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[Preview] Chronicles of Elyria: Soulbound Studios Wants to Bring Meaning Back to MMO Life

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  • kinkyJalepenokinkyJalepeno Member UncommonPosts: 1,035

    Sounds good on paper but so has all the other young pretenders..  I'm still waiting for someone to actually deliver what they waved under my nose to get my attention.

     

    I'll be sticking with EQ2 TLE for a long while yet..

  • MaquiameMaquiame Member UncommonPosts: 1,073
    Originally posted by Yaevindusk

     

    The prospect of permanent death has always been at the cost of Role Playing, simply because the aspect of Time.

     

    Some problems with regards to this:

    If characters don't age at the same rate we do:  Real life will get in the way, and people will age too fast to have a meaningful storyline.  Sometimes to even get a single event done (or major point in a character or a group of characters) it could take weeks if not months.  Numerous reasons for this:  The fact that it's a group and everyone has to be on, good stories aren't rushed, everyone wants to play the game every now and then as opposed to sitting still and typing, etc.

     

    In addition, it will lead way to differences in the age of characters, especially if two characters are supposed to have grown up together or are siblings.  This is a huge immersion breaker if you log in one day, and find that your twin is an old man or your wife is three times your age.

     

    How will this be fixed by players?  They simply won't play their characters.  Assuming that you only age if you're logged in, people will hold of on logging in until they all communicate on skype or whatever and then log in.  People might even just RP outside of the game and in a chat system -- altogether just forgetting about the game as a whole.

     

    If age is forwarded no matter if you are online or not, then still there are massive problems.  Such as, when you get knocked out, you age.  Which leads to the above problem again of not playing, and completely breaks immersion in several ways. 

     

    In addition, the prospect could also just be completely disregarded by people, or ruin an ongoing story.  Someone of your group could die while not actually dying in the Role Play or the story you all have together.  If there's an ongoing theme, or someone is secretly the bad guy, and they suddenly die, then what?  It could be disregarded, people will start anew, but they likely won't be able to fight with their friends anymore as their character needs to be trained again (and even with a boost, it may take awhile).  But there will, again, be the problem of the age difference after that happens (as I assume they will force your character to have grey hair after a time).

     

    The narrative would have to be something incredibly special -- and unique for every character -- to provide a story of itself that people can jump into.  Not the same story for everyone, as the main reason people have their own stories and characters / character history is because otherwise everyone would have the same past and story.  If it's set up for you to make your own narrative, then all of the problems above come into play if you ever intend to associate with other people while being immersed or Role Playing.

     

    I will just find it weird, personally, to be a baker and have someone who started at the same time with me -- be the same age one day -- suddenly come back the next and he's an old man with a long beard because he kept on getting killed (no matter how it happened).  In fact, the first time I see this, I'd likely log out and find a RP friendly game.  That or just say to myself the game isn't for RP and just play like it doesn't even matter -- I'll get a boost, anyway, if a character dies.  Not too different from single player rogue games.

    I will have to disagree, the game is very much for rp, just freeform non scripted rp. The only ones who will have an issue with this are scripted "Tell half the story before I've even done anything in the actual game itself" rpers. Which unfortunately are many. I'm a huge rper and if this game gets done I'll be more than happy to play it with the constraints that some can see. For me rping is acting so the rules of this world don't impact me one bit and if anything make me excited to play out the things that scripted rpers may not like.

    Thank god I'm a freeform roleplayer who prefers the world to dictate my situation and not the other way around. Unfortunately scripted rpers tend to thrive better in themeparks where they can play in their own little uncontested unchanging world to their hearts content where they can ignore the world around them for the sake of their story.

    "Oh the world is being attacked by demons in game right at this moment? That didn't happen -in MY story, so I'm not including it!!" - scripted rper

    "The world is being attacked by demons! We have to do something about it!" - freeform rper

    I don't see how a game that allows you to become a hero based on your -actions- is a bad thing. Better than sitting in a tavern talking about exploits your character never had which are just based on some forum story you created. Such is the stink of themepark roleplaying.
     
    Scripted rpers play with the world
     
    Freeform rpers play in it

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • SabbicatSabbicat Member UncommonPosts: 290
    This concept sounds truly amazing now to eagerly watch the execution...another round of waiting to see if hopes and dreams of a truly awesome game comes true.
  • WaltandrianWaltandrian Member UncommonPosts: 23

    Eyy, I reserve the right to judge once I see more. Cause while some of this sounds really fun, some of this also sounds like it'd be game breaking.

    The weather affecting your character bit, which I assume also means you need to eat regularly, makes it sound like one of the survival games, or like one of the 300 mods I got for Skyrim. I'm just saying, its really not that new nor special. I also don't think its the greatest of ideas when linked with...

    'Soft'-perma-death. People have been talking about doing this type of shtick, and have done, for years, but there's a reason it never gets off the ground all that well. People put so much time and effort into their characters, so seeing them dying is really not something they want to do. This whole 'rebirth' thing also sounds sketchy, I don't want to just inhabit my kids body after my character dies, unless I can also control every aspect of how my kid looks. The idea that you might get a buff for the profession your 'father' was in sounds great and all. Until you realize that that means that this buff will likely only last one life, which would be the way to go and also bad. By the way to go I mean you should get some kind of reward for spending all that effort, but if you went down a different profession and died then your next kid should only get a buff for their most recent profession so as to avoid people just getting uber with all the professions. But then that makes the problem that you then could shoehorn a player into a single path with each continuing character, as I know for a fact I wouldn't want to have to start over and over again on different things.

    TLDR: I don't think perma death works, that being said I am looking forward to seeing how much of their 'vision' changes as they continue to develop the game.

    You only have one life. Are you living it the way you should?

  • SavageHorizonSavageHorizon Member RarePosts: 3,416
    Originally posted by Albatroes

    Feels like an introduction to a kickstarter or early access/paid beta.

     

    Lol, so I'm not the only he thinks the gullible are being fatting up by mmorpg.com to start getting they're cash out.




  • CazrielCazriel Member UncommonPosts: 419
    Originally posted by Azaron_Nightblade

    The whole "each soul has a destiny" makes me very skeptical. Unless it's something very generic that you get at random there's pretty much no way to pull that off.

    It's clear that the inspiration for the idea came from Wheel of Time, but I highly doubt that our character's going to be Rand, Mat or Perrin. :P

    And even if such a heroic destiny got assigned to some random guy, who's to say it wouldn't be to one of the mayfly MMOers that just pops in one day, plays for a week at best, and is then gone forever again?

    The game sounds interesting so far, but I won't be holding my breath. And I'm also waiting for them to reveal it's going to be yet another full PvP gankfest with ugly graphics.

    Soul destiny does sound like RNG making this incarnation miserable.   Run out, get killed a dozen times, hope next life is better.

     

    Yuppers on the next reveal being PvP gankbox.  Join the parade. 

  • BlazefireBlazefire Member UncommonPosts: 44

    These are all really awesome ideas, and I would LOVE to play this game if it were made how they described it. However, it's one thing to draft up a design document with great ideas like some of those which were mentioned, but actually being able to put them together cohesively into a game that works is something entirely different. It also seems like this game would require a pretty hefty budget to pull this stuff off... and we probably wouldn't get to play it for a loooong time :(

    But if and when they make a game that even resembles what they mentioned in this article... I really hope I'm still around and can play it! Sounds amazing!

  • nbtscannbtscan Member UncommonPosts: 862

    If they want to have a truly skill based game, equipment should simply be a skin that you strive to get better looking equipment and you survive solely based on the skills you've trained.

    Sounds intriguing, but I'm pretty sure my stint with MMORPGs are done after I've grown tired of the one I'm playing.

  • bamwallabamwalla Member UncommonPosts: 195
    send me an email in a few years, let me know if any of this really happens...
  • Originally posted by Wizardry

    Yes i saw the idea behind dying in game would take years or time off your life but that also carries a possible bad point.

     

    As the design is,we likely see players dying on purpose to  get that death buff.It all depends on how it is weighted.None the less we likely see dying as a faster way to get to that end game buff than grinding through that whole year,basically players will decipher what is the best option.

     

    Example you may need 2 months of grinding before any mass on purpose dying would benefit your player,then players decide is another 10 months of grinding worth more to me than simply dying over and over to get to that next life buff.

     

    As i said this is a very interesting game,will be nice to see how it actually works.

     

    I think you missed points in the article, or just didn't read it.

  • WicasaWicasa Member UncommonPosts: 77
    Sounded good until I remembered that I have to work 40 hours a week! Blizzard understands its fans grew up, and adjusted accordingly, so if you want your game to be extremely real, like its another job, then let us make real world money like Second Life or something...
     
  • Dagon13Dagon13 Member UncommonPosts: 564
    Originally posted by Deasant
    Originally posted by Wizardry

    Yes i saw the idea behind dying in game would take years or time off your life but that also carries a possible bad point.

     

    As the design is,we likely see players dying on purpose to  get that death buff.It all depends on how it is weighted.None the less we likely see dying as a faster way to get to that end game buff than grinding through that whole year,basically players will decipher what is the best option.

     

    Example you may need 2 months of grinding before any mass on purpose dying would benefit your player,then players decide is another 10 months of grinding worth more to me than simply dying over and over to get to that next life buff.

     

    As i said this is a very interesting game,will be nice to see how it actually works.

     

    I think you missed points in the article, or just didn't read it.

    Right?

    Let's think this through for a moment.  Death buff?  The likely explanation of this feature is that your new character simply has the same skill values or a fraction/percent of the values that the previous character had.  For example, the 'parent' had a sword skill of 100 out of 100 possible points.  The 'child' is born with 20% of the 'parent's' sword skill, meaning they start at 20 of 100 possible points when compared to someone's very first character who starts with a sword skill of 0 of 100 possible points.  These are obviously magical, dreamed up numbers.

    No game with even a half-baked feature set would just "buff" your character for dying.  Unless of course, we're all Saiyans and this is the Dragon Ball universe.

  • H0urg1assH0urg1ass Member EpicPosts: 2,309

    This sounds like a fascinating concept.

    How they manage to execute these ideas will be interesting to watch during development.

    The only issue that I have with this concept is the idea that 100% of skills will require some amount of player skill.  I'm not sure what that means. I really don't want to screw up on forging a sword a few times in a row because I didn't click a power meter bar at the right spot or some other silliness.

  • AkumawraithAkumawraith Member UncommonPosts: 370
    Originally posted by Nemesis7884

    honestly, if a dev at the beginning of such a huge project comes out with all that innovative stuff they want to do - all i can think is that hes probably really inexperienced and that this will never release as promissed...

    name one single game that came out right at the beginning of the project with a lot of innovative stuff they wanted to do and actually delivered in the end?

    yea right...

     

    There are only a few games in the line up that qualify for your statement Star Citizen and Citadel of Sorcery along with this game... all 3 are in development and we have to hold judgement until they have the opening release after Beta... I learned after GW1 that betas are notoriously not the same as release.

    Played: UO, LotR, WoW, SWG, DDO, AoC, EVE, Warhammer, TF2, EQ2, SWTOR, TSW, CSS, KF, L4D, AoW, WoT

    Playing: The Secret World until Citadel of Sorcery goes into Alpha testing.

    Tired of: Linear quest games, dailies, and dumbed down games

    Anticipating:Citadel of Sorcery

  • Originally posted by Wicasa
    Sounded good until I remembered that I have to work 40 hours a week! Blizzard understands its fans grew up, and adjusted accordingly, so if you want your game to be extremely real, like its another job, then let us make real world money like Second Life or something...
     

    So let me get this straight, think I'm missing something about your perspective. Are you telling us that your generation, whichever that is, is the last generation that will ever play video games?

    Are you really saying that when your life changed to where you no longer have as much time for games, that everyone else's life in the world changed to mirror yours?!?

    Don't feel too bad guy, some humans have taken longer than others to rectify that the world is not flat and that we are not the center of the universe.

  • KyleranKyleran Member LegendaryPosts: 34,576
    Originally posted by Rasputin

    One problem with perma-death and PvP is, that people will behave like cowards. They will snipe at others, avoiding open combat, they will run in face of the slightest danger, they will move in big groups for security.

    I don't know the details, but if you will perma-die from losing, it will put a severe hamper on PvP.

    Sort of like real life war maybe, and not a team sport activity?

     

    "See normal people, I'm not one of them" | G-Easy & Big Sean

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing POE at the moment.

    Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

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  • TsiyaTsiya Member UncommonPosts: 280
    Much as I'd love this, if I wanted to play a FPS or MOBA I would(and do). That's not what I want in my mmorpg. I love the ambitious reach. If the engine is good it has a chance.

    image

  • Viper482Viper482 Member EpicPosts: 2,790
    Someone is listening....
    Make MMORPG's Great Again!
  • Viper482Viper482 Member EpicPosts: 2,790
    Originally posted by SouzouMiguel

    Thanks! We love and share your excitement for Chronicles of Elyria, as it has been the game everyone at Soulbound Studios has been waiting for too! Make sure to register on the site so you can receive updates when we release information. 

     

    Okay, you guys are obviously using bots for this....

    Make MMORPG's Great Again!
  • AirwrenAirwren Member UncommonPosts: 648
    Originally posted by Robsolf

    I'll believe it when I see it.  Alot of games that have come down the pipe start out with claims that seem like they'd change the face of MMO's... Rift's ummm... Rifts, and soul system, GW2's events... and while they're perfectly good systems, they don't revolutionize gameplay by any stretch.

    If I were a betting man, I'd say that this game will launch with the stuff they mention, but it won't have a significant impact on gameplay as compared to other MMO's.  We'll see; I'd love to be proven wrong.

    Could not have said it better myself.  I was taken with some of the systems and mechanics that were talked about in Archeage and that didn't turn out well.  It all sounds great, but we'll have to see if they can execute it.

  • itchmonitchmon Member UncommonPosts: 1,953
    Originally posted by RemyVorender

    They had me at:

     

    "Realism. The world should behave more like a simulation than a game"

    100%.  it's what makes eve so special.  keeping a watchful eye on this.

    RIP Ribbitribbitt you are missed, kid.

    Currently Playing EVE, ESO

    Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and not clothed.

    Dwight D Eisenhower

    My optimism wears heavy boots and is loud.

    Henry Rollins

  • SouzouMiguelSouzouMiguel Soulbound StudiosMember UncommonPosts: 17
    Originally posted by asdfbbq
    One word: Perfect.

    Thank you, asdfbbq, and thank you to everyone else who has shown such an amazing response. We  hope you'll join us in our epic quest to glory by becoming a part of our community.

    -Miguel
    Chronicles of Elyria Community Manager

  • SouzouMiguelSouzouMiguel Soulbound StudiosMember UncommonPosts: 17
    Originally posted by itchmon
    Originally posted by RemyVorender

    They had me at:

     

    "Realism. The world should behave more like a simulation than a game"

    100%.  it's what makes eve so special.  keeping a watchful eye on this.

    We are right there with you :) Chronicles of Elyria is the game that we here at Soulbound Studios have been dying to see, so we're incredibly excited to be making it. Feel free to learn more about the game and keep up with our progress by keeping an eye on our Dev Journals here on MMORPG.com or over at our website chroniclesofelyria.com.

    -Miguel
    Chronicles of Elyria Community Manager

  • acidbloodacidblood Member RarePosts: 862
    Sounds good, but unless they have something real to show it's all just another bunch of ideas on paper that will probably get stuck in development hell for the next 5 years. Best of luck to them though.
  • FdzzaiglFdzzaigl Member UncommonPosts: 2,433

    Seeing lots of buzzwords being thrown around in that article, which does make a few alarm bells go off right away when kickstarters are mentioned afterwards.

    That said, I do feel a lot of interesting and fresh ideas there as well. I hope they focus more on those than on a desire to go back in time to older MMO's, as that's bound to fail.

    Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!

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