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World of Darkness MMOPRG

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Teylen:
Wow, klingt schonmal faszinierend.
Wobei ich die Sache mit dem endgueltigen Tod merkwuerdig finde, ich mein das der Char hops geht weil man gedaemelt hat, Pech oder so gut. Aber zur Vampir-Populations-Regulierung? o.O
"Du bist tot!" "Why?" "Zu viele Neuanmeldunge, sry, da war fuer dich kein Platz mehr" o.O

Was das andere Gesocks angeht sollten ja wohl auch noch Wraith dabei sein, wenn es Giovanni gibt. Was vielleicht 'ne Idee waere wohin man die ge-permt-gestorbenen Charaktere von Spielern hin kriegt. Die koennen dann in der Nekropole weiter machen (bis sie gemahlstromt werden).

Bei spielbaren Menschen-Klassen wuerde ich als erstes an Menschen und Guhle denken, anstelle von Jaegern..

Wobei ich irgendwie das Bild eines duesteren, bewaffneten Second Life nicht aus den Augen kriege ^^;


--- Zitat ---In regards to the development cycles, some disciplines simply will not be included because they are way too complicate to implement well -- specifically, Temporis.
--- Ende Zitat ---
Wuzz? Wie koennen die nur?! Die Zeit zu manipulieren sollte doch das einfachste der Welt sein! xD

WitzeClown:

--- Zitat von: Teylen am 27.09.2010 | 12:33 ---Das heisst wenn man da seinen Charakter kompliziert zu recht fitten muss und er dann vielleicht direkt auch noch drauf geht wuerde das die Leute welche die WoD wegen des duesteren gothicresken Storytelling Ansatz schaetzen doch imho eher verschrecken.
--- Ende Zitat ---

Ganz ehrlich: Ich hoffe das genau das passiert.

Aber ich würde eh' vermuten, dass die PnP-Spieler einfach in der Masse der Computerspieler untergehen werden. Ich prophezeie schon mal, dass es nach dem Erscheinen des Spiels wieder mächtiges Nasenrümpfen seitens der versnobten PnP-Spieler über die "fehlende Tiefe", die "falsche Umsetzung" und die "Powergamerei" geben wird (Anmerkung: Das "versnobten PnP-Spieler" bezieht sich auf die Gesamtheit der PnP-Spieler, nicht nur auf Vampire PnP-Spieler. Nur so aus Vorsicht, bevor Teylen wieder den Melde-Hammer schwingt!  ~;D)

Zum Spiel ansich: FoF hat oben schon gut beschrieben wie hoch der Intrigen- und Scharadenanteil an EVE ist. Genau diese Art von Interaktion zwischen großen Spielerverbänden wünsche ich mir für das kommende WoD-MMORPG. Mal sehen wie sie das genau umsetzen und um welche "Ressouren" sich im Endeffekt geprügelt wird.

Teylen:

--- Zitat von: WitzeClown am 27.09.2010 | 16:41 ---Ganz ehrlich: Ich hoffe das genau das passiert.
--- Ende Zitat ---

[..] They claim they have in fact, hired a fashion consultant, to help make the system more realistic and stylish.
[..] Specifically they want to get women involved in the game, as well as casual players. Also, they want to maximize the amount of human interaction that happens in the game.
[..] They confirmed that the game will not be combat intensive (unless you choose as such).
[..] They will not be catering to immaturity in the game, however, they would like to see these types of offenses policed by players, rather than in-game mechanics.

Also sie wollen Mode, Frauen, Casual Gamer eine extraportion Drama, einer halben Portion Kampf und aktives aeh Blockwartverhalten [gibt es dafuer 'n nettes Wort?]. Nach der Beschreibung der Zielgruppe ist das was sie anvisieren doch das original fast Klischee "V:tM Storyteller Goth Volk" mit dem Fokus auf "Bringt uns noch mehr Frauen" ^^;


Und moeh, so schnell melde ich ja nu auch nicht, is doch auch kein Grund da?
Zumal ich mir vorstellen kann das die V:tM Spieler da durchaus besonders versnobt sind [Zu wenig Dunkel, (Immernoch kein) Balancing, Mode nicht stylish / gothic genug, Power Gaming, keine Atmosphaere, Lieblings Clan|Blutlinie fehlt, Temporis Mangel usw. usf.].

Wobei Bloodlines soweit ich hoerte sehr gut ankam, vielleicht passiert dem MMO etwas aehnliches?
(Hoffentlich mit besseren Absatzzahlen)


Was mich bei der Beschreibung irritiert ist das die Gay-Clubs extra erwaehnt werden. Vielleicht gehe ich zu selten in Discos, aber haengt das nicht am ehesten von den Leuten ab welche die Clubs besuchen, naja oder im Fall eines MMO welcher Spieler den Club aufmacht?

Nin:

--- Zitat --- After the Grand Masquerade
DateSeptember 27, 2010

So, with the Grand Masquerade at its conclusion and the debut of some news and an art-driven animatic, word is now out that the WoD MMO is going to be based on the Masquerade, built on three spheres of playstyle (cofeeshop, sandbox, and themepark), and highlight the ideals of Danger, Power, Romance, and Mystery. One of the panels at the Grand Masquerade offered players a chance to tell the devs what they wanted to see. I took notes like a diligent designer should, and here's the summary:

 

    * Not a lot of quests. Org versus org. Player-driven faction content and conflict.
    * Not a WOW clone. Repetitive quests are boring and unfulfilling.
    * Concerns over how mental or social influence powers are handled. How to do this well and meaningfully? Players uncomfortable with a loss of control over avatar.
    * Players want to control other characters, however.
    * Territory control. An adult-only play space. Roleplayers want a space where the integrity of the setting colors the conversation. Don't want to suffer through Chuck Norris jokes and other immersion-breaking chatter.
    * Content that reinforces themes that are the cornerstones of the WoD. "Shivers up the spine."
    * An exploration of who a new character is, so that he's not just dropped tabula rasa into the world. Random backgrounds, connections to the world, hooks into world participation.
    * Powers that cleave closely to the powers that exist in the game, but also expand into new directions for appropriate Disciplines. Making them work in tandem with the system, so that they make sense in the world.
    * Finite numbers of the supernatural critter types.
    * Permadeath. Server type preference?
    * Allow social powers to be socially versatile. A character can be successful socially; not all advancement is tied to combat or traditional "leveling."
    * Factional control of regions or assets. Benefits to controlling key areas or establishments.
    * Live team events built upon a foundation of existing world lore. Real-time events, historical Masquerade characters, GM NPCs who can be interacted with or pull players into stories.
    * Influences, boons,  hallmarks of the social origins of vampires.
    * Accessible to casual players. Low-intensity tasks to just pick up and do so players don't have to sit there idly.
    * Playable Sabbat.
    * Creation, building visible things that can be added to game. Ex. Toreador art, Nosferatu caverns. Some kind of crafting system.
    * One big world with a dynamic power system that allows different factions to thrive.
    * Stay true to the adult content. Blood, gore, darkness, tits.
    * Present the themes of the World of Darkness as playable elements. Let the players participate in the things that make Vampire what it is.
    * Allow players to participate meaningfully as casual and part-time players.
    * Image and customization consultation -- players helping other players create their looks.
    * Playable neonate-ancilla-elder model with meaningful play, all with impact on the in-world vitae economy.
    * Status system -- how to represent and elder concept. Players that can participate as setting, a piece of the environment.
    * Unique and empowering via rarity.
    * Rarity of combat unless it's a character's focus.
    * Severity and fearsomeness of combat.
    * World that responds to the actions of the characters. Dynamic, changing, adapting to how players use the world.
    * A system to allow players to form groups of their own design as opposed to just sharing commonalities like clan and Disciplines.
    * GLBT friendly content.
    * Rewards for advancement tied to tiered mastery of ability or chance rolls.
    * Final Death.
    * Bloodline characters. Seeing the effects of actions the players have taken in character selection.
    * Use relationships with fan organizations to allow players to play their LARP characters and vice versa.
    * Crafting +1 but not materials farming.
    * Immersion as a priority. Reward the long-time player who's been into Vampire as opposed to the sillier players who are aggravating elements in other MMOs. Jumping goofball players break the mood.
    * Non-unique names as a matter of character identity.
    * Other WoD critters. The whole panoply of supernatural creature types.
    * Cherry pick the strong parts of Requiem.
    * Mortals, participate in the Embrace, etc. X2 X3
    * Embrace. X2
    * Diablerie.
    * Ability to flag self for PvP allowability.
    * Communication needs. Make communication happen in a way that's not as as intrusive as "global chat UI".
    * Politics outside clan and sect. City politics, for example. Domains and territories?
    * A sense of history imparted to elder characters. Flashback sequences, historical instances, etc.
    * Narrative that's not wholly reliant on players to facilitate the content.
    * Control the rate of character progression and provide content so that casual and time-constrained players can still participate meaningfully.
    * Personal spaces like havens. Ability to damage or conspire against havens. Or help cultivate them.
    * Torpor as a clone-type mechanic as a backup.
    * Casual player rewards and impetus.

--- Ende Zitat ---

http://jachilli.squarespace.com/journal/2010/9/27/after-the-grand-masquerade.html

Nin:
Wenn so die neuste Charaktererschaffung für EVE aussieht, was sollen wir dann erst von WoDOnline 2012 erwarten?

http://www.youtube.com/v/tJ_DQFVuixM?version=3
http://www.youtube.com/v/YAT8jHde9og?version=3
http://www.youtube.com/v/hmNFo1lY6pg?version=3

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