06-25-2007, 06:39 PM | #1 |
Religious Stamp Machine
Retired FF Staff
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Community and Creativity in Gaming
I'd like to discuss the experiences people here have with community and creativity in gaming - but in a very specific way.
I was talking with a long-time Neverwinter Nights player today. For those of you who don't know, NWN became the HL2 to the RPG world - in the sense of customizability, modifications, etc. But what has happened is players have left NWN for other games, like NWN2 or Guild Wars. Thus the said community is left as a series of ghost towns built with countless hours of creativity now lost forever. This same thing happened with HL, and will undoubtably happen with HL2. True, fair numbers of people still play these games, but the communities are mere shadows of what they once were. People move on to new games together (or apart) and the creativity is lost. It may seem natural, but my qualm is this: Creativity is becoming harder and harder to implement. Ask any mapper for HL2 or NWN2, and you'll find that a quality map takes many times the investment for these sequels than their prequels took. Put these together and you have the erosion of free, community creativity in games. You can't make maps for Guild Wars or increasing numbers of games. Of course the history of gaming is the history of technological evolution - why play HL when you can play a game where you can see players' muscles move and almost taste the rain when it falls? But I do not think these two forces have to be opposed. Why not have a game where sequels can be 'plugged in' to the same world the first one occupies? For example, why not make it so HL2 players can play with HL players, and the creativity is not lost on either end? Why not make it so NWN2 players can play in the same worlds and fight monsters along with NWN players? This way, those who follow the technological evolution at the cost of community creativity can, and those who wish to continue to add creativity to gaming can where it is possible? What are y'alls thoughts on this? |
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06-25-2007, 06:49 PM | #2 |
Not ****** Yet
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Join Date: Mar 2007
Location: Minnesota
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If you want talk to people about uncreativity, talk to the FF dev team.
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06-25-2007, 06:52 PM | #3 |
FORUM ADM!N
Join Date: Mar 2007
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Class/Position: O/D D/O - For life or death Gametype: 2fort Spectating Llama GD Ex. TALOS Sniper Affiliations: FF God, The Yellow Brotherhood Posts Rated Helpful 13 Times
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Impossible.........
There is no money in it. Game companies want to release new games based on something new to have the consumer either upgrade the current game (maps, levels...etc) or to buy a new one. In a perfect world it would be great to play TFC with FF players but if I am on the same page with you the incompatibilties would be two much to try and have game devels try to cross-devel it.
Uber, That is not being very nice. Have you ever been slapped on the nose with a rolled up newspaper b4? dh
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06-25-2007, 07:14 PM | #4 |
Fear teh crowbar.
Retired FF Staff
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Wow, someone has a case of the Munddayys.
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06-25-2007, 07:30 PM | #5 |
rainbow flying high
Join Date: Mar 2007
Location: cumbria,uk
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i need to fart
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06-25-2007, 08:00 PM | #6 |
Hitman 2 1 Actual
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I think the biggest problem with the modularity you're talking about is the technology push in play. Coding with an eye towards backwards compatibility can ultimately end up yielding unworkable or unstable code due to changes in functionality as the level of sophistication increases.
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06-25-2007, 09:20 PM | #7 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
Take note that the Source engine is very scaleable as a form of future proofing... they would not have to make HL3 on a new engine, for instance; it could just be used on the latest iteration of the Source engine.
Moreover, the Source engine can work with computers as old as DirectX 6.0, so I presume it has a lot of backwards compatability capabilities. I do not think we will see Valve developing a new engine for at least the next 15-20 years. It is progressive thinking like the design behind the Source engine that will keep creativity from being "lost". Also note that some of the most interesting and popular games are irrespective of their graphics... there are still a Hell of a lot of players playing games like Raganrok Online (something that looks like a SNES game or even a Flash game) and Everquest (whereas Everquest II is already out). In theory, the "2" of a game COULD just be patched into the new one. The MMORPG that I am developing will essentially remain on the same engine forever and constantly be patched, added on to, changed, etc. If I ever made a "2" for whatever reason, I presume that I would put it on the same engine and integrate it into the same package, possibly even cross-linking the games (much like how WoW treats original WoW and TBC; even if you do not have TBC, you can still interact with Blood Elves, etc.; there are no seperate realms for the different versions like there are with Diablo II). I am hoping that the loss of creativity you describe will be a thing of the past.
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