|AvenaOats Goblin Squad Member|
Thinking that "sandbox" requires open PvP for content was a mistake. I realize this was a decision driven by a meager budget but it really never gave PFO a chance. I don't think Ryan, or anyone else, had bad ideas. The budget forced bad ideas.
They should have realized during the Kickstarter that most of the support was from the TT players who just wanted the goodies.
Let's say there's a game called 'PFO'.
Let's secondly say that game has a number of features:-
- Single Shard World
- Build Player Run Settlements
- Dynamic Resource Extraction
- Virtual Economy
I can't remember the rest. No why chose these features?
1. EVE is a template for niche to organic sub growth (business model)
2. Longevity increase over time through iterating the simulation via player-driven gameplay
3. Early game can be developed on a budget etc
Ok, if I'm honest, this is VERY LOGICALLY SOUND !!!
However we have implementation and presentation as well as expectations.
If I look at those features, I don't see a Single Individual Avatar as the core UX (User Experience). Nope, it's a higher/bigger more epic scale of narration.
That to my mind is where the design first went wrong. IE PFO being a WOW/EVE thing.
And you know what that's what it was aiming for.
The design is wrong based probably on perspective of design but that also crucially fits with technological problems to harness:-
* Networking for large groups of players (this is the major area to tick) BigWorld Engine was lost and tbh that was that.
* GUI + UX: Too much on the GUI and too little on the UX meant the game looked appalling and played appalling because the demand on graphical assets and networking were too high!
Ok, let's look at things, how to solve those two problems and synthesize the design with those features (well chosen by Dancey).
I'll point out a few things and try to post a summary GDD (keep gaw dang saying that..)
1) NETWORKING: SPATIAL OS or there's a few other companies doing this. That had to be the beadrock for single server simulation.
2) The WOW Platform (GUI + UX) is wrong wrong wrong for this type of scale of game!! Sure it may be possible if you're Star Citizen but just look at the pressure they're under by the fans for that and they still have terrible networking at present in dev. You have to have to simplify this.
3) The big kahuna on perspective which I'll add to my GDD that transforms the possibilities as well as the expectations.
Really for PFO to have even had a chance, it would have needed to get going with Spatial OS (plugs in with Unity btw). But the WOW Platform choice was also a fatal system error.
Curiously there's another mmorpg out Chronicles of Elyria or something which seems in direct competition with PFO's ideas and is using Spatial OS...