December 2004
- A couple of Wired articles on open-source metaverse and WoW's catering to players Morris Cox
- Too cute Matt Mihaly
- Project Entropia sells the richest land online Zach Collins (Siege)
- ADMIN: We have returned, a bit. J C Lawrence
- Call for Gaming-Related Art and Fiction Sanvean
- MEDIA: MMOs: It's the Economy, Stupid J C Lawrence
- DESIGN: Spreadsheet about activity feedback Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Johan A
- DESIGN: Why do people like weather in MMORPGs? Glen Rosenblatt
- DESIGN: Why do people like weather in MMORPGs? Sporky McBeard
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Koster, Raph
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Douglas Goodall
- DESIGN: Why do people like weather in MMORPGs? Damion Schubert
- DESIGN: Why do people like weather in MMORPGs? ceo
- DESIGN: Why do people like weather in MMORPGs? Miroslav Silovic
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
Thanks to everyone's feedback. I've added night & weather to my queue of
tasks.
Damion Schubert wrote:
> As a general rule, players love the concept of day/night cycles,
> but hate them in practice. As mentioned previously, it's not
> really fun to not be able to see well, and oftentimes even if
> you're carrying a torch, your home computer may be set up in a
> location of the home where glare limits your visibility. It takes
> a talented art director to make art that works in all light
> scenarios. Also, don't underestimate how much people hate the
> idea of being forced to carry torches - this is especially true if
> they are usually two-handed weapon wielders.
Actually, I'm inclined to do both of these, for the following
reasons:
1) Not being able to see well makes things spooky, especially in
dungeons or wandering around the wilderness. To me, mood is
important. (See http://www.mxac.com.au/m3d/gallery.htm for some
interior night scenes.) NOTE: I won't be doing the standard cheap
MMORPG graphics; my renderings are photometrically accurate, so if
you're carrying a torch, it will illuminate the area around the
character very realistically. I'll adjust the exposure to account
for the character's eyes dialating, although some races might
dialate more than others. (Some nocturnal races might also be
color blind.)
2) If a character has to carry a torch vs. carrying a shield or a
2-handed sword, they have to make choices which involve
tradeoffs. Either they can forgoe the shield, or they can get
magic sunglasses of night vision, or something. (The magic glasses
of night vision might make everything appear green though.)
Personally, I get annoyed with MMORPGs and CRPGs that let players
carry 50 tons of treasure and run around in full platemail in a
desert. Part of the challenge of exploration (I'm biased here) is
deciding what you need to take, and what gets left behind.
> Weather is more of a mixed bag. In most games, people love
> weather - it's a cheap and easy thing to do which makes you feel
> like you're part of a virtual world. Players like to see change
> in their virtual world, and changes which don't inconvenience them
> personally are all the better. The only game where weather has
> gone over like a lead balloon has been my own, Shadowbane - this
> is because in a PvP game, framerate is king, and as such, everyone
> in the game turned off the feature as soon as we put it in.
I'm not drawing images real time, so I can afford the better
quality.
Mike Rozak
http://www.mxac.com.au
- DESIGN: Why do people like weather in MMORPGs? Wayne Witzke
- DESIGN: Why do people like weather in MMORPGs? Damion Schubert
- DESIGN: Why do people like weather in MMORPGs? ceo
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Dana V. Baldwin
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? Chris Richards
- DESIGN: Why do people like weather in MMORPGs? Alistair Riddoch
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? olag@ifi.uio.no
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- UI scripting gone too far? Derek Licciardi
- UI scripting gone too far? Johan A
- UI scripting gone too far? Damion Schubert
- UI scripting gone too far? Koster, Raph
- MMO Quest: Why they're still lousy Damion Schubert
- MMO Quest: Why they're still lousy Derek Licciardi
- WoW's catering to players (was: A couple of Wired articles on open-source metaverse andWoW's catering to players) Ghilardi Filippo
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games cruise
- Metric vs. English System of Measurement in Games David Johansson
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Tom Hunter
- Metric vs. English System of Measurement in Games Freeman, Jeff
- Metric vs. English System of Measurement in Games Damion Schubert
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Julio Nobrega
- Metric vs. English System of Measurement in Games Matthew D. Fuller
- Metric vs. English System of Measurement in Games Zach Collins (Siege)
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Eric Random
- Metric vs. English System of Measurement in Games Matthew D. Fuller
- Metric vs. English System of Measurement in Games Artur Biesiadowski
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games Johan A
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Johan A
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Zach Collins (Siege)
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Edward Glowacki
- Metric vs. English System of Measurement in Games Jon A. Lambert
- MEDIA: Blizzard - Virtual Trade Tough Nut to Crack J C Lawrence