Post by Morreion on Sept 9, 2009 7:01:58 GMT -5
Dawntide official site
Dawntide FAQ
Dawntide official forums
The game world in which Dawntide takes place functions much like a real, living world – and there’s only one world/server. It’s an island world based on rules, rather than a collection of scenes. It’s also a world that changes according to the players’ actions, because the players will be responsible for a large part of what exists and happens in the world, from exploring and settling new territories to mass warfare on sea and land.
Massively gets the low down on Dawntide
So introduce Dawntide to us and our readers. What's your main goal with creating this game?
We want that "real world" feeling that Ultima Online had back. The great thing about UO was all the different kinds of players playing in the same game, but in practice playing widely different games. Who wants to become a master blacksmith in a single player game? Some people probably, but it won't keep their attention very long. On the other hand, killing virtual avatars is quite fun, but if there's nothing at risk for the target (for instance: if they aren't a person), it also won't keep anyone's attention for that long.
But being a master blacksmith in a world where real people were dependent on the goods you made? That was somehow a game worth playing. And by creating a fun game where people interested in creating more than they were in killing could have fun, the game was made infinitely playable for the people who did like killing - and the killing in turn fed the crafters' game by creating demand for equipment and real risk.
That doesn't happen anymore, and we want it back while keeping the good developments in the genre from the years since. We completely understand that combat needs to be fun and engaging – but if all there is to the game is combat and combat-minded people, even the best game mechanics get stale eventually.
We want that "real world" feeling that Ultima Online had back. The great thing about UO was all the different kinds of players playing in the same game, but in practice playing widely different games. Who wants to become a master blacksmith in a single player game? Some people probably, but it won't keep their attention very long. On the other hand, killing virtual avatars is quite fun, but if there's nothing at risk for the target (for instance: if they aren't a person), it also won't keep anyone's attention for that long.
But being a master blacksmith in a world where real people were dependent on the goods you made? That was somehow a game worth playing. And by creating a fun game where people interested in creating more than they were in killing could have fun, the game was made infinitely playable for the people who did like killing - and the killing in turn fed the crafters' game by creating demand for equipment and real risk.
That doesn't happen anymore, and we want it back while keeping the good developments in the genre from the years since. We completely understand that combat needs to be fun and engaging – but if all there is to the game is combat and combat-minded people, even the best game mechanics get stale eventually.
Keen and Graev's Blog: Dawntide- the Fantasy SWG?
Bringing back that ‘Ultima Online feel’ is a growing trend. In an interview with Massively, Christian Hummeluhr (Producer) said, “We want that “real world” feeling that Ultima Online had back. The great thing about UO was all the different kinds of players playing in the same game…” Yup. I needn’t say more because I trust anyone reading this already knows what I would say.
Alright, so the sentiment is there but we all know that’s never enough. What are they doing that would make me even remotely interested? Since I can’t see what they (Working as Intended, the devs) are doing, I have to rely on what they are saying. They’re telling us that you can be a master blacksmith and have your goods be relied upon. They’re saying the economy is entirely player driven. Players can have their own structures, cities, societies, government, ships, armadas, and so on. The world, an island, is spacious and designed so that players populate it with the aforementioned things. Then it’s all about living in this “real world” and fighting for territory against other factions or supporting your faction with your crafted goods.
There will be 50 skills and each will come with associated benefits/perks. Skill gains come from use. This sytem works when it’s implemented properly. For example, it works in a game like EQ where you swing your sword and increase your sword skill. It doesn’t work in a game like Darkfall where you shoot your spell in the air and increase your spell skill.
Alright, so the sentiment is there but we all know that’s never enough. What are they doing that would make me even remotely interested? Since I can’t see what they (Working as Intended, the devs) are doing, I have to rely on what they are saying. They’re telling us that you can be a master blacksmith and have your goods be relied upon. They’re saying the economy is entirely player driven. Players can have their own structures, cities, societies, government, ships, armadas, and so on. The world, an island, is spacious and designed so that players populate it with the aforementioned things. Then it’s all about living in this “real world” and fighting for territory against other factions or supporting your faction with your crafted goods.
There will be 50 skills and each will come with associated benefits/perks. Skill gains come from use. This sytem works when it’s implemented properly. For example, it works in a game like EQ where you swing your sword and increase your sword skill. It doesn’t work in a game like Darkfall where you shoot your spell in the air and increase your spell skill.
Gamesource Dawntide Interview
GS: What are the main features that differentiate your game from a sandbox like Darkfall online, for example?
WAI: The majority of sandbox games coming out lately all suffer from the same problem: they are far too heavily invested in combat to create environments that encourage players to alternately compete and cooperate, as opposed to just compete 24/7. A true sandbox MMOG is not about fighting or crafting or any single thing in particular, it’s about the possibility of doing all the individual things.
The entire sandbox concept revolves around all options being relatively equal, both in terms of depth and variety. A crafter should have as deep and involved a gaming experience as a fighter or an explorer, otherwise crafters and explorers won’t play the game, and that’s a killing blow to a sandbox game, because the killers need the more peaceful types both for supply and prey, and the peaceful types need the killers to provide an unpredictable element of excitement.
WAI: The majority of sandbox games coming out lately all suffer from the same problem: they are far too heavily invested in combat to create environments that encourage players to alternately compete and cooperate, as opposed to just compete 24/7. A true sandbox MMOG is not about fighting or crafting or any single thing in particular, it’s about the possibility of doing all the individual things.
The entire sandbox concept revolves around all options being relatively equal, both in terms of depth and variety. A crafter should have as deep and involved a gaming experience as a fighter or an explorer, otherwise crafters and explorers won’t play the game, and that’s a killing blow to a sandbox game, because the killers need the more peaceful types both for supply and prey, and the peaceful types need the killers to provide an unpredictable element of excitement.
This interview discusses the combat system and player-created buildings.
YouTube Dawntide Beta Vid- The Vynnland
The video of this zone reminds me of Vanguard in looks. Not bad!