This last couple days, rather than being able to work on much of anything pertaining to Wograld. I have been searching for my house keys. This is one thing that games can easily fix that cannot be easily fixed in meat space. That is losing your means of entering your house. In addition, the bad guy who looted the keys from you can break in and take all your stuff. In my case it isn't so bad since I can (mostly) rely on family members to let me in, since usually someone is home here. It still sucks though because I also lost keys to my storage unit, a dresser drawer key (that fortunately wasn't locked) and my favorite irreplaceable key chain.
I remember when I played Ultima Online in the early days, besides pk stat loss (Crossfire is worse because it has stat loss for everyone not just pks), boring gold only monster loot and terrible lag, it also had this problem that when you lost your house key, there was no way you could get it back or change the locks. Therefore, once someone stole and/or looted the key, there was no way to ever make the house safe again for anyone to store things. The looter could not have it be safe, because you probably had a copy of extra keys as well. The only way to fix this was to demolish the house and start over, but since every time someone used a key on the house, it refreshed it, well you can guess what happened, griefers (intentionally or not) filled the landscape with virtually useless houses.
Anyway, later versions of UO, as well as many other games, don't have that annoying feature. You can have a ban list, and those characters can not enter your house at all. It is like a magic force field just doesn't let them inside, another method is to have an invite list, letting only thosse people you allow access parts of the house. In Uo there were four tiers of permissions owner, co-owner, friend and guest (or something like that) the owner was the only one who could demolish the house, the co-owner could add people at the lower tiers as well as move containers that were locked down around the house, friends were allowed to access certain containers that were marked as friend. It was handy to friend your guildmates and put extra supplies in those chests. Finnaly, on private floors there was a guest status that allowed you to enter into areas you might not otherwise be allowed inside. This level did not allow you to access any containers or anything, just walk around the building. While this was fun and very convenient, some people missed being able to have all out battles in homes without the I ban thee going on. Dueling areas still worked very well, however the maximum housing size was not ideal for some types of combat. In addition archers could stand in windows, shoot arrows out, and be perfectly safe from looting. Since in crossfire, the internals of houses are seperate maps, I can't imagine this to be an issue, although I supposed someone could run between maps to avoid dying or something.
Wograld is a free-software, 2d, multi-player online roleplaying game based currently on the crossfire engine. Development is, unfortunately, done by developers, supernatural entities that seem to posses software users and force them to hack away writing software code for hours on end.

Showing posts with label Housing. Show all posts
Showing posts with label Housing. Show all posts
Wednesday, May 27, 2009
Saturday, March 7, 2009
Housing and Realism
I recently found out that Wograld current housing tool requires you to buy building materials, unlike the housing tool in Ultima Online that just required you to have the gold in your bank box to create the ready made additions. While Wogralds current version of the housing tool could be considered more realistic and true to life, Ultima Online's housing tool could be said to be designed to maximize fun in the game. How much fun it is to have to remember how many boards or ingots you need to finish off your dwelling? Sure it is more realistic, but the reality is people don't play these games for realism. If it was realistic, we would have a housing mortgage crisis. Players would no longer be able to afford their in game houses anymore, and would have to move back into thier bank boxes.
Even Ultima Onlines housing tool had limits however. Some of them were well deserved, such as limited the creation of houses to certain tiles already existing in the game. This makes sense, otherwise the new houses would take too much time to load on screen, making for a laggy experience. The other, unessarly limitation is that Ultima Online's houses had to be physically possiable. Since crossfire as a whole does not really support this notion (what with buildings that have maps inside maps inside maps) It does not seem that Wograld nessarly has to follow in the footsteps of the idea that the world has to obey the same physical laws of the universe. For instance, why not have housing that is an inverted pyramidal shape? Maybe that is too wierd for most people however, but the idea that it is wierd and alien would probably draw people into the game because they would see stuff they have never seen before. Too many games, once you have seen a little bit of the world, you feel you have seen it all. You feel like it is just like every other game you ever played. The world is the same, it fits the same genre of sword and sorcerey, or some poorly written sci-fi.
Even Ultima, a pretty classic medieval style world had some science fiction elements. Once players get imersed in a world however, the worldlore becomes less important and the gameplay more important. It doesn't matter if the orcs are supposed to be at war with the humans, if game mechanics make it easier for them to work together, then they will do so. These kinds of things are set more by how the hard coded programming rules of the game are writen rather than what some talentless hack of a writer threw up on the website in her spare time.
Given that Wograld is not trying to be an emulated clone of your real life (if your so called real life was so wonderful you probably would not waste hours upon hours of your time on Wograld anyway,) it makes little sense to emulate the parts of reality that you dislike. The functionality of a game mechanic to achieve a certain goal, a certain feel for the game, trumps up the nagging voice of trying to be realistic in the sense of emulating real life.
Even Ultima Onlines housing tool had limits however. Some of them were well deserved, such as limited the creation of houses to certain tiles already existing in the game. This makes sense, otherwise the new houses would take too much time to load on screen, making for a laggy experience. The other, unessarly limitation is that Ultima Online's houses had to be physically possiable. Since crossfire as a whole does not really support this notion (what with buildings that have maps inside maps inside maps) It does not seem that Wograld nessarly has to follow in the footsteps of the idea that the world has to obey the same physical laws of the universe. For instance, why not have housing that is an inverted pyramidal shape? Maybe that is too wierd for most people however, but the idea that it is wierd and alien would probably draw people into the game because they would see stuff they have never seen before. Too many games, once you have seen a little bit of the world, you feel you have seen it all. You feel like it is just like every other game you ever played. The world is the same, it fits the same genre of sword and sorcerey, or some poorly written sci-fi.
Even Ultima, a pretty classic medieval style world had some science fiction elements. Once players get imersed in a world however, the worldlore becomes less important and the gameplay more important. It doesn't matter if the orcs are supposed to be at war with the humans, if game mechanics make it easier for them to work together, then they will do so. These kinds of things are set more by how the hard coded programming rules of the game are writen rather than what some talentless hack of a writer threw up on the website in her spare time.
Given that Wograld is not trying to be an emulated clone of your real life (if your so called real life was so wonderful you probably would not waste hours upon hours of your time on Wograld anyway,) it makes little sense to emulate the parts of reality that you dislike. The functionality of a game mechanic to achieve a certain goal, a certain feel for the game, trumps up the nagging voice of trying to be realistic in the sense of emulating real life.
Wednesday, February 25, 2009
Dropping items on the ground, an essential feature
Far too many so called MMORPGS, massive multiplayer online roleplaying games, for those who do not know the term, do not allow you to place items on the ground in the game world. One such game that is popular and lacking in this feature is World of Warcraft. When I first began playing World of Warcraft, I thought it would be more like Ultima Online, except with more races, a level based system, and better looking graphics. However, I realized within a few hours of playing the game, how many important features that I had come to enjoy in Ulitma Online, World of Warcraft lacked. In Ultima Online, just as in Crossfire, the engine Wograld is based on, you can put items on the ground. Evenutally these items decay on a set timer, either from the time they were last picked up, or from resetting an area as in Crossfire. Otherwise, memory and space in the game world would be eaten up with items. Ultima Online eventually found a way around the player tendancy to save every rusty dagger and empty box, a method called housing lockdowns. The way the lockdown system works, is you have a certain number of "places" for items to belong in your house. Each container holds a certain number of items, in UOs case, that number was 125, that would automatically not decay. Also, each piece of furnature would count towards the lockdown limit. In order to lock it down, your character would have to say "I wish to lock this down" but really that could have been changed to anything. Anyway, it would not allow you to make anymore than the number of lockdowns on the house into non decaying items.
Diablo2 also has items that can be dropped on the ground and a decay timer, so I was somewhat surprised that this was not implimented into World of Warcraft, given that even a classic 3d game such as Ultima 9 had this feature of being able to place items on the ground.
Anyway, I feel that, along with housing, dropping items on the ground should be an essential feature of rpgs. Putting items on the ground opens up numerous possiblities for roleplaying your characters that not putting them on the ground does not. For instance, you could make a circle out of an item, like say, flowers, and leave it up for an in game celebration of some event. Impassable obsticules like say, crates, can slow players down who are trying to get somewhere, given they would have to pick them up and move the crates to get through the area. After a long hard day of adventuring, it is nice to be able to put that mug of ale on the actual counter in the tavern, instead of just having to hold it in your inventory.
Diablo2 also has items that can be dropped on the ground and a decay timer, so I was somewhat surprised that this was not implimented into World of Warcraft, given that even a classic 3d game such as Ultima 9 had this feature of being able to place items on the ground.
Anyway, I feel that, along with housing, dropping items on the ground should be an essential feature of rpgs. Putting items on the ground opens up numerous possiblities for roleplaying your characters that not putting them on the ground does not. For instance, you could make a circle out of an item, like say, flowers, and leave it up for an in game celebration of some event. Impassable obsticules like say, crates, can slow players down who are trying to get somewhere, given they would have to pick them up and move the crates to get through the area. After a long hard day of adventuring, it is nice to be able to put that mug of ale on the actual counter in the tavern, instead of just having to hold it in your inventory.
Sunday, February 22, 2009
Housing, lockdowns and Siege Warfare
In most kinds of strategy games, there is a war going on. Eventually, one player or team dominates the map, banishing the other players to oblivion. This works great when that is the object of the game. It does not work so well, however, when the game is a peristant world based on world lore where the war lasts for years and years. One faction dominating the world ruins the persistant world for all the other players not in that faction, because they have no hope of beating the dominating empire. This has happened in both Ultima Online (on the standard shards in felucia not the siege ruleset shards) and also in Shadowbane.
Many times, this happens because game designers trying to design a pvp world think that it is better to be able to completey destroy towns and housing, allowing one faction to win destroying the map and the reason for playing to begin with.
Let us look at warfare and faction in the real world. Why does one empire not dominate our entire globe? There are several reasons for this. The first of these is that for thousands of years we did not have a fast system of communication with the other people around the world. It was hard for news to travel very far very fast. But this is far from the only reason that we do not have a gobal empire. There are several different cultures and terrain types thoughout the world. Certain cultures seem to thrive in certain terrain types, and wither away on others. For instance, Muslims thrive in the desert, and do poorly in temperate or humid climates. Furthmore, if one faction gets ahead technologically, others soon follow. Even if the faction that got ahead technologically tries to keep the technology to itself, somehow, it always gets out to the other enemy side of the fence. Finally, war is a costly thing for all sides, the wars are usually over resources, as soon as there are less people less resources are needed, so the fighting stops. For the most part, no one is trying to completely eliminate the other side. First of all, it is futile to try to eliminate a people that is as strong as your people are, secondly it just seems that people would rather trade for what they need rather than dominate the whole world.
Some pvp based mmorpgs try to have things in game like siege warfare and house destruction. The trouble is, once the winning guild takes the losing guilds houses, what are they going to do with it? In Ultima Online, you were limited to one house per account, a guideline that makes sense. There are only so many houses a person can occupy in real life as well. It makes little sense to have a lot of houses everywhere, and not even remember how many you have (like a certain presidential candidate who did not win the US election) Players characters can really only be in one location at a time, so the same guild does not really need ten different towns. One town is adaquite for the needs of most guilds (although perhaps they might have outposts for specifice purposes) really, there is only one place where a given group of people tend to hang out and meet up. It is easier to find your friends and guild mates where you already know they will be, rather than trying to be everywhere at once when you don't know where to go. Furthermore, consider travel times. That is why it makes sense to have a home base rather than scattering the empire all over the world.
Realistcally, a human does not want the orc stick huts built on the undesirable savannah or the orc forts built into the sides of the moutains. The orcs have no desire for the thick forests found in human and elven lands. While undead seem to be more comfortable in any terrain, they tend to perfer places that are more remote and out of the way, as well as places that have an erie or gloomy feel, such as swamps.
Logically, it makes no sense to raid and destroy towns filled with a bunch of monsters living a low level of of sophistication. Where are you going to put the hundreds of rusty swords that you loot from the losing guilds treasury? Thats right, you don't need that stuff. No one in your guild can use it, and they sure are not buying it at the shops. If they actually had something worth taking, however, it would make more sense. If they are guarding a mine with valuable minerals, or protecting an area with dragons that have solid scales for armor, well, then it makes sense to kill them and take the resources.
You could cite vengance as a reason for doing this, after all orcs killed your family, or whatever, but the fact of the matter is, as soon as you wipe them out in one area, they keep coming back, and if they don't then the world gets peaceful and boring. You spend the rest of the time picking flowers and decorating your over-priced home. Wait a moment, this was supposed to be a pvp game, so where are the other players to fight. Thats right, they all quit because you looted their last rusty sword and had no way to get back on their feet.
Thats why you should not be able to take houses from other players and loot all their stuff. If you think that is a good idea, then I have houses in Detroit Michiagan and Baltimore Maryland to sell you. After all, land is valuable wherever it is, even if no one wants to live there.
Many times, this happens because game designers trying to design a pvp world think that it is better to be able to completey destroy towns and housing, allowing one faction to win destroying the map and the reason for playing to begin with.
Let us look at warfare and faction in the real world. Why does one empire not dominate our entire globe? There are several reasons for this. The first of these is that for thousands of years we did not have a fast system of communication with the other people around the world. It was hard for news to travel very far very fast. But this is far from the only reason that we do not have a gobal empire. There are several different cultures and terrain types thoughout the world. Certain cultures seem to thrive in certain terrain types, and wither away on others. For instance, Muslims thrive in the desert, and do poorly in temperate or humid climates. Furthmore, if one faction gets ahead technologically, others soon follow. Even if the faction that got ahead technologically tries to keep the technology to itself, somehow, it always gets out to the other enemy side of the fence. Finally, war is a costly thing for all sides, the wars are usually over resources, as soon as there are less people less resources are needed, so the fighting stops. For the most part, no one is trying to completely eliminate the other side. First of all, it is futile to try to eliminate a people that is as strong as your people are, secondly it just seems that people would rather trade for what they need rather than dominate the whole world.
Some pvp based mmorpgs try to have things in game like siege warfare and house destruction. The trouble is, once the winning guild takes the losing guilds houses, what are they going to do with it? In Ultima Online, you were limited to one house per account, a guideline that makes sense. There are only so many houses a person can occupy in real life as well. It makes little sense to have a lot of houses everywhere, and not even remember how many you have (like a certain presidential candidate who did not win the US election) Players characters can really only be in one location at a time, so the same guild does not really need ten different towns. One town is adaquite for the needs of most guilds (although perhaps they might have outposts for specifice purposes) really, there is only one place where a given group of people tend to hang out and meet up. It is easier to find your friends and guild mates where you already know they will be, rather than trying to be everywhere at once when you don't know where to go. Furthermore, consider travel times. That is why it makes sense to have a home base rather than scattering the empire all over the world.
Realistcally, a human does not want the orc stick huts built on the undesirable savannah or the orc forts built into the sides of the moutains. The orcs have no desire for the thick forests found in human and elven lands. While undead seem to be more comfortable in any terrain, they tend to perfer places that are more remote and out of the way, as well as places that have an erie or gloomy feel, such as swamps.
Logically, it makes no sense to raid and destroy towns filled with a bunch of monsters living a low level of of sophistication. Where are you going to put the hundreds of rusty swords that you loot from the losing guilds treasury? Thats right, you don't need that stuff. No one in your guild can use it, and they sure are not buying it at the shops. If they actually had something worth taking, however, it would make more sense. If they are guarding a mine with valuable minerals, or protecting an area with dragons that have solid scales for armor, well, then it makes sense to kill them and take the resources.
You could cite vengance as a reason for doing this, after all orcs killed your family, or whatever, but the fact of the matter is, as soon as you wipe them out in one area, they keep coming back, and if they don't then the world gets peaceful and boring. You spend the rest of the time picking flowers and decorating your over-priced home. Wait a moment, this was supposed to be a pvp game, so where are the other players to fight. Thats right, they all quit because you looted their last rusty sword and had no way to get back on their feet.
Thats why you should not be able to take houses from other players and loot all their stuff. If you think that is a good idea, then I have houses in Detroit Michiagan and Baltimore Maryland to sell you. After all, land is valuable wherever it is, even if no one wants to live there.
Wednesday, February 18, 2009
Housing in single and multi-player rpgs
One of the topics that I think needs to be addressed in a lot of rpgs is this idea of housing. Usually in single player rpgs, you play this adventurer character, who completes quests and stays at various inns in the world, never really having a house of his or her own, or a place to call home. Often, early in the game of the single player rpg, the main character or characters gets sucked out of their own world, kicked out of the town or has their home town destroyed early on. This makes the characters into adventurers of some sort. Even if in the story, the characters have a home, they end up so far away from it trying to solve a problem that has somehow effected their homeland to the degree that they need to leave it to try to solve the problem.
One of the things you can do, however in some single player rpgs, notabley in the Ultima series, is establish a sort of home base if you will. This is a place where the character or party of characters can drop off extra items they have acquired, and they will not decay or be taken away from the characters. The characters can return there later to pick up items they find out they need. Perhaps you should not have picked up those twenty rusty swords in the goblin den, espeacialy considering you only have four party members who each have magic swords, but that little girls hair ribbon that you thought had no use, may be a key plot item you need in order to defeat the evil dragon king. The problem is those torn cushions back in the warlock tower next to the water fall that were used for summoning the demon, later do not have any plot value, but you picked them up anyway, thinking they might be important, but it turns out you don't need them. Therefore, it does turn out having a storage spot comes in handy, when you have so many quest items like that and you are not sure what you need anymore.
Multi player games tend to more often option to offer a sort of home-base, so the characters do not have to live our of their backpacks. But in multi-player games, this is not the only, or even the main reason for housing. A big part of housing in multi-player involves inviting your friends over to show them all the cool stuff you collected on your adventures. It also offers a place to train your characters, hold in game events, meet up before that big dungeon trip, or any number of other reasons players can think of for characters to socialize.
These are, of course, in addition to the home base sort of feeling that housing gives to the characters in single player mode. I still remember my time playing serpents isle. There was a house on serpents isle where I ended up leaving extra goblin loot. Their was a chest in the house, and in the basement a naga kept spawning. Even though it had been abandoned and no one was living there for quite some time, I found myself trying to decorate it and make a home for myself out of the place. Another place I espeacily liked, espeacialy in Ultima Nine was Lord Britishes castle. He really knew how to make the avatar feel at home there. In Ultima Nine, I ended up storing all my loot in that one room of the castle. Unfortunately, it got rather cluttered, but that did not prevent the Avatar from falling asleep on the bed and waking up refreshed in the morning, (or night, sometimes the avatar kept some really strange hours)
Crossfire, the original engine that Wograld is currently based on, does have player housing, a feature I feel is a must for a fully imersive rpg. However it needs some great improvements. Given the poor user interface for the game, it is still hard to figure out exactly what needs to be improved, but once that is fixed, features will need to be added, modified (and yes even removed) from the game.
One of the things you can do, however in some single player rpgs, notabley in the Ultima series, is establish a sort of home base if you will. This is a place where the character or party of characters can drop off extra items they have acquired, and they will not decay or be taken away from the characters. The characters can return there later to pick up items they find out they need. Perhaps you should not have picked up those twenty rusty swords in the goblin den, espeacialy considering you only have four party members who each have magic swords, but that little girls hair ribbon that you thought had no use, may be a key plot item you need in order to defeat the evil dragon king. The problem is those torn cushions back in the warlock tower next to the water fall that were used for summoning the demon, later do not have any plot value, but you picked them up anyway, thinking they might be important, but it turns out you don't need them. Therefore, it does turn out having a storage spot comes in handy, when you have so many quest items like that and you are not sure what you need anymore.
Multi player games tend to more often option to offer a sort of home-base, so the characters do not have to live our of their backpacks. But in multi-player games, this is not the only, or even the main reason for housing. A big part of housing in multi-player involves inviting your friends over to show them all the cool stuff you collected on your adventures. It also offers a place to train your characters, hold in game events, meet up before that big dungeon trip, or any number of other reasons players can think of for characters to socialize.
These are, of course, in addition to the home base sort of feeling that housing gives to the characters in single player mode. I still remember my time playing serpents isle. There was a house on serpents isle where I ended up leaving extra goblin loot. Their was a chest in the house, and in the basement a naga kept spawning. Even though it had been abandoned and no one was living there for quite some time, I found myself trying to decorate it and make a home for myself out of the place. Another place I espeacily liked, espeacialy in Ultima Nine was Lord Britishes castle. He really knew how to make the avatar feel at home there. In Ultima Nine, I ended up storing all my loot in that one room of the castle. Unfortunately, it got rather cluttered, but that did not prevent the Avatar from falling asleep on the bed and waking up refreshed in the morning, (or night, sometimes the avatar kept some really strange hours)
Crossfire, the original engine that Wograld is currently based on, does have player housing, a feature I feel is a must for a fully imersive rpg. However it needs some great improvements. Given the poor user interface for the game, it is still hard to figure out exactly what needs to be improved, but once that is fixed, features will need to be added, modified (and yes even removed) from the game.
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