Okeydoke wrote: » I get your point but those are much simpler games. There's only so much you can do with them. I don't think were going to see a caravan mechanic in the next NBA 2k22. Mmos can have more complex and diverse gameplay loops.
Okeydoke wrote: » Well wait, what's the core gameplay loop then? Edit: I mean your definition of what the core gameplay loop of an mmo is supposed to be.
Noaani wrote: » The gameplay loop for MMO's should be to arrive at a new encounter, work on that encounter, kill that encounter and then move on to the next encounter. This applies on a solo, group or raid level.
(the core gameplay loop of PvP MMO's is still somewhat under-defined, which may be why I find most of them to be lacking direction).
Okeydoke wrote: » Steven would probably say, "we've built a whole world full of options to do exactly that, choose your path."
Noaani wrote: » Indeed. In other words, the game has no core gameplay loop.
Okeydoke wrote: » Noaani wrote: » Indeed. In other words, the game has no core gameplay loop. I don't really see it that way. There's always going to be encounters to be working on and figuring out. World bosses and dungeon bosses. Enemy nodes and guilds. The combination of the two. Sieges will be encounters that players have to work at and practice and strategize over. Just running a caravan will be a potential encounter. I could go on, game will be full of encounters.
Okeydoke wrote: » I think I place a lot more importance on the journey to the encounter than you do though.
Noaani wrote: » meaning the game simply will not have a primary gameplay loop, but rather four aspiring, competing loops.
Noaani wrote: » So, you have two games (there are actually three, sieging, PvE, and maybe four with naval content) in Ashes that could essentially exist without each other and don't actually even need each other, all competing to be the "primary gameplay loop" of the game.
Okeydoke wrote: » Yeah I guess all 4 of those games could be separate games. But it's so much cooler that they're all in one game.
Okeydoke wrote: » I don't know what Steven's answer would be if asked about Ashes specifically. I think in general the core gameplay loop of mmo's is build your character, acquire money/items/resources, progress your character and gear, use your character for what you think is fun in the game. Steven would probably say, "we've built a whole world full of options to do exactly that, choose your path."
Azherae wrote: » Steven 'spent all his design capital' for ME in a few words, during that stream. But, absolutely nothing confirmable, as always, it's all speculation and bias. I just, as mentioned prior, never specifically thought I was part of the target audience, and I lost all of the 'stuff that was starting to make me believe that'.
Noaani wrote: » Caravan systems are not a part of the core gameplay loop of an MMO - they are an added "feature" that is not necessary for that core gameplay loop.
Nerror wrote: » The caravan system is going to be a major part of the node system in Ashes, and the main driver of economic activity in the game. It's not a separate little gameplay loop that just helps the artisans transfer goods to the nearest market to sell their stuff. It ties into the castle system and the taxes, as well as trade routes between cities. It will be a vital part of developing and maintaining nodes.
Nerror wrote: » The caravan system is going to be a major part of the node system in Ashes, and the main driver of economic activity in the game. It's not a separate little gameplay loop that just helps the artisans transfer goods to the nearest market to sell their stuff. It ties into the castle system and the taxes, as well as trade routes between cities. It will be a vital part of developing and maintaining nodes. If the nodes are the body, the trade routes are the veins and the caravans are the blood supply. At least, that is their design intention.
Noaani wrote: » Nerror wrote: » The caravan system is going to be a major part of the node system in Ashes, and the main driver of economic activity in the game. It's not a separate little gameplay loop that just helps the artisans transfer goods to the nearest market to sell their stuff. It ties into the castle system and the taxes, as well as trade routes between cities. It will be a vital part of developing and maintaining nodes. If the nodes are the body, the trade routes are the veins and the caravans are the blood supply. At least, that is their design intention. Yes it is. The thing is, the node system could exist without the caravan system, and the caravan system could exist without the node system. This means that neither is the primary gameplay loop, which means there is a total lack of focus here. I'm not saying things like this shouldn't exist, I am saying there needs to be a primary loop, and all other loops should be secondary or tertiary to that primary loop. When you try and make everything primary, nothing is.
Nerror wrote: » I really don't see the problem here with their intended design. I mean, caravans are secondary to the node system, because without nodes there are no caravans under the current design. You can't make the caravan system its own contained loop without redesigning the game, and then what is the point? It would help if you could provide an actual and concrete example of how you would design a MMORPG system with a primary loop where other loops tie into it. Preferably with a caravan system as secondary loop.