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Question: 'The Cog' as the game concept or another? If another please post what you would like to see.
The Cog
New idea, please!


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Author Topic: Build a virtual steampunk world with us!  (Read 3924 times)
Duellist
Zeppelin Captain
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Toymaker, Storyteller, Captain of the Acheron

AnthonyHJ
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« Reply #75 on: June 08, 2011, 10:57:00 am »

I don't mean to step on any toes, but since we appear to be ready to make a go of this, I just thought I'd make a couple of suggestions to keep us from losing our momentum.

I think that first we need to set up a meeting of designers (which I'd like to be involved in) with the aim of getting a high concept / vision document sorted out.  Skype or IRC look like the best options for such a disparate group, but maybe we should get a design mailing list set up for discussions too.  The faster there is at least the skeleton of a design document, the faster the writers can be thinking about the shape of the lore, setting and meta-plot, the faster the programmers can start pointing out which aspects of the design will push the technology to its limits and the faster the design can be refined until everyone is on the same page.

From the writing side, I think it might be worth getting the beginnings of a story-bible together.  A basic wiki has always served me well in this respect, especially when you have multiple contributors.  Again, a mailing list might not be a bad idea for discussing ideas, but a couple of meetings just to discuss issues in real-time might not hurt. 
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Some are born strange, some attain strangeness, and some have strangeness thrust upon them.
Lothar Erfinder
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Canada Canada


« Reply #76 on: June 10, 2011, 02:16:53 am »

Here's the first part of the list. The whole thing is too long for one post. Expect the next part shortly, along with my commentary.

Setting:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Stuff to do:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Technical aspects:
Spoiler (click to show/hide)

Races:
Spoiler (click to show/hide)

Skills:
Spoiler (click to show/hide)

Public Domain:
Spoiler (click to show/hide)

Genre & Theme:
Spoiler (click to show/hide)

« Last Edit: June 10, 2011, 02:27:22 am by Lothar Erfinder » Logged
Lothar Erfinder
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Canada Canada


« Reply #77 on: June 10, 2011, 02:31:32 am »

Alright, here's part two of the ideas list. I've tried to condense as much information into here as possible, and sifting through discussion for the ideas was tricky, but I've included everything I felt was essential, and left a lot of discussion to just sit in the thread.


Attributes:
Spoiler (click to show/hide)

Magic:
Spoiler (click to show/hide)

Classes & Advancement:
Spoiler (click to show/hide)
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karftw
Deck Hand
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Australia Australia


« Reply #78 on: June 10, 2011, 02:28:34 pm »

Hello again,

So it seems like this thread has slowed down a little bit, but it looks like there are still quite a few keen people. Given that I've worked on similar projects before, I figured I might drop in and see if we can't get the ball rolling on this thing.

Firstly, forums are obviously great for discussion, but they're not the best for collecting information and collaborating on content. For that reason, I set up a wiki for this project over at cog.steamprank.com. This doesn't need to be a permanent home for the project, but I felt it would be useful to have a place to store information. It's completely empty at the moment (apart from the main page layout ripped from Wikipedia >_>), but it's also completely open, so feel free to add content if you feel like it. It could do with a lot more structure, obviously, but that can left until we have a better idea of where we're going.

Duellist's suggestion is a very good one, so I'm going to be hanging out in #cogmud on irc.freenode.net when I can, if anyone wants to drop in. I also have Skype if necessary. A hands up from people interested in bashing out the fundamentals of the design would be nice, then we could identify a good time to discuss stuff together in real time.

From a world development perspective, there's nothing stopping anyone from diving in and starting work on the lore, the setting and so forth - with community input, of course. Being text-based, writing is just as important to MUDs as programming is, and it would be awesome to see work continue on that front.

From a game design perspective, I think the most important thing is to identify the different areas of gameplay and the central ideas in each area. There's been a good start on this front in this thread. Once that's been done, a list of core systems can be developed and these can be developed in greater detail as time goes on.

From a programming perspective, the most pressing matters are a choice of codebase (I have a few thoughts on that) and the identification of core systems (skills, combat, crafting, etc.). Once those have been decided, programming work can begin with design input as needed.

Anyway, I'd really like to see this project get going, so if anyone's particularly keen please do stop by the wiki/IRC room and we can get started.
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Augustus Longeye
Daedric Lord of Biscuits
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Rogue Ætherlord
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« Reply #79 on: June 10, 2011, 03:16:52 pm »

Firstly; Lothar thanks for that summary! That is a very very good place to start Cheesy
I've had a look at the wiki and it'll be very useful for getting ideas in a solid state and building the world up! The IRC is new (haven't used one before) but seems to be a good idea as well...
Let's try not to let the project die!
~Longeye~
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Lothar Erfinder
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Canada Canada


« Reply #80 on: June 10, 2011, 09:30:55 pm »

I'm glad the lists will be useful; they were a nuisance to write up, and I'd hate to have done it for nothing. I've had a look at the wiki as well, and the irc channel. I think both are great ideas, although I expect dificulties organising everybody for a real-time chat. I'm certainly happy to help with design, but my forte is writing, so mostly I'll be working on the wiki. Still, if we can agree on a time for a chat I'll be there.

Actually, I'm there now, if anybody would care to drop in, and will be for a couple of hours.
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Maize
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Wolf Beaumont


« Reply #81 on: June 10, 2011, 09:51:14 pm »

Hey everyone, sorry for the noncom this past week, no excuse for it really except to say that I wanted to see this project stand up on its own without my constant prodding. I've tried carrying projects in the past and it's always ended a rather messy affair so it's refreshing to see so many getting stuck in. You've all certainly done that and more. Welcome to all the new people and thanks to all the old group so far. Special thanks to Lothar for his project organizing and karftw for setting up the wiki and IRC channel. I'll try to be in the IRC channel as much as possible from this point on. I made a request for a child board for us on BG, in Aural as I feel whilst a wiki has very specific discussion areas, in reality a forum would be very useful in breaking down progress etc. However I think its going to consume to much of their limited resources, so if you all think a forum is the right choice does anyone have any suggestions of where to set one up?
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karftw
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« Reply #82 on: June 11, 2011, 04:44:11 am »

I'd be happy to set up a forum on my server, if that's ok with you guys.
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Maize
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Wolf Beaumont


« Reply #83 on: June 14, 2011, 06:58:49 pm »

Dear Moderators,

Could you please move this thread to the new 'The Cog' child board in the Textual>Portrayal section?

Thank you.
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Augustus Longeye
Daedric Lord of Biscuits
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Rogue Ætherlord
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« Reply #84 on: June 14, 2011, 07:03:55 pm »

I think you either PM or message them, I don't think many moderators will read this specific post.
~Longeye~
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Lothar Erfinder
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****
Canada Canada


« Reply #85 on: June 15, 2011, 04:11:09 am »

I've made a thread for lore writing and discussion in the Cog board. Come and have a look, the link is here.
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Maize
Officer
***
Italy Italy


Wolf Beaumont


« Reply #86 on: June 24, 2011, 10:25:15 pm »

Still waiting for someone to move this thread, I did PM a mod about it some time ago.
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Kiara
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United States United States


« Reply #87 on: July 06, 2011, 09:32:05 pm »

So I found this thread while looking for a Steampunk Mush! I know both myself and a large group of my friends would be interested...

So here's my two pence (And then some) on the matter.  Take the advice as you will, I'm a long term Mu*er, I've been doing it constantly since 1999, and I've seen dozens of mu*s I've been on fail or succeed, so I like to think I have some idea of what it takes.

But I see a lot of "Pro Class Based" stuff.  That would be a huge mistake if you ask me.  Classes are one of the worst things to have in a Social based game.  Amongst many reasons being that in a Mush not everyone wants to play the sort of person who ever fits into a class based system, whether because they want to play a more typical "normal person" in the genre versus an adventurer, or classes quite quickly become restrictions that hamper a lot of creative characters.    Not to mention adding levels to that creates an even more obvious divide between the super active and those who aren't.  And why is that a problem?  Because frankly, there's some players who are -far- more valuable to a Mu* in the one or two scenes they manage in a week than some players who do junk but play every day.  Often times this latter group is the more veteran players too, just they've been getting older, have families and careers, and don't have as much time as before.  But these same people are often such good players they will attract a lot of players for any scene they're a part of.  But if they can't keep up because of a level system or skill system that punished anyone who is too inactive, they won't stick around as they won't feel they are wanted.


Skill based systems with reasonably slow advancement but generous CG possibilities allow people to make the character they want from the start, and at least be able to shine in one or two places whenever they can get into a scene - the super active will naturally be better in a lot more areas, but a skill based system where you can be near the cap at CG keeps less active players involved and able to keep up with the super active, allowing for easier mixed group plots.  Classes?  Unless you're doing dozens of them, I give the Mu* less than a week before you get people who can't match their concepts to the classes available.  So just try to nip a very simple to solve problem off at the bud, because Steampunk will -shine- by allowing as much creativity amongst players as possible.

And again, remember that there -will- be players (myself usually amongst them) who will make 'normal people' of some manner.  The sorts who aren't 'hero' or 'villain' material but instead the every day sorts who won't be adventuring, though will interact a lot.  These can be the average shopkeeper or a petty tinkerer, or an Aristocratic Socialite whose idea of an adventure is shopping for her gown for next week's Soiree.  These people help give life to a Mu*, and when bad things happen at that soiree?  Help remind the adventuring sorts that there are innocent bystanders around.  Or they might be useful as damsels in distress or other things of the sort.

Races:  I'd go so far as to say human, and perhaps a few other things based on apps.  A common thing I've seen on any Mu* that lets Anthropomorphic sorts be created is they quickly become overrun with Furry sorts who turn it into a sex Mu*.  This isn't to say there won't be some good players amongst those making them (Or that the Moreau style engineered animals idea isn't a great one for the theme!), just keep it in mind, you will get furries who will try to make it a sex (TS) place and will flirt with everything that moves.  That said, sex will happen regardless, but that's a thematic thing that will keep away some of the obvious ones that make others uncomfortable.

Clockwork Dolls could be a cool race.

Basically, my other advice is don't try to think of it in terms of D&D or an MMORPG or even a MUD.  a Mush/Mux is NOT any of these.  It is far closer to a LARP, and even then goes beyond because it is more persistent and constantly running.  The RP is the point, not the combat.  Not the skills.  I've had the most fun Mu*ing on places that lacked almost any code at all, or at most had basic ones.   You will of course get some people who are obsessed with it for the above, but they aren't the ones the Mu* needs to survive, as they will be the high maintenance ones who need Staffers to do anything at all.  You need to cater to the sorts of players who make their own plots.  Who will do silly scenes, who will do social scenes when around, and not the ones who won't do anything that isn't a GM run TP.  As those ones will be the first to leave if the GMs can't make it online enough or whatever.  The more social RP sorts will make their own fun within any good theme.


Finally, and I did hint at this already.  But the biggest keys for a successful game is having a good setting to give RP hooks, and reasonably active plot staff (Especially to get things started).  This doesn't mean they should be running TPs constantly.  In fact, I recommend against being too active, as it backfires by making people start to rely on TPs to do anything.  But there to help give info, to help fuel plots and use their PC(s) to help start up normal scenes.  Seriously, a Fairies in Candyland game could do good just by having a dedicated enough staff and some decent hooks.  Steampunk is in demand too, anytime I have seen it come up on a Mu* asking "What sort of game would you like to see" - Steampunk is quickly stated by someone.  And agreed with by many others.  So get your staff in place, have a grid ready, have readily accessible setting info (Both in brief for the lazy, and depth for the dedicated), and patient staff at that (Opening is stressful as hell, helping people through CG is always stressful, but a new place is tons of doing just that!)

A kick off plot is good, leave some hints for people to RP about, and one or two little TPs, but also be ready for "First Contact with PCs" as many will have ideas you never thought of.  They might want to do things independently too.  They may just need some new info fed to them via @mail. 

I hope this all helps!
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Kiara
Deck Hand
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United States United States


« Reply #88 on: July 06, 2011, 09:36:34 pm »

OK.. I feel blind, but couldn't find an Edit option.  So just one other quick addition.

Code:

Code is sometimes good.  But don't make it the true focus.  Too much code can ruin a game as surely as anything else.  Granted, it's sometimes seen as a feature too.  But games can be quite successful with very little at all.  And the more code you use, the more headache and work you might have.
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Augustus Longeye
Daedric Lord of Biscuits
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Rogue Ætherlord
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« Reply #89 on: July 06, 2011, 10:54:30 pm »

I agree 100% with Kiara. The story we can't really do big ones for, as people will run their own little ones... THE most important thing is a good world, that's the lore and the setting. People can role-play damn near everything else, but that's the thing that'll provide the hooks.
The best MUSH I've played so far is the Lord of the Ring Elendor MUSH, where there aren't really classes just races and factions... you have no skills (that I've found) you just wander around a really detailed and amazing world, and RP with people. It's sociable, it's fun and I love it for those reasons, not the impressive code features (there are a few).
~Longeye~
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karftw
Deck Hand
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Australia Australia


« Reply #90 on: July 07, 2011, 08:58:18 am »

Basically, my other advice is don't try to think of it in terms of D&D or an MMORPG or even a MUD.  a Mush/Mux is NOT any of these.

While there's been some mention of MUSHes in this thread, I don't think it was ever decided what type of MU* this would be, nor do I think the perceived differences between MUDs, MUSHes, MUXes, MOOs and so forth are really that important. Ultimately it's a game, and if people feel that the game should have classes/levels/whatever, why should it matter whether that's typical or not of a particular game type?

I happen to agree with some of the points in your post, but I think you've got a set of assumptions that may differ from other people's. Consider statements like: "The RP is the point, not the combat.  Not the skills." Some people feel exactly the opposite - the combat and skills are the point, not the RP. Some people like all three equally. As a player, I'm an all-rounder. I like a bit of RP, I like a bit of questing, I like a bit of combat and I'm generally turned off games that don't cover all three bases properly. There are probably others in this thread who feel differently, and I think it makes sense for a community effort to cater to a wide range of play styles. I think it's entirely possible to create a great experience in a multitude of areas - to have awesome RP, questing, combat, PvP, crafting, etc. in the one game, and to do so in a way that doesn't diminish the individual experiences in any way. I think you'll find that the most successful text-based MMOs do just this.

Now I'm only really interested in the design/mechanics of this game insomuch as it relates to the code. Let me say this regarding the TinyMUD codebase and its derivatives (including the MUSH/MUX/MUCK bases): the design is interesting, but ultimately impractical. I don't really see how it's possible to build solid, sizable systems on top of it, and from that perspective it's really no surprise to me that a lot of TinyMUD-based games forgo complex features in favour of a more minimal, user-driven game. The thing is, that sort of game can still be built from a solid, well-designed base.
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Kiara
Deck Hand
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United States United States


« Reply #91 on: July 07, 2011, 07:50:12 pm »

Basically, my other advice is don't try to think of it in terms of D&D or an MMORPG or even a MUD.  a Mush/Mux is NOT any of these.

While there's been some mention of MUSHes in this thread, I don't think it was ever decided what type of MU* this would be, nor do I think the perceived differences between MUDs, MUSHes, MUXes, MOOs and so forth are really that important. Ultimately it's a game, and if people feel that the game should have classes/levels/whatever, why should it matter whether that's typical or not of a particular game type?

I happen to agree with some of the points in your post, but I think you've got a set of assumptions that may differ from other people's. Consider statements like: "The RP is the point, not the combat.  Not the skills." Some people feel exactly the opposite - the combat and skills are the point, not the RP. Some people like all three equally. As a player, I'm an all-rounder. I like a bit of RP, I like a bit of questing, I like a bit of combat and I'm generally turned off games that don't cover all three bases properly. There are probably others in this thread who feel differently, and I think it makes sense for a community effort to cater to a wide range of play styles. I think it's entirely possible to create a great experience in a multitude of areas - to have awesome RP, questing, combat, PvP, crafting, etc. in the one game, and to do so in a way that doesn't diminish the individual experiences in any way. I think you'll find that the most successful text-based MMOs do just this.

Now I'm only really interested in the design/mechanics of this game insomuch as it relates to the code. Let me say this regarding the TinyMUD codebase and its derivatives (including the MUSH/MUX/MUCK bases): the design is interesting, but ultimately impractical. I don't really see how it's possible to build solid, sizable systems on top of it, and from that perspective it's really no surprise to me that a lot of TinyMUD-based games forgo complex features in favour of a more minimal, user-driven game. The thing is, that sort of game can still be built from a solid, well-designed base.

Well, that comes down to the core question, Mush/Mux or MUD?  Because the former IS about RP, the latter more about code and combat.  The latter, even the most stringently enforced RP versions, have never in my experience fared like even some of the worst MUSHes in terms of Roleplaying.  You will always get code only sorts who play it to fight and such.  Even on some MUSH version you get that.

That said, the Code... well, that depends, there's some real ACE coders out there.  I've seen things as complex as Real Time 3d (Well, via coordinates) Space Combat being done on Star Wars places.  And that's just MUSH codebase.  It isn't necessarilly something you can just say is impractical, because a lot of people can do some crazy stuff with it, you just need to find them. 

But again, MUSH/MUX is far more practical for Roleplaying base, MUD if the interest is code and fighting and skills and such.  MUSH/MUX can certainly have the latter, but it WILL encourage people to be there roleplaying instead of grinding through MOBS or whatever.

Obviously, I'm arguing for MUSH/MUX, as I won't touch MUD, I'm about Social RP and high level politicking in my RP prefs. 
« Last Edit: July 07, 2011, 07:54:32 pm by Kiara » Logged
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