It seems that Garriott and Starr were not the only people who didnt survive the process of carebearisation. Raph fockin' Koster was kill too. He is now officially ded to me. Good riddance, thanks for UO tho.
This piece of shit I present to you was taken from his AMA, you can find it on his website.
Q:Do you try to go into the future (aka modern sandbox games) instead of thinking past games (UO, SWG) are the best things since sliced bread? Because that’s what I got the impression of coming from your input here.
I’d kill for a modern UO, but it would definitely have to break bonds with the “pre-trammel” gank fest I was part of back then.
The question made more simple…. what would a modern sandbox MMO that would not be a PvP gank fest be for you?
A: I often tell people who write to me asking for a new SWG or UO style game that for me that was TEN YEARS AGO. I had to move on from those designs and ideas quite a long time ago. I wouldn’t build something like that today, in many ways.
For that matter, in 2006 I did Metaplace, which was already a huge huge departure from those games. It was a virtual world platform that allowed anyone to build virtual spaces and even games. Sort of a combo of Second Life, Minecraft, Sims, and Unity (if Unity were in 2d). That turned out to be TOO sandboxy, I think.
I do think a modern UO would not succeed with freeform PvP. It might well have PvP in it, but the whole gankfest thing is definitely a thing of the past.
I never got to try the Outcasting concept that was proposed for SWG and never implemented, and would still love to see it tried (if you PK someone, they can report you to fellow players, along with a log of the event. If you are convicted, your right to PvP is permanently revoked). But even that, in these days of easy account creation on F2P games, maybe wouldn’t work. Bad guys would just make new accounts.
More bullshit from the retard. Even I coukd think of a few ways of balancing an open pvp game. But the famed game designer can only thiNk of some retarded crap along the lines of "taking awaybthe license to kill". Fucking pathetic
Q:You, and our other western developers can do so much more than tentative, “We don’t want anyone upset” approach we’ve been seeing the last few years. Heck WoW is starting to look hardcore compared to what’s been released recently.
A:I do believe in a crime/punishment system. But everything we tried did fall prey to new accounts and killers who just didn’t care. If they have no emotional attachment to losing (e.g., don’t give a shit) then there isn’t any in-game punishment you can offer up. I don’t know if you were around for it, but I tried for a LONG time to get that balance right in SWG. Bounty systems became high score tables. Rewards were claimed by dummy accounts. Most everything we tried became a tool for the bad guys. And the good guys literally had no way to win, because the bad guys could just come back the next day, over and over, and just wear your spirit down.
I should give a fuller description of Outcasting, though, because what i said only covers a fraction of the original idea.
The juries would have been players, and they would have been tied to territory. So players take a territory, then crimes within that territory would be reported to the local authorities IF the victim chose to. They would decide based on the logs whether to remove the “license to kill.”
From there, we talked about two ways of doing that… remove it globally, but allow local territories to re-enable it; or remove it locally only.
One would be a safe world with wild areas where the local governments liked it to be wild. The other would a wild world, with safe areas where the local governments liked it to be safe. And of course, if you PKed someone who was playing along and enjoyed it, you wouldn’t get reported in the first place.
Age of Wushu is a game from Asia. Audiences there are WAY more tolerant of PvP than here. Way way more. That is a business reality factor that has to be taken into account…
I actually think SWGs PvP system with TEFs worked pretty...
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