And the need to prove "haters" wrong.The answer is the same in both cases, the dream of what it can be one day.
And the need to prove "haters" wrong.The answer is the same in both cases, the dream of what it can be one day.
The answer is the same in both cases, the dream of what it can be one day.
The thing with that is, the 'haters' are invariably proven to be consistently correctAnd the need to prove "haters" wrong.
If you haven't already, I'd suggest leafing through this series of videos concerning SC. One of the hardest hitting and extremely interesting viewpoints into the project and Ci¬G as a wholeSunk cost fallacy!
Sunk cost fallacy
Definition of sunk cost fallacy, a key concept in behavioral economics.www.behavioraleconomics.com
Basically the more money people invest the more they have to lose if it fails, so they keep investing hoping that it won't fail.
I had a wrist slap on here for posting some 'artistic' impressions I created in the snow playing RDR2...not going thereIs Chris making a world where the coffee cup persists forever, but the game disappears?
I'm worried
Seriously though, the old iCache thing has been bugging me. What real fricking benefit is there to having items persist to that degree? Compared to the costs?
Like, sure, I can envision some random emergent scenarios where it'd be cute to have that, and there'd be minor gameplay implications: Stumbling across someone's abandoned temporary camp. Decorating a cave with trophies. Leaving a secret 'enter the base from this side' symbol for your friend in the sand... (We all know it'd be a dong designed from water bottles, but it's the artisan gameplay that counts ).
But...
- A) Would those aspects really see a huge amount of use, or help underpin the more robust, planned, gameplay mechanics? Nope, probably not...
- B) Would those aspects make designing & running the planned 100k+ player shard experience, with twitch tier action, & single-player tier details, that much harder to implement successfully? Yep, almost certainly...
Chris is still pinning his signature swish to technical challenges that are often extraneous with minor benefits (combined first/third character model), or at worst active impediments to the game's described goals. His focus is all over the place, and frequently on baffling things.
If you want to make the best-looking large-scale space MMO, for example, that's absolutely fine. Focus on that. Make the sacrifices you need to make to pursue that aim and make it a reality. If you want to make the most interactive large-scale space MMO, that's fine too. Make your sacrifices elsewhere, free up that headroom, scatter your floor with toys and engage in emergent NPC chat at the urinals. If you want to make the most populated large-scale space MMO... forget about the fricking cutlery
But he just wants everything. It's such overt kid-in-a-candy store stuff.
Here we are, 8 years since Kickstarter, and the guru is still lost in a forest of his own imaginings. Placing coffee cups...
Is Chris making a world where the coffee cup persists forever, but the game disappears?
I'm worried
Seriously though, the old iCache thing has been bugging me. What real fricking benefit is there to having items persist to that degree? Compared to the costs?
Elder Scrolls have done this since Morrowind (2002).
Is Chris making a world where the coffee cup persists forever, but the game disappears?
I'm worried
Seriously though, the old iCache thing has been bugging me. What real fricking benefit is there to having items persist to that degree? Compared to the costs?
Like, sure, I can envision some random emergent scenarios where it'd be cute to have that, and there'd be minor gameplay implications: Stumbling across someone's abandoned temporary camp. Decorating a cave with trophies. Leaving a secret 'enter the base from this side' symbol for your friend in the sand... (We all know it'd be a dong designed from water bottles, but it's the artisan gameplay that counts ).
But...
- A) Would those aspects really see a huge amount of use, or help underpin the more robust, planned, gameplay mechanics? Nope, probably not...
- B) Would those aspects make designing & running the planned 100k+ player shard experience, with twitch tier action, & single-player tier details, that much harder to implement successfully? Yep, almost certainly...
Chris is still pinning his signature swish to technical challenges that are often extraneous with minor benefits (combined first/third character model), or at worst active impediments to the game's described goals. His focus is all over the place, and frequently on baffling things.
If you want to make the best-looking large-scale space MMO, for example, that's absolutely fine. Focus on that. Make the sacrifices you need to make to pursue that aim and make it a reality. If you want to make the most interactive large-scale space MMO, that's fine too. Make your sacrifices elsewhere, free up that headroom, scatter your floor with toys and engage in emergent NPC chat at the urinals. If you want to make the most populated large-scale space MMO... forget about the fricking cutlery
But he just wants everything. It's such overt kid-in-a-candy store stuff.
Here we are, 8 years since Kickstarter, and the guru is still lost in a forest of his own imaginings. Placing coffee cups...
I remember leaving items in games that persisted once you left the location as far back as Avalon in 1984 - which also had inertia and gravity
Elder Scrolls have done this since Morrowind (2002). That also was done in 2d by Ultima VII (1992) and 3d by Ultima Underworld (1992). There's something pretty neat to finding everything as it was set. In UU for example, I'd put down rocks/garbage on the ground to make arrows for visual navigation markers. U7 and TES allowed you to extensively decorate houses with the million of props available. And if you bumped into a bookshelf and made the books fall in Morrowind, you'd find them still on the ground when coming back. All those random items on the ground or tables etc tell a story. And in a single player game, you know it because it's your story, so it's likely to resonate. It might be costly, but it does add something. I remember some guy having turned his Oblivion (I think, but maybe that was Morrowind or Skyrim) house into a psycho manor, filled with all the heads of the NPCs he murdered... Whether the benefit is worth the cost in a mmo that already can't even keep spaceships above a planetary surface is another question obviously. But yeah, fundamentally, item persistence is cool. TES housing wouldn't feel the same without it.
For sure. I love that aspect in the Elder Scrolls / Fallout series. Tis great for world-building and leaving your personal mark. (And baffling shop-keepers ).
But all of those are single-player games right? Where there are no networking aspects to consider in tracking a ton of physics objects, for a start.
MMOs as rule tend to despawn objects.
and no-one in charge focussed on nailing things down
woah there, BitCoin is an anomaly / experiment that will run for some time yet before either succeeding or failing. As long as people / shops have confidence its as good as any other currency, sometimes better.....but all those servers everywhere cold owned by people with no idea.....it either works or it doesnt, it has the brand but its far too early to tell. It is fascinating though. I remember when people thought it would hit $1,000 one day....year later it was $20,000. If people use it as currency it has a chance, if people use it as investment it will probably fail. Its effectively only backed by spending power not Gold.
Even gold itself is valuable because that faith. As a metal it has pretty few real uses, and it would have pretty few uses even if it was dirt cheap.
Couldn't tell for sure, but possible contenders for doing it in a mmo could be Ultima Online? Second Life?
Most clever usage of object persistence is Arkane's Prey BTW. Wait... I'm sure I dropped this post-it here, not there... And there was only one last time I checked...