| Username | noxdraconis |
| Real Name | |
| Rank | Apprentice Member |
| Joined | June 12, 2006 |
| Gender | Male |
| Age | 43 |
| Location | Pasadena, MD, United States |
| Last Visit | December 1, 2008 |
| Post Count | 30 |
| Biography | |
| Quote |
Originally posted by Hype
I've read your series and this little set up really applies to nearly ANY mmo. Placing the linear storylines inside a simulation sandbox really is the way to go at this point in the industry's development.
I'm pretty sure that ChO won't do all that. They'll have some objectiveness and some battlegrounds, but I highly doubt they'll simulate physics beyond friction and projectile speed on any meaningful level.
Heya Hype, thanx for reading through all my verbiage. Yeah, your right, most of this could be used in any MMO. I really believe that sandboxes, in some form, are the future of MMOs. Its just a question of how big of a market contraction (and resulting shakeout) will be necessary to get there.
I hear what your saying about Champions. Honestly, I am neutral on the game so far (maybe if I get a an early beta invite I might change my mind :) Its just that I have been playing City of Heroes since I1 (and its still my favorite game out there) so it was natural to choose Champions as a setting for thinking about what MMOs could be.
Maybe if Positron ever decides to make CoH 2 he could send me a tell...
~nox
Hi Dracain, thanx for your comments!
Yes, I am definitely for simulation based game play. If there was anything I was trying to get across it is the need to get rid of the static world that MMOs seem to be built around.
As for physics, I guess, the more comprehensive the physics engine, the better. I come at this from the perspective of an amateur game developer (although I have been coding for most of my adult life, I have never worked for a professional game shop. Wah.) and am not familiar with every physics package out there -- just the free ones! So I will take your word about DMM and euphoria. Honestly, though, they sound way cool.
Anyhow, I tried to address physics specifically in part 3 (you can read it here if you haven't already). My main point is that physics, regardless of which engine is used, has to be central to the game play. It is physics, after all, that lets a super hero be super.
I haven't had the chance to play The Force Unleashed yet. I don't own a console, so it may be while before I do. But from what I read, it seems like it embodies the type of combat I have in mind.
~nox
i hope so. To me, its really hard to get a sense of a game from a video that someone shot of a screen while it was being played.
Meh. One of these days I am going to be able to attend in person.
Read part 1 here
Read part 2 here
~nox
That I hope your axe is sharp, because you have been grinding it for a while now...
What are your views on PvP?