Hardin Steele Goblin Squad Member |
In an early development blog (Player-Created Buildings and Structures, Feb. 29, 2012) the creation and destruction of player built structures was discussed. It was mentioned near the end of the blog entry that interiors would not be in the early game due to the complexity of building design, art asset management and other issues such as character collision, lag, latency, and capacity. There is a cool looking Inn interior shot (Every Picture Tells a Story blog) which is what I hope to see in other buildings types. It looks great!
So, below is a list of some buildings and the ones I think are important to get interiors complete for character interactions in the earliest parts of the game, and many others that are not important to ever have interiors unless crowdforging dictates this be so. A number of these early structures will likely be outdoor facilities anyway so interacting with them will be done in the open (buildings like an early sawmill, or a small smithy would be under a small open booth with a roof and three walls).
Building interiors and their priorities
Very Important
Inns/Taverns
Hideouts
Pretty Important
Auction House/Marketplace
Temple
Cathedral
Somewhat Important
These are the crafting stations, and personally I think it would add a lot of flavor to show the gradually improving interiors as the building structure was upgraded allowing better crafts of each type.
Smeltmill
Alchemist Lab
Apothecary
Arcanist's Workshop
Artificer's Workshop
Tailor
Tannery
Woodshop
Loom
Enchanter
Iconographer
Jeweler
Leatherworker
Quartermaster
Sawmill
Geologist
Glassblower
Wainwright
Not Very Important
Academy
Dreadnaught School
Fighter College
Occultist School
Seminary
Skirmisher School
Thieves Guild
War Wizard School
Who Cares?
Not sure what other buildings will be in the game, but if they are only there so players have a user interface, they would fall into this category.
Guurzak Goblin Squad Member |
Wurner Goblin Squad Member |
You may have seen it already but Stephen Cheney recently wrote:
The plan, as soon as we can get the tech for it, is to make training, crafting, markets, and other distracting and screen-hiding interfaces actually temporarily remove you from the world (you click the door and go "into" the building). This is precisely to make it harder to gank people that are unable to notice that they're being targeted.
Hardin Steele Goblin Squad Member |
I remember having read that...but it's been a while back. I do like the interior of the Inn or Tavern that had published some months ago. It holds on to the Pathfinder Style, and of all the building that must be useable, the Inn is THE one. I hope to see almost every Inn frequently full where patrons are refreshed, trade occurs, and deals are made.