The Steampunk Forum at Brass Goggles
December 11, 2017, 06:46:49 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Support BrassGoggles! Donate once or $3/mo.
 See details here.
 
   Home   Blog Help Rules Login Register  
Pages: 1 2 3 [4]   Go Down
  Print  
Author Topic: Steam MMOG...?  (Read 12576 times)
(null).exe
Guest
« Reply #75 on: April 20, 2008, 02:52:57 am »

*shrugs* also a good route.
I for one, liked most of the supplements. It made for a very rich backdrop without (in my opinion) hindering any player creation or interaction. While I understand releasing new editions to correct and refine the game system, it did get to be a little much.
Logged
Mr Greenwood
Gunner
**
South Africa South Africa


Pilot of the SAS Defamation


« Reply #76 on: April 20, 2008, 11:38:44 am »

Temporarily back to topic, methinks?

I see this was last mentioned in December...

Remnants of Skystone.
http://www.remnantsofskystone.com/

Launching in a few months' time. Looks very interesting indeed...

OK I'm done. Carry on!
Logged

The Golden Rule: Thou shalt haveth parts left over after reassembly.
K Smithington
Gunner
**
United States United States


Less attractive now that she's corpsified & gross


WWW
« Reply #77 on: April 20, 2008, 07:24:59 pm »

a steampunk mmo would have to be more like puzzle pirates in the air ^_^ except instead of solving puzzles to get money you should have a better, less mind trapping type mini games to comtrol the ship that actually have to do with the task at hand. and you should be able to walk on other people's ships and raid there booty like there's no tomorrow!!!!!
Logged

A great man once said to me, in reply to my comment:
"Baby, I can play a corset with my bare hands."
We laughed, he deleted it, called me his friend, and I've been mentally scarred ever since.
{K-Smithington.LiveJournal.Com}
God
Gunner
**
United Kingdom United Kingdom



« Reply #78 on: April 20, 2008, 07:26:37 pm »

I think transport should be really vital! And I think there should be plenty of choice, what I liked on second life was the variety of airships there were Smiley
Logged

MAN-A figment of God's imagination...
MechanicalMouse
Zeppelin Captain
*****
United Kingdom United Kingdom


A tall mouse with huge cogs!


« Reply #79 on: April 21, 2008, 02:39:20 pm »

I've been giving this project a lot of thought. I've been playing with Multiverse and related tools. Its interesting playing with it, I now see MMO's in a new light, see how they hold together.

Currently I've got a very nice idea for a Steampunk world, but that project is far to large for one person. And I'm not going to scream for helpers, not until I'm sure what I want to achive can be done.

For now what i'm going to try and do is some proof of concept work, build a few small worlds and see if I can get them to do what I want them to do and see if they are playable ideas.

The concepts alone are fairly grand, mainly cause i want to get away from mob killing and toward story telling. I don't know how many people here MMO at the moment, but heres my first big question.

I have an idea of events. To me an event is a story in which the players take part in. It would most likely be instanced or isolated, to avoid gate crashing. It would either be Well scripted or managed by a GM or a combination of both. A possible event could be a murder mystery or an espionage thriller. So here's the problem, in order to make it work a set time frame would have to be arranged before hand and all players must be there for the entire duration which could be several hours. So Would you as a player do this?

To me its no different than guilds that do weekly instance runs, but I wanted other peoples input.
Logged
Mr Greenwood
Gunner
**
South Africa South Africa


Pilot of the SAS Defamation


« Reply #80 on: April 21, 2008, 04:57:11 pm »

The idea makes sense, but it would mean that only people in specific time zones could take part.

In more known MMO's you have enough players to allow everyone to find a group that is available when they are, but when you're launching a game like this you must keep it available to all persons in the beginning.

What I suggest: With the murder mystery idea, send out server notifications for a few weeks before the game, telling people what time it will launch. Then people can plan and make time, or stay up for it  or whatever. Then run the game over a few days, maybe a week. That way people can stop when they're tired and continue later. Or they can be there for the launch and then go to bed and start the next morning.

When your user base hits 1million you can start being more specific about events.
Logged
Ben Franklin's Electric Kite
Zeppelin Captain
*****
United States United States


Rex Libris


« Reply #81 on: April 21, 2008, 09:37:39 pm »

So here's the problem, in order to make it work a set time frame would have to be arranged before hand and all players must be there for the entire duration which could be several hours. So Would you as a player do this?

I certainly have done, with the text-based games.

Best-organized MUX I ever played, GMs would announce an event, for a specific time. If they needed specific characters, they might talk to those players first and schedule it for their needs. Once the event was announced, anybody (or anybody in the right group) could sign up for it, but a limited number of people were allowed to participate -- too many people would make the event take far too long.

Please do not forget that players will go absolutely savage if you set up events for certain factions/groups of characters frequently and sideline everybody else. They will go savage if you always announce the events and open them for sign-up at the same time of day/day of the week, rendering those who are not connected at that time unable to ever get a 'ticket' for an event. They will go savage if you schedule all events for certain times of day or days of week so that the player who lives in Australia or works an evening shift or a Saturday shift never gets to participate.

I'm serious, savage. As in they would rip your head off if you were in the same room with them savage.

I am not sure how much of a MMORPG is typing in text and how much is directing a little animated character about. But you must remember that entering text takes much more time than speech. It is a good idea for the GM to keep a timer, expect everybody to respond in some order, and immediately skip any person who does not respond within 3-5 minutes. Even with such protections in place, when you are concieving of events, you must remember that it takes three to six times as long to complete an online event as it does to run the same event for players who are in your living room talking. MUX players will, on average, go for about five hours, which doesn't get a whole lot done unless only one or two PCs are involved. You must either plan for your event to be run in several parts (usually on consecutive days, or people get frustrated because they think they cannot play non-event stuff in between event-sessions) or you must make the event really simple. This means, as you say, well-scripted. But this too can lead to frustrations -- the well-scripted event is too often the railroad plot (No matter how you dance and sway, you will arrive at Plot Point A!) and players will notice if they are forced into following your script. They will hate that, and justifiably so, since controlling your PCs actions and having those actions mean something is what gaming is about.

It certainly can be done, and even beautifully done, but there are pitfalls. Everything that is hard about GMing a table-top game is doubly hard for an online one, and even harder for an online game with a lot of players.
Logged
S.Sprocket
Administrator
Zeppelin Captain
*****
United States United States


Industria Proficiscor In!


« Reply #82 on: April 22, 2008, 02:55:17 am »

Dimentox, I'll try to message you in game (or better yet notecard)  Gam3r Media LLC has been kicking the idea around for an MMO.   We've been seriously looking at the game engines out there, their costs, and what's involved.

I'd like to make an appointment with you to spend some time, meet up, and just brainstorm and "kick the can" around (woah urchin ball joke... did I ever tell you guys about urchin ball?) see what happens.


The problem with Second Life, is most of your time is spent trying to generate reveneue to pay for your sims.  when you realistically size something as simple as a steampunk city into the space of a sim, (roughly 65,000 square meters, but then the average avatar is VERY out of scale)  You realize a sim is a VERY small place.   For example, new Babbage just released our 5th sim, and I'd say we'll need a sim for our academy we're organizing, an uptown district (tenatively called Brunel Heights)  for the rich factory owner rad lord types.  Perhaps a second sim of coastline (boardwalk) or a second canal district, as well as another sim of city wall, and that's a VERY small burg with a port.  Couple this with $1675 USD (soon to be $1000 USD) for a sim, and 275 a month to keep it, or you loose that hefty initial investment, and it's REALLY looking like we (my company) would be better off just taking the money from our second life venue and buying a platform and designing a game.  granted it's easily $10,000 a month for your most basic internet pipe that could seriously consider running an MMO, but when you think about the near 2500 a month right now just to run a city, that's pretty cheap to bring a world to people.  Course after you pay everyone it's going to be a lot more than that...  but I'm just rolling the figures around.  Sorry for the brain dump...

Then again our plan has always been to publish steampunk works, perhaps we'll continue with plan A, build a world, THEN make the game...
Logged

"It's what a cove knows that counts, ain't it Sybil?  More than land or money, more than birth.  Information. Very flash." -Mick Radley

"Teaching boys to bake cakes? That's no way to maintain an industrial empire." --Fred Dibnah
MechanicalMouse
Zeppelin Captain
*****
United Kingdom United Kingdom


A tall mouse with huge cogs!


« Reply #83 on: April 22, 2008, 04:11:17 pm »

By the Cogs! I never knew owning "Land" in second life was so expensive.

For now, even IF I do get a tangible game world, I can't see more than 100 people playing it. I have no delusions of creating WoW beating game. When I do get a server up and running, I'll run it through my companies fat pipe. Oh the joys of running an IT dept. 1mbit up should be enough for what I'm setting up.

As for event times and player exclusion. As a hobby game, I hope I and any volunteer GM's would know the community well enough to plan events to suit the majority of people.

If this game ever did go commercial, and I am talking very hypothetically here, it would require a dedicated team of storytelling GM's per server and a very slick GM interface. There would be public, private and secret events. Public Events would be advertised, however given the large number of possible players these event would be more scripted and designed for larger groups. Private Event invitations would be given to notable players and 'guilds' that influence the game or might be something that can be purchased and be on a smaller scale. Another thought on Private events is to flag up certain in game behavour, roleplaying or use of emotes.

Secret events would take place at random in the game world. One possible idea could be a standard escort quest. The GM waits to be rescued and takes the rescuing party on a little adventure. Imagine what you thought was an automated NPC suddenly talking to you, reacting as a real person.


Logged
Klockwork Kobbler
Gunner
**
United States United States



WWW
« Reply #84 on: April 22, 2008, 10:07:29 pm »

i just heard of one thts going into open beta tomorrow
http://neosteam.gamengame.com/

its a very asian interpretation of steampunk, but it looks like its worth a few moments of my time.
Logged

"Our airships will blot out the sun as to a cloud!"
"Then we shall take tea in the shade."
http://bolter.blog.com/ <-- my personal prop blog.
Mr Greenwood
Gunner
**
South Africa South Africa


Pilot of the SAS Defamation


« Reply #85 on: April 22, 2008, 10:32:30 pm »

i just heard of one thts going into open beta tomorrow
http://neosteam.gamengame.com/

its a very asian interpretation of steampunk, but it looks like its worth a few moments of my time.


I get the feeling the only real link to Steampunk is the name, and this "Neosteam" stuff that supposedly runs machines. And then the machines look kinda steamy. But it's not really steam-driven in the way I like to think about Steampunk.


I'll rather wait for Remnants of Skystone. I mean if the name is that cool, the game must be worth it!

Hey does this make sense to anyone else? Because to me it sounds like the underside of some Chinese cereal...
« Last Edit: April 22, 2008, 10:34:21 pm by Mr Greenwood » Logged
Klockwork Kobbler
Gunner
**
United States United States



WWW
« Reply #86 on: April 23, 2008, 04:50:26 am »

i wish the creators of the game would actually hire someone who really speaks english when doing translations..
hell, i could do a better job than the translator they hired..
Logged
vonWolfehaus
Officer
***
United States United States


Quarter Master of the pirate airship Orfiel


WWW
« Reply #87 on: April 23, 2008, 06:40:31 am »

i just heard of one thts going into open beta tomorrow
http://neosteam.gamengame.com/

its a very asian interpretation of steampunk, but it looks like its worth a few moments of my time.


Awesome, thanks for the link! I've been looking for this type of steampunk for quite some time. It's a combination of simple machines, a "magical" power source (steam garnered a similar reputation due to its immense impact on everyday life) and tribal influences such as runes. I've only found it in Final Fantasy and a few other places.

i just heard of one thts going into open beta tomorrow
http://neosteam.gamengame.com/

its a very asian interpretation of steampunk, but it looks like its worth a few moments of my time.


I get the feeling the only real link to Steampunk is the name, and this "Neosteam" stuff that supposedly runs machines. And then the machines look kinda steamy. But it's not really steam-driven in the way I like to think about Steampunk.


The variety of steampunk styles is so diverse that saying it's not steampunk is rather elitist. Careful there.

But yeah, terrible translation. I just like the purdy pictures anyway Smiley
Logged

cold constructs
flash, hci/ui r&d
BaronPablo
Snr. Officer
****
United States United States


Vapeurpunk ou Barbarie!

http://twitter.com/#!/Bar
WWW
« Reply #88 on: April 23, 2008, 07:13:20 am »

I'd run a forum-based game, set in an alternate timeline I've created which is very much a steampunkish world, but I doubt I'd have players for it.
Logged

Mr. Saturday of Mr. Saturday & Sixpence, Gentlemen-For-Hire!
AetherFest, Texas' Oldest Steampunk Convention, Chairman
San Antonio Neo-Victorian Association, Chairman
kaustic13
Guest
« Reply #89 on: May 30, 2008, 05:18:39 am »

Hey folks! I have some news you all may be interested in. I have assembled a small staff working pro bono on a steampunk MMORPG. I see some good ideas here and a diverse talent set. I’m interested in your interests.

(Just so you know, I am actually attempting to hijack this thread)


We have a plot, a world, have decided on our initial feature set, and we have started work on mechanical conceptualization. The work on the fiction is continual. (This project is being created using a nontraditional method: fiction first; let the fiction feed the design).
Most importantly we have a fund raising schema that will be launched on December first along with a webpage. I cannot reveal too much because we are incorporating in December. Because of this the IP is not yet secure.


A lot of what has been discussed here is right in track with what we are doing. I would like to offer an invitation to anyone who is serious about a project such as this to join us. There will have to be some mediation between this forum thread and my privet forum but the opportunity is there.

To give you an idea of who I am and what I am about let me tell you where I am in this. I am an English studies graduate student examining MMORPGs through the lens of New Media Studies and narratology. In particular I’m working out and am going to write my dissertation on a concept I call the Co-narrational narrative landscape. It describes first the current method of narrative structure in MMORPGs, and second suggests methods of adding depth of engagement only possible in MMORPGs but not capitalized on in the current crop of MMORPGs and those in development. This is based on over 12 years playing and studying MMORPGs.

My personal role in the MMORPG project is best described as Creative Director though I am doing many other things. The world we are developing has been bouncing around in my head for about 7 years now. I live in it in my mind every day. It is a vibrant and magical place full of wonder and majesty as well as conflict and strife!

For the above reasons I will not go into detail about what we have. I need more talent… a lot more. Right now our staff is comprised of two writers (one experienced the other is a novice), a novice 3D image designer, a couple of programmers who have nothing to do just yet, and myself. At this time we DESPERATELY need at least one good concept artist, more writers and people with a deeper understanding of the production industry than I have.

The estimated cost for a 4 year active development cycle at this time is around 30 million dollars. This includes all operations costs and software. As far as world engines go I have an offer floating around for the Unreal 3 engine priced at 350k with a 3% take after costs. When we get a demo up and running and start in on actual coding I am going to approach Cryptic Studios, Sony Online Entertainment, and NCSoft for platform publishing.

I’m not joshing around with this. I am totally and absolutely serious about it.

Oh yeah… most importantly… I LOVE steampunk! I love it so much so that my fiancé and I are having a steampunk wedding!

So, are there any takers? What are your thoughts? What can you offer us? Do you want to offer us any thing?

A final note: I am not wanting to step on peoples feet or get in the way of another’s project but I am head hunting. we are a start-up garage type company. I want to get our game, Providence, off the ground and I need more hands to do it. You all seem interested enough in such an idea to help my company.
Logged
Clockwork_Czar
Guest
« Reply #90 on: December 02, 2008, 02:08:38 am »

I think this is a cool idea. Maybe you should make some sort of pirate empire that has a huge flying fortress. Then maybe for travel you could buy an airship and add on modules until you have the right configuration. If you do that, then you can add storylines about adventures to other places, which can lead to colonization attempts and other things which then create a company (like the Virginia Company). Then you can create inventors workshops and stuff

*whew*
Logged
K Smithington
Gunner
**
United States United States


Less attractive now that she's corpsified & gross


WWW
« Reply #91 on: December 03, 2008, 09:40:20 pm »

http://www.airsteampunk.com/
Logged
Fiachna
Gunner
**
Australia Australia


« Reply #92 on: December 04, 2008, 05:57:34 am »

Firstly I'd like to point you in the direction of this thread, which starts off harmless enough, but goes into quite a number of good ideas. Also, it may be worth having a stickied thread for an MMO development, as there seem to be a few floating around.
Logged
akumabito
Immortal
**
Netherlands Netherlands


Mundus Patria Nostra!


WWW
« Reply #93 on: December 13, 2008, 11:47:44 pm »

Anything new with the project?

Logged

crustyrustyaphid
Gunner
**
United States United States


« Reply #94 on: December 15, 2008, 07:47:29 am »

I have no clue how far along you are in your efforts to create this MMOG but after reading (almost)every post in this topic here is my two cents.

If you wish to create seperate worlds where no violence is really tolerated may I suggest doing something like this? Two sides loosely more or less are in an epic "gentleman's" or colonial war. London is the capital of one side and Berlin or where have you the other. There could be two or more war fronts which can be reached through the separate airships or trains you mentioned. I will use North Africa as an example. Each side has their front line so to speak in mid-sized towns. Inbetween these is a rather generic sand dune and rock riddled landscape for those who wish to war with their beam rifles or bolt guns or what have you can travel through here on foot, steam vehicle or overhead on airships. This area could be doted with things like NPC Bedouins or small villages around oasis' where the struggle could intensify. Each Frontline would generate so many extra npc troopers besides those in base which go out into the no-mans land and provide enemies for Players so that it is not all PvP. You could easily have a nation vote a player into the office of commander of a front and they would organize set times to attack or what have you. And the results of this would be if they 'capture' the enemies frontline base they are forced to another and the homeland recieves cheaper goods or a surplus of commodoties or some other predisposed bonus. Suffice to say the success on the front would directly affect the homeland so even if players never go to war they will still be rooting for their boys over there.

Just my two cents. Also I would love to get on that mysterious forum you speak of though my talents are next to nil outside of a big imagination.
Logged
AlasdairBuckminster
Deck Hand
*
United States United States


« Reply #95 on: December 16, 2008, 10:20:27 pm »

Not to steal anyone's thread, or be a nuisance of any kind, I thought I'd take a spot in the thread to post the introduction splash screen to a game I have been working on, Steam Pirates, focusing on many aspects of Steampunk, and allowing for users to log in, enjoy the company of others, fly air ships, raise up shoppe from the ground up, and form their own communities within the larger world...

Its very early in development, still working on the engine to drive it all... but the concept and my motivation is high at this point in time...

Spoiler (click to show/hide)
Logged

Warm Regards,

Alasdair Kensington Buckminster the Third
Pages: 1 2 3 [4]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.345 seconds with 16 queries.