Re: [crossfire] Things to fix

2008-05-30 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

Yann Chachkoff wrote:
| Le jeudi 29 mai 2008, Nicolas Weeger a écrit :
|> Hello.
|>
|> Here are some things that need fixing IMO. I intend to start some, but I
|> can't do everything alone :)
|>
|>
|> The game is missing lore. Some is on the wiki, but not much is integrated
|> in the game itself. Also, many many maps are missing hints relative to
|> their location or purpose (warrior tower, ...).
|>
|> So we need people to first incorporate the existing lore, then add missing
|> one, into a coherent thing, then add hints to various places or things.
|> Ideally, *all* houses and maps could have a whole story (ok, not a whole
|> quest maybe, but some background).
|>
| I'd answer "yes, but with comments" on this one. A lot of places do not really
| need a "story" - places like pubs, inns or shops often don't require such
| background for themselves.
|
| OTOH, what they always require is a "taste of truth". A shop is technically
| nothing more than a place where you can buy objects; but in-game-wise, it is
| a place where people work and try to make it so customers are attracted. To
| achieve such a result, "utility" maps, or maps that are too "small" should
| get details that make them more believable: customers passing by in shops;
| drunk lads causing trouble at night in the pub; and so on.
|
| Another small idea: most places are probably not open all the time, or offer
| different things based on the time of the day - that wouldn't be very hard to
| implement either, but would make the place more alive.
|
I agree with Yann Chachkoff.
|
|> I'd like to expand towns to let's say 5 times their current size. This
|> would enable even more things, and make the scale better IMO.
|> Ideally, the world itself could be much expanded.
|>
| I'm not sure of that. If you mean "scenaristic expansion" (more active NPCs,
| clues - true or false - or dynamic effects that have an impact on the story),
| then I agree. But if you are speaking of geographic expansion, I'd disagree:
| IMHO, the main issue is not how small cities are, but how (in)efficiently the
| available space is used.
| Or to say it in another way: it is not the number of pages that makes a book
| good. Besides that, I believe it is easier to not start with huge projects,
| but rather work with smaller scenaristic chunks and maps, and expand places
| only step by step, as the need arises.
Indeed, we need to fill up the current bigworld a bit before we change to a 
hugeworld, it
is mostly empty as it is. More quests out in the wilderness.
|
|> I'm not sure of the best way to put lore ingame. Currently we have books
|> (random things), NPCs. I added some professors in Navar university, one can
|> tell you a long story about Lorkas if you ask.
|> Things to take into account, IMO, are: one NPC shouldn't know everything of
|> the world, or maybe even all the details of one thing. On the other hand,
|> it can be weird to have exactly all the people you need to learn things...
|>
|> Opinions on how to present lore or on those issues?
|>
| Two main paths for information diffusion:
| - Random diffusion, from automatically generated books, artifacts, or NPCs;
| - Human-implemented, by map-makers.
|
| Random lore bits should be managed just like any other item: the rarer they
| are, the higher the chance for them to be meaningful/important/accurate. With
| a few dead-end ones, to trap the player, of course: not every legend known
| has to be true, or lead to a quest. Just because Karis Imaden told you there
| was a huge treasure hidden in one room of the Scorn's Inn doesn't make it
| true :).
| Human-implemented lore should follow the classical rules of scenario writing:
| enough clues to allow the player to be able to progress through the story,
| but with a layer of uncertainty/inaccuracy, whose importance depends on the
| average difficulty level of the quest. The principle of "key objects" one
| must own to trigger a new clue, or the right action to take at the right
| moment, should be much more extensively used. Most current NPCs are only
| working on a keyword/answer paradygm, simply because nothing else was
| possible; this is no longer the case, and we should thus make full use of the
| available possibilities.
I agree.
|
|> The combat rebalance needs to be finished. Mark, how can we help you on
|> that? Also, do people have comments about the current hand to hand combat
|> rebalance? Can be seen on the Ailesse servers (one permadeath, the other
|> non
|> permadeath).
|> What about general item/monster fixing/balance?
|>
| No opinion on this.
No opinions on this either.
|
|> IMO, the best way to progress is "game experience-driven development":
|> develop things because they add stuff to the general ingame atmosphere, not
|> for the sake of it "because it's cool". In the same way, we should avoid
|> the "not invented here" syndrom and try to use existing libraries when they
|> exist.
|>
| Again, I'd agree - with 

Re: [crossfire] Things to fix

2008-05-30 Thread Yann Chachkoff
Le jeudi 29 mai 2008, Nicolas Weeger a écrit :
> Hello.
>
> Here are some things that need fixing IMO. I intend to start some, but I
> can't do everything alone :)
>
>
> The game is missing lore. Some is on the wiki, but not much is integrated
> in the game itself. Also, many many maps are missing hints relative to
> their location or purpose (warrior tower, ...).
>
> So we need people to first incorporate the existing lore, then add missing
> one, into a coherent thing, then add hints to various places or things.
> Ideally, *all* houses and maps could have a whole story (ok, not a whole
> quest maybe, but some background).
>
I'd answer "yes, but with comments" on this one. A lot of places do not really 
need a "story" - places like pubs, inns or shops often don't require such 
background for themselves.

OTOH, what they always require is a "taste of truth". A shop is technically 
nothing more than a place where you can buy objects; but in-game-wise, it is 
a place where people work and try to make it so customers are attracted. To 
achieve such a result, "utility" maps, or maps that are too "small" should 
get details that make them more believable: customers passing by in shops; 
drunk lads causing trouble at night in the pub; and so on. 

Another small idea: most places are probably not open all the time, or offer 
different things based on the time of the day - that wouldn't be very hard to 
implement either, but would make the place more alive.


> I'd like to expand towns to let's say 5 times their current size. This
> would enable even more things, and make the scale better IMO.
> Ideally, the world itself could be much expanded.
>
I'm not sure of that. If you mean "scenaristic expansion" (more active NPCs, 
clues - true or false - or dynamic effects that have an impact on the story), 
then I agree. But if you are speaking of geographic expansion, I'd disagree: 
IMHO, the main issue is not how small cities are, but how (in)efficiently the 
available space is used.
Or to say it in another way: it is not the number of pages that makes a book 
good. Besides that, I believe it is easier to not start with huge projects, 
but rather work with smaller scenaristic chunks and maps, and expand places 
only step by step, as the need arises.

>
> I'm not sure of the best way to put lore ingame. Currently we have books
> (random things), NPCs. I added some professors in Navar university, one can
> tell you a long story about Lorkas if you ask.
> Things to take into account, IMO, are: one NPC shouldn't know everything of
> the world, or maybe even all the details of one thing. On the other hand,
> it can be weird to have exactly all the people you need to learn things...
>
> Opinions on how to present lore or on those issues?
>
Two main paths for information diffusion:
- Random diffusion, from automatically generated books, artifacts, or NPCs;
- Human-implemented, by map-makers.

Random lore bits should be managed just like any other item: the rarer they 
are, the higher the chance for them to be meaningful/important/accurate. With 
a few dead-end ones, to trap the player, of course: not every legend known 
has to be true, or lead to a quest. Just because Karis Imaden told you there 
was a huge treasure hidden in one room of the Scorn's Inn doesn't make it 
true :).
Human-implemented lore should follow the classical rules of scenario writing: 
enough clues to allow the player to be able to progress through the story, 
but with a layer of uncertainty/inaccuracy, whose importance depends on the 
average difficulty level of the quest. The principle of "key objects" one 
must own to trigger a new clue, or the right action to take at the right 
moment, should be much more extensively used. Most current NPCs are only 
working on a keyword/answer paradygm, simply because nothing else was 
possible; this is no longer the case, and we should thus make full use of the 
available possibilities.

> The combat rebalance needs to be finished. Mark, how can we help you on
> that? Also, do people have comments about the current hand to hand combat
> rebalance? Can be seen on the Ailesse servers (one permadeath, the other
> non
> permadeath).
> What about general item/monster fixing/balance?
>
No opinion on this.

> IMO, the best way to progress is "game experience-driven development":
> develop things because they add stuff to the general ingame atmosphere, not
> for the sake of it "because it's cool". In the same way, we should avoid
> the "not invented here" syndrom and try to use existing libraries when they
> exist.
>
Again, I'd agree - with caveats. Adding things "because they are cool" is 
perfectly fine - as long as they allow cool in-game results, and just not 
because it is technically esthetical. I'd prefer seeing development being 
driven by the "what kind of game do we want ?" reflexion; the "game 
experience-driven development" is part of it, but there is more than that - 
mainly the need for a coherent idea of the