? Furthermore with Lord of the Rings Online, while not the best comparison, would have the features, such as individual housing, that would logical long term goals.

As Shadowrun is of a more mature setting, that is one for adults, will you have content restrictions in place and what process would you have to remove them?

Stealth and infiltration is a core of the setting, and has been answered previously, however to expand on that would you value certain levels of success. Ie would a single guard knocked out and using a disguise be rated as higher in comparison to every guard knocked out or killed?

Player crafting zones, named NPC's or simple benches? Furthermore actual crafting skills or applications of skills modified to allow crafting, ie removal of the Armourer skill and integration of that into Long Arms, for example.

Player trading of loot and items, will be present however with items like signature pieces will they bound to the player, or will they be able to change the state of the item?

Avatar creation, are we able to elect both Running and character names? It is possible to earn names through runs, similar to the Accolades and Titles of the previously mentioned client based MMO's

Finally, how do you plan to represent some of the items like signature style? Will you have a list, or will players down the line have a chance to design and suggest their own. Furthermore higher values demand quite identifiable signatures, how will these be represented?

Hope I've given you some ideas : )
« Last Edit: October 15, 2011, 07:33:17 pm by LionofPerth »
The number of factions or characters square is the likely number of series design issues you will face.

Sangius

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Re: Art design, mission style and plenty of other questions...
« Reply #1 on: October 15, 2011, 07:28:39 pm »
Maybe you can find some answers - atleast parts of them - in the sticky thread here. Other than that primetide will hopefully check back on us ;)

LionofPerth

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Re: Art design, mission style and plenty of other questions...
« Reply #2 on: October 15, 2011, 07:31:28 pm »
Some of them are answered, in part, I hopefully include some more focused elements that should be worth a few words.

Also looks like I might need to stop posting on the iPad.... forums don't like it when I do, or I type too fast for the iPad.
The number of factions or characters square is the likely number of series design issues you will face.

primetide

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Re: Art design, mission style and plenty of other questions...
« Reply #3 on: October 16, 2011, 05:08:14 pm »
oookay,
so here a few answers:
I am aware the first has been answered, but I hope this is sufficiently different to warrant further discussion.

As for personal space, I would assume that it will be fully customisable, in terms of making this easier would districts in which you have many lofts as per Burn Notice, or builings as per The Punisher movies. Also for spaces such as these, could a one time transaction be used to support the technical requirements? In addition, could a person invite another player, similar to the feature in Star Trek Online?
we can't say yet. we are working on different ideas, but "housing" will perhaps not be too big a part of the initial launch

As a fan of the PnP game, I would like to know how close you are considering the to core D6 mechanics, at the end of the day they work. Not only that, other CRPG's have used PnP mechanics, namely KotOR, Baldur's Gate, Planescape etc.

Also, due to the quantity of suppliments, do you have any core settings, values and items, beyond what you have already confirmed? Such as new weapons and critters in War, clothing from the Attitude book, devices from the Spy Games suppliment.

Final question on this line, you are looking at tying both these universes together, would this mean that the Artefacts series, in the game at some point in the game?
Sorry to dissapoint again, these are very specifc questions, so I can answer only parts: We will not emulate the d6 system per se - it is used to simluate actions in the world some of which we don't need emulation for, some of which just work differently (like Actions/turn). We will stick close to it with regards to values, skills etc. but all things will be weighed versus the demands of an online game. Example: The PnP has realtively little progression for characters - they start relatively strong and they don't massivle advance (depends on your play style of course). For an online game, this would either mean little char progression or maxed out chars quickly. Both not a good choice. We think we will takle the base of the d6 system, but use it like Essence with things going 3.1, 3.2, 3.3 - so essentially we have values from 1 to 60, which are much better for us, since we can easily calculate incremental increases of chances as opposed to the PnP, where this would be a drag. The whole core setting, Atrtefact etc. issues I cannot answers, we are juts working on our meta plots and will work with Catalyst and Pegasus on the setting and how tomapproach that best.

You have stated that your current goal is to produce a browser based game. As a hobbist developer I respect and applaud, this choice. In terms of future expansions and goals would a client based MMO be a possibility if you would a sufficient number of full time subscribers. Also what type of number would that be?

Continuing the previous theme, if a transfer in the design process does go to a full client based MMO, would the free to play model be something you would consider, and as a part of that life time subscriptions? Furthermore with Lord of the Rings Online, while not the best comparison, would have the features, such as individual housing, that would logical long term goals.
I don't think client is a realistic choice. Competitive client games in this day and age cost upwards of 50 Million USD. Our game will be roughly 2% of that. And even that is ambitious (some may say crazy) to expect to gain up-front from fans. Regarding F2P vs Subscription based...we do look at various ideas how this could work out, but I remain convinced that a fair and good f2p system is possible :)

As Shadowrun is of a more mature setting, that is one for adults, will you have content restrictions in place and what process would you have to remove them?
we don't have content restrictions. As long as we don't sell through retail I don't even see the need for adapting to certain age ratings. But due to the isometric style view our visuals will have a hard time actually reaching a mature rating anyway. And it is a dystopian world with people gettingkilled for money regularly - a healthy dose of "fuck you" can't be morally more despicable than shooting people for gain. I personally never cared much for the bigotry of killing dozens of human beings in a  film but not being allowed to swear. [/quote]

Stealth and infiltration is a core of the setting, and has been answered previously, however to expand on that would you value certain levels of success. Ie would a single guard knocked out and using a disguise be rated as higher in comparison to every guard knocked out or killed?
no, a mission is a success or it isn't. If you manage to walk through walls and magically put everyone to sleep or just barely sneaked past a guard and got lucky: The end is what counts. I don't want people farming XP through maximizing gains from different XP rewards. It should be hard enough to make it without worrying how.

Player crafting zones, named NPC's or simple benches? Furthermore actual crafting skills or applications of skills modified to allow crafting, ie removal of the Armourer skill and integration of that into Long Arms, for example.

Player trading of loot and items, will be present however with items like signature pieces will they bound to the player, or will they be able to change the state of the item?
Can't say yet. We want crafting (and creation of your own softs and talsimans and tec) at some point, but unclear as to launch

Avatar creation, are we able to elect both Running and character names? It is possible to earn names through runs, similar to the Accolades and Titles of the previously mentioned client based MMO's

Finally, how do you plan to represent some of the items like signature style? Will you have a list, or will players down the line have a chance to design and suggest their own. Furthermore higher values demand quite identifiable signatures, how will these be represented?

yes to running and char names, titles -> yes, probably through achievements (which aren't easy to get)

Hope I've given you some ideas : )
plenty...;)
Yay for the Flaming Carrot

LionofPerth

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Re: Art design, mission style and plenty of other questions...
« Reply #4 on: October 16, 2011, 06:46:43 pm »
I still believe the setting is mature, BTL's, open prositution never mind the bad language etc. I would have thought that content restrictions would come as it is at its core a game, and so, despite not needing a physical copy would come under the rating systems. Of course I tend to work on my own concepts as full production titles, so I am not as as aware of the state of things as I probably should be in regards to this project.

I would argue against your point on progression. Shadowrun is based on a different system, while the level of D20 based systems, and MMO's, is quite obvious, progress in this will not be as obvious. It is much more determined by reputation than it is level and skill. Even to a degree items and technology that the player has access to are signs of progression, in comparison to before I can't hurt a kobold, to a full blown orc butchering whirlwind of death. Less tangible, absolutely, still present and still quite valuable if you're after that form of progress. In this I blame D&D for setting so much of the language and expectations in stone.

Furthermore, if you do impliment a set of achievements or use reputation as a method for tracking player's success, then you are in fact placing value on the type of style they play with. I don't see a way to separate the two. More importantly for a healthly base of NPC varieties, you run into those who value non-lethal solutions in comparison to lethal.

Also, while I appreciate the fact this is not to replace, but add to, the Shadowrun universe, it has to give due respect to the freedom of the PnP system. If I want to take the chance of pure disguise, this has to give the appearence of that freedom. Furthermore while you can't have a face path, social skills will have to give serious thought to make sure they are not entirely useless. If anything my suggestion in working down the path I believe you want to work, tying the skills into the preparation phase, in the form of additional contacts which can be used, as second tier set of contacts. Instead of just getting the layout of the security system, a grace period for the player in which it's being 'upgraded'.

I imagine that due to the technical complexities of personal player housing, that it's more on the long term. With the suggested launch, unless you want a very late 12 release, I can't see how such a complex additional feature could be fully developed and tested. Of course, see above point on my own work.

Nevermind you want to give them the freedom to have choices, from the previously mentioned lofts and abandoned/condemned buildings to high class inner city apartments. I feel sorry for your art department.

50 million USD to make a client based MMO? Should I start fund raising now? :)

Firstly I think that if such an approach was done, the money should not be too hard to acquire. I would think that with the maturity of the MMO market, more importantly the focus on fantasy, it should not be too difficult to enter some form of partnership or other commercial relationship. While I am not an avid MMO player, primarily the titles I am aware of are fantasy based, or as with the rating I saw given to Star Wars, low level fantasy. EVE Online and Star Trek Online are the only ones to really break the mould.

What you have a unique setting, with elves who can have sniper rifles, trolls with assault cannons, dwarf hackers, orcs wielding two fire axes and plenty more besides. I think more complexity is coming from the fact melee is valued equally with ranged combat, as this is a fundamentally lethal setting on the grand scheme of things. Chunky salsa is a prime example of this. I can't see why, with the focus on a particular setting that getting the financial support for a larger, client based end product. More importantly keeping with the isometric view, in comparison to a full 3D world. Not only would this set the world apart, it would keep the technology requirements, which is important for the MMO. Nevermind I think some of the best CRPG's are isometric views. On top of that a certain retro styling has always worked for this game.

I suppose there is an odd state in that you are both competing with, and not competing with, WoW. You are, in that it is the most successful western established MMO, and you are not, because you're running (wish I thought of a better word) a different end product.

If I had the link I would refer to it, because as long as you want crafting, you need the player base to see other players, which is how Memory Alpha and Lord of the Rings Online have it structured. I don't think there is anyway to change that, from your side of it.

I also think I should have the freedom, should I so choose, to create a 5'8 busty(female) red headed character assassin who chooses to not kill people, or a 6'0 blonde blue eyed male, angry shooter that blows through the guard force. At this stage I have to say it looks like I will need to find the right pen and paper game to give me the chance to be the character assassin, rather than just assassin. It's the curse of electronic games, which I believe you can work towards removing with careful, well thought out background systems. Technologically you're not facing the difficulties that many other studios would, so I can't see why a focus on characters(players) in a very freeform world can't be the core of the design. So far it seems to be more on the consistancy of the world, which is not to be overrated, but not the core. Especially in a classless system.

So.... at least I have given you some ideas, so hopefully I might get a mention or two in the office over the next week. Don't suppose I could get a reference for my resume for the next design position I apply for? :)

Finally something you might be able to use, for some Matrix interaction, perhaps basing player trading on a Matrix system, foci on an equivalent Astral system, with a screen to represent the different environment.
« Last Edit: October 16, 2011, 07:19:23 pm by LionofPerth »
The number of factions or characters square is the likely number of series design issues you will face.