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In a new interview, Playable Worlds' Raph Koster and Eric Goldberg talk about the MMORPG their studio is building, specifically how they are working towards creating a "cloud-native" MMO for the future.
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It was also basically Roblox, in a lot of ways (they were a direct competitor at the time we got started). Far cooler than people understood, alas. Oh well, you win some and you lose some.
The best and imo ONLY ECO system i have ever seen was in Atlas.
I see bits and pieces within Valheim but we can do much better.EVERY single creature in the game should have at least one prey.
I EXPECT Biomes ALL of them including Water zones.Magic if used should be affected by the weather/elements.
I am not going to go on anymore,simply put,we need to start seeing a decent EFFORT out of studios.
Never forget 3 mile Island and never trust a government official or company spokesman.
Never forget 3 mile Island and never trust a government official or company spokesman.
They're most likely referencing something like AWS / Containerization which is prettttty new considering how the top MMOs right now are 5-10 years old and weren't designed to take full advantage of the "Cloud"....they all are hosted on various server farms right?
I really don't know how being "Cloud" native is going to be THAT impactful...aside from maybe load balancing is a lot more intricate and efficient which allows developers to go nuts with stuff like environments and seasons...not really sure though
But I do believe they're just throwing out buzz words like most tech company interviews
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/this is nothing new and i'm not sure its anything good either. At least without 10G internet.
Maybe that's what Epic and Raph will need to do. Nothing like sex, drugs and rock'n'roll to bring in the crowds
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
When we started Metaplace, it actually supported clients in 3d as well as 2d. But it ended up focusing down onto the Flash client because that's where the users were. (Ironically, in terms of "simple graphics, we had what was easily the most advanced Flash 2d engine in the world at that point). Shortly before Disney bought us, we were reviving the 3d piece, but that didn't get finished.
The target audience for what we are making is pretty typical "18-34 gamer, spreading up and down." Same as any other regular MMO.
IMVU, to pick one example, is right around the size of WoW. It has millions of active users. It's one of the top grossing mobile apps in the world, right behind TikTok. It has almost certainly had more people play it over its lifetime than WoW has had.
Roblox has 150 million kids playing it -- over 30m log in every day. Club Penguin at peak also had hundreds of millions. They made most of the MMO market look like minnows. When a Penguin emulator server launched last year, it got 6 million signups in like a week, before it got shut down by Disney legal. Stuff like Rec Room VR gets a million people a month logging on VR headsets alone.
MMO players have often disregarded the sheer size of the social market, going back to the days of Habbo Hotel.
no?
That and the gambling stuff (which is now controlled better) isn't really the main draw for SL these days; I don't think as it might have been in the early 2000's. Mostly it seems to be a lot pure social, games, creativity, music; like it's original intention. From what I've seen the average age groups playing are Boomers and Millennials. Fewer GenX and Z.
What cloud compute providers like AWS provide is scalability. If you need to handle 100k users online concurrently on launch day, but that drops to 10k within a month, if you buy your own servers, you're paying to effectively still have capacity for 100k concurrent users forever, even after the rush has come and gone. On AWS, you can pay more during the brief spike then scale to whatever makes sense for the size of your playerbase quickly. That can make the long run costs much cheaper.
Of course, the other thing that AWS offers is the implicit threat that they might abruptly shut your game down if a bunch of trolls decide that they don't like you.
Logic, my dear, merely enables one to be wrong with great authority.
This happened in Playstation Home as a byproduct - you could text chat / use voice, but text chatting in native PS3 was quite cumbersome, making voice chat the defacto only viable option.
You could have a crafting system that works across all platforms, but logging in with a keyboard would unlock an advanced interface that lets you manage the nitty-gritty of an automated crafting pipeline (akin the EVE spreadsheet gameplay). Similarly, logging in using a smartphone with multiple front-facing cameras would unlock advanced facial animations.
It would mean some fracturing of the community as a whole, but if the goal is a metaverse type space, it might be viable. Similar to the real world, where if you want to be a delivery driver, you need a car. The key distinction is that being a delivery driver is one of a million ways you can 'value'/express yourself as a person. If you lived on an island where everyone had a number of completed deliveries floating above their head, it would suck to not have a car. I wonder what the player perception would be on a design like this.
Any game like this always end up inherently dumbed down to the lowest common denominator for complexity (a.k.a. simplified to play on a mobile platform). So were essentially getting a mobile game on PC or Console. Again, nothing new. only possible addition would be the issues with latency and server/client relationship, so again the game would be dumbed down to accommodate for that, so yeah...