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Is the technology demo going to be a limited but functional version of the game, i.e. a small chunk of the world, an example or two PCs/NPCs, an example resource node, camp/refiner/crafter, example NPC workers, etc?
So you're actually using the game engine, the world-building tools, the world servers, etc. to support a tiny slice of the world?

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Is the technology demo going to be a limited but functional version of the game, i.e. a small chunk of the world, an example or two PCs/NPCs, an example resource node, camp/refiner/crafter, example NPC workers, etc?
So you're actually using the game engine, the world-building tools, the world servers, etc. to support a tiny slice of the world?
From my understanding, it's not close to that, at least from my interpretation it is just going to be a small dungeon to show the barest of concepts for the game and to prove to investors that the developers can get the basics of technology and some basic ultra simplified version of the combat and graphics running within X time and within X budget.
As far as I know I don't believe the demo is intended to showcase the overall server technology, or really any of the sandbox mechanics, of which a small scale tech demo would really add nothing to a written document anyway. (IE you can't really demonstrate the nature of a complex intricate interwoven world of players, with a tech demo for 10).

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@Waruko: Re the models, I honestly really like te style (all new to me). There's some striking facial features which adds a strong sense of individuality I like te look of. Maybe the female ranger [correction: rogue!] model could be more athletically toned overall (esp. arms)? Which would actually result in bigger bum (stronger gluteus max. muscles), which would balance the chest a lot better I'm of the opinion. Edit: Ok, she's elven, so that explains the thin(ner) frame... ^_^

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@Waruko: Re the models, I honestly really like te style (all new to me). There's some striking facial features which adds a strong sense of individuality I like te look of. Maybe the female ranger model could be more athletically toned overall (esp. arms)? Which would actually result in bigger bum (stronger gluteus max. muscles), which would balance the chest a lot better I'm of
the opinion.
Female ranger? there is a textured male human fighter, a modeled female rogue elf, and a textured human female sorcerer (think she is human).

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The artwork is gorgeous, which is flat out awesome because so far almost every game I've played that I've liked the gameplay of, my fiance refused to play due to the graphics (Namely DDO and Ryzom) I showed her the artwork of this game, and she also thinks it looks great.
Keep up the good work guys, can't wait to see the footage of the tech demo when it is finished.

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Maybe the female ranger [correction: rogue!] model could be more athletically toned overall (esp. arms)? Which would actually result in bigger bum (stronger gluteus max. muscles), which would balance the chest a lot better I'm of the opinion. Edit: Ok, she's elven, so that explains the thin(ner) frame... ^_^
We have already asked Goblinworks to make her less busty.
You can see the key reference art for Merisiel here.

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I really like the artworks. It's one of the things I've been a little anxious about, since that's something that can completely tear a game apart.
I have been away now for quite some time and it's nice to see that things really progress - I think we can also see that in the new blog posts, which are really tight with information. But I'm okay with that as long as we get updates! :)
I started playing Guild Wars 2 and it's another proof of how the theme-park aspect can really ruin a whole experience, even though they were really enthusiastic about bringing the genre forward.
So I'm looking forward to PFO even more. Bring it on!

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The blog mentions the combat design. One big area that seems missing in a lot of mmorpg combat, is the...
Z-Axis.
How much will this factor? Eg for Rogues who I presume can use acrobatics and climbing away from danger, this would be a big deal to experience running over, around other players in combat and in the environment?

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Acrobatics? Words of warning about that: DCUO and Assassin's Creed.
Both games have the same problems with acrobatics/climbing: It's difficult to get your character to go where you want him to go, especially in a stressful situation, i.e. combat. There's little more immersion and flow-breaking when your character interprets "turn right at this intersection" as "immediately cling to the right-hand wall and start climbing, then get stuck near the ceiling". Context is very, very, VERY important. At least both games came up with the same quick-fix solution: Have a safety-catch on climbing; the player has to press a button to toggle between "regular movement" and "Spider Climb + Haste". Not a great fix, as movement in the "super-movement" setting still has those context problems, but at least you can turn it off to just walk around without clinging to every wall you bump into.
Summary: The Z-Axis makes things a lot more fun, but can create several headaches (Flight has already been discussed elsewhere, and, to my knowledge, there is no game with 3-D movement that has handled free-Climbing spectacularly.)

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Acrobatics? Words of warning about that: DCUO and Assassin's Creed.
Both games have the same problems with acrobatics/climbing: It's difficult to get your character to go where you want him to go, especially in a stressful situation, i.e. combat. There's little more immersion and flow-breaking when your character interprets "turn right at this intersection" as "immediately cling to the right-hand wall and start climbing, then get stuck near the ceiling". Context is very, very, VERY important. At least both games came up with the same quick-fix solution: Have a safety-catch on climbing; the player has to press a button to toggle between "regular movement" and "Spider Climb + Haste". Not a great fix, as movement in the "super-movement" setting still has those context problems, but at least you can turn it off to just walk around without clinging to every wall you bump into.
Summary: The Z-Axis makes things a lot more fun, but can create several headaches (Flight has already been discussed elsewhere, and, to my knowledge, there is no game with 3-D movement that has handled free-Climbing spectacularly.)
Mirror's Edge handled free-climbing fairly well. It did so at the expense of handling almost no other mechanics at all, and is poorly suited for multiplayer because it cannot tolerate small latencies; a tiny difference in timing has a huge difference in end results. Assassin's creed dodges that by cleverly hiding the fact that no input has any practical effect for about 200 milliseconds.

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Acrobatics? Words of warning about that: DCUO and Assassin's Creed.
Both games have the same problems with acrobatics/climbing: It's difficult to get your character to go where you want him to go, especially in a stressful situation, i.e. combat. There's little more immersion and flow-breaking when your character interprets "turn right at this intersection" as "immediately cling to the right-hand wall and start climbing, then get stuck near the ceiling". Context is very, very, VERY important. At least both games came up with the same quick-fix solution: Have a safety-catch on climbing; the player has to press a button to toggle between "regular movement" and "Spider Climb + Haste". Not a great fix, as movement in the "super-movement" setting still has those context problems, but at least you can turn it off to just walk around without clinging to every wall you bump into.
Summary: The Z-Axis makes things a lot more fun, but can create several headaches (Flight has already been discussed elsewhere, and, to my knowledge, there is no game with 3-D movement that has handled free-Climbing spectacularly.)
Some contexts where it would be useful gameplay:
1. Dungeon: A sharp eyed person spots a ledge and said Rogue steps up to try their abilities.
2. In terms of being able to climb an enemy settlement's fortifications
3. General ability to climb up cliffs or over buildings and away from danger
In terms of combat:
1. The ability to leap into a tree or onto a large rock or other prominent feature, to keep a range with a melee opponent or mob.
2. To be able to leap at foes or leap away from foes (some leaps, rolls, dodges)
3. I'm a big fan of the double-air jump (can be animated as the second jump as a mid-air roll!) to gain more air-time and distance.
I was thinking of the TF2 speedy guy.

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Great art, not the game needs a great soundtrack to go with it.
May I suggest Jeremy Soule, he did the soundtracks for the Elder Scrolls games, and seems to be the guy people go to when they can't afford John Williams for games based on the movies he composed for.
I will say his games never get the music turned off by me, no matter how often I play them.

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Acrobatics? Words of warning about that: DCUO and Assassin's Creed.
Both games have the same problems with acrobatics/climbing: It's difficult to get your character to go where you want him to go, especially in a stressful situation
Maybe for you. I had no problem with a keyboard playing either of those games. I think its all up to the person as no one I know had a issue with those games either. I'm sure for some people however the opposite is true.
I was thinking of the TF2 speedy guy.
He is kinda of a big deal dude, how could you forget his name?
May I suggest Jeremy Soule...
Yes, please!

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Perhaps a Dragon's Dogma style would be best, although, again, Online means that's possibly not going to be a good thing.
Grappling is always fun, although the risk of everybody being a grappler if the benefits out-weigh the costs might turn the game into WWE Online ...
Climb can always be useful for getting in a height-advantage, or failing that, striking from on high against primarily-melee targets with spell or crossbow.
Trip and/or disarm would also be hilarious good fun.
So many, many cool things we could have, but maybe should not ....

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Great art, not the game needs a great soundtrack to go with it.
May I suggest Jeremy Soule, he did the soundtracks for the Elder Scrolls games, and seems to be the guy people go to when they can't afford John Williams for games based on the movies he composed for.
I will say his games never get the music turned off by me, no matter how often I play them.
As much as I've loved Jeremy Soule in Icewind Dale - I'd suggest Inon Zur and Mark Morgan. Inon Zur did Icewind Dale 2 and Mark Morgan was the guy who did Planescape: Torment and Baldur's Gate. I think specially Mark Morgan is a very special composer with a distinct style. He always had very original ideas that surpassed "Oh let's just put a bunch of violinists in it" and got really creative.