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> SR on Xbox 2
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post Apr 14 2005, 06:58 PM
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Do you think Shadowrun for the Xbox 2 (which possibly will be a MMORPG) could/should use the new SR 4 P&P rules?
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Bigity
post Apr 14 2005, 06:59 PM
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I've never heard of a SR MMORPG.

And, if there is one, I think that hoping for any kind of conformity to the RPG rules, any edition, is a wild, illogical hope.
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DrJest
post Apr 14 2005, 07:06 PM
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A MMORPG based on the Xbox... hmm... Xbox would have to have sold a drekload more than I thought tp even begin to make that viable. Also, I'm not convinced the typical console player demographic is well suited to the long-term investment of time and patience that a MMORPG demands as a necessary part of its process - the "grind".
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Slacker
post Apr 14 2005, 07:21 PM
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Since you already have to pay a monthly fee for X-Box Live to play any game online with the X-Box, and all MMORPG's have monthly fees, I just don't see any MMORPG being on the X-Box.
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DrJest
post Apr 14 2005, 07:26 PM
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The counter-argument to that is that you have to pay a monthly fee to access the internet. However, as I understand it the Xbox LIve fee is in addition to already requiring an existing internet connection, yes?
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Solstice
post Apr 14 2005, 07:34 PM
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Yes, and it's very possible that SR could be a MMORPG with the P&P rules. I think some people are forgetting the huge success of Neverwinter Nights using 3e D20 rules not to mention KOTOR and KOTOR II. So there is a precendent and it is very profitable.
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blakkie
post Apr 14 2005, 07:38 PM
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Those weren't MMORPG though. A MMORPG introduces another order of magnitude or two of complexity to a computer game.
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GrinderTheTroll
post Apr 14 2005, 07:39 PM
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Aside from lip-service and general ideas, I have serious doubts any attempt to make an MMOG based on SR would bare an real resenblence to the SR RPG. Furthermore, it would have to include a certain arcade element to really appeal to the console crowd. Most folks that play serious MMOG's play on a PC vs. Consoles.
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Solstice
post Apr 14 2005, 07:45 PM
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QUOTE (blakkie)
Those weren't MMORPG though. A MMORPG introduces another order of magnitude or two of complexity to a computer game.

NWN was. The others could be, but they were examples of P&P rules being used to good effect in a console RPG.
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Slacker
post Apr 14 2005, 07:47 PM
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QUOTE
Most folks that play serious MMOG's play on a PC vs. Consoles.


Exactly. Console RPGs suck. I was in the beta for the Everquest Online Adventures game for the PS2 and it didn't even come close to matching the PC version. Not in graphics, not in audio, not in controls, not in anything.
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blakkie
post Apr 14 2005, 07:49 PM
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QUOTE (Solstice)
QUOTE (blakkie @ Apr 14 2005, 02:38 PM)
Those weren't MMORPG though. A MMORPG introduces another order of magnitude or two of complexity to a computer game.

NWN was. The others could be, but they were examples of P&P rules being used to good effect in a console RPG.

Not really. It was multiplayer online, but not massively so (the first 'M' in MMORPG). It was much more akin to Halo, Doom 3, Quake 3, etc.
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Slacker
post Apr 14 2005, 07:50 PM
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QUOTE (Solstice @ Apr 14 2005, 02:45 PM)
QUOTE (blakkie @ Apr 14 2005, 02:38 PM)
Those weren't MMORPG though. A MMORPG introduces another order of magnitude or two of complexity to a computer game.

NWN was. The others could be, but they were examples of P&P rules being used to good effect in a console RPG.

NWN was not an MMORPG. It had online multiplayer, but you could only have a certain number of people playing.

MMORPG's have hundreds if not thousands of people per server at any given time. Hince, the title Massively Multiplayer Online RPG

[edit]Damn, blakkie beat me to it.
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Solstice
post Apr 14 2005, 07:52 PM
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QUOTE (Slacker)
QUOTE (Solstice @ Apr 14 2005, 02:45 PM)
QUOTE (blakkie @ Apr 14 2005, 02:38 PM)
Those weren't MMORPG though. A MMORPG introduces another order of magnitude or two of complexity to a computer game.

NWN was. The others could be, but they were examples of P&P rules being used to good effect in a console RPG.

NWN was not an MMORPG. It had online multiplayer, but you could only have a certain number of people playing.

MMORPG's have hundreds if not thousands of people per server at any given time. Hince, the title Massively Multiplayer Online RPG

[edit]Damn, blakkie beat me to it.

Semantics. 64 people on a server is pretty massive for me. I'm old skool though.
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blakkie
post Apr 14 2005, 08:00 PM
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QUOTE (Solstice)
Semantics. 64 people on a server is pretty massive for me. I'm old skool though.

"semantics"? You mean as names having meaning and stuff? Er, yah. :P The difference between a MMORPG and NWN is pretty damn drastic.

P.S. Frankly SR doesn't have the name to draw for a NWN budget much less a MMORPG budget.
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Blitzen
post Apr 14 2005, 08:07 PM
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They had plans for a MMO called True Fantasy Online Live which was cancelled due to it's development taking too long and with the Xbox 2 release date so close they said the earnings window had become to slim for an Xbox 1 title of this sort.

True Fantasy Online

As for an Xbox 2 game, there are rumors abound but no solid evidence though. I've heard everything from Bungies doing it, to Day 1 Studios, to the most recent Vendetta Studios.

My thoughts on the game, is now that Shadowrun has adopted a wireless matrix it will be much easier to code and make it much more feasible to do a game in the Shadowrun Universe. IMO a game in which you play single player and when you enter a run you then gain online players (1-5) to complete the run, would be a much better way of handling Shadowrun as an online game being that is so fast paced and MMOs don't handle fast paced at all.
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Solstice
post Apr 14 2005, 08:12 PM
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QUOTE (blakkie)
Frankly SR doesn't have the name to draw for a NWN budget much less a MMORPG budget.

Yeah right like everyone had instant name recognition of NWN. :please:
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blakkie
post Apr 14 2005, 08:14 PM
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QUOTE (Solstice)
QUOTE (blakkie @ Apr 14 2005, 03:00 PM)
Frankly SR doesn't have the name to draw for a NWN budget much less a MMORPG budget.

Yeah right like everyone had instant name recognition of NWN. :please:

Not Neverwinter Nights, "Dungeons & Dragons"....although Forgotten Realms alone likely had a much larger following than SR does.
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Solstice
post Apr 14 2005, 08:18 PM
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If you think about it though, Genesis SR either had good crossover appeal or a large "closet" following. I'm thinking the same thing could be true for a new SR. NWN had a huge crossover....tons of people played the game without even really knowing what D20 was at first. That can be duplicated.
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Blitzen
post Apr 14 2005, 08:19 PM
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QUOTE
QUOTE (blakkie)
Frankly SR doesn't have the name to draw for a NWN budget much less a MMORPG budget. 


Yeah right like everyone had instant name recognition of NWN. 


That and if a game is made its going to be through Microsoft's doings being they own the video game rights.
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blakkie
post Apr 14 2005, 08:28 PM
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QUOTE (Blitzen)
QUOTE
QUOTE (blakkie)
Frankly SR doesn't have the name to draw for a NWN budget much less a MMORPG budget. 


Yeah right like everyone had instant name recognition of NWN. 


That and if a game is made its going to be through Microsoft's doings being they own the video game rights.

Pretty sure Microsoft gaming division isn't looking to lose money, or at least not lose it faster than they have (I think the last quarter was the first time they reported a profit).

My point is that trying to base it as close as possible on the P&P rules, like was attempted with NWN, isn't the same sort of selling feature it was for NWN. For NWN the potential customer base had as much invested in the D&D pen & paper ruleset. Therefore for a SR video game matching up with the P&P ruleset slides down the priority list. Likely a long, long way down. The video game will sink or swin on it's playability as a video game, not on how close it follows the SR world or ruleset.
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Solstice
post Apr 14 2005, 08:32 PM
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Duh, that goes without saying. No one is challenging that. We are saying it can be successful with P&P rules and your claiming it won't.
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GrinderTheTroll
post Apr 14 2005, 08:36 PM
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An interesting trend that has come from both Everquest and Worlds of Warcraft is the production of an RPG based on the MMOG. Although I think they both are d20-games, it's interesting to see how much they want to saturate the markets.

I'd anticipate this might become more of a trend with the larger companies like Sony, Microsoft and WotC all developing larger scale products like MMOGs will still wanting to capture the P&P RPG crowds.
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Solstice
post Apr 14 2005, 08:38 PM
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QUOTE (GrinderTheTroll)
An interesting trend that has come from both Everquest and Worlds of Warcraft is the production of an RPG based on the MMOG. Although I think they both are d20-games, it's interesting to see how much they want to saturate the markets.

I'd anticipate this might become more of a trend with the larger companies like Sony, Microsoft and WotC all developing larger scale products like MMOGs will still wanting to capture the P&P RPG crowds.

Well based on myself and all of my friends they have so far been unsuccessful in doing that.
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blakkie
post Apr 14 2005, 08:40 PM
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QUOTE (Solstice)
Duh, that goes without saying. No one is challenging that. We are saying it can be successful with P&P rules and your claiming it won't.

I'm claiming they it's too damn expensive to try translate SR rules (or even the canon flavour of the SR world) for the market it would bring.

D20 rules were partially -designed- to fit into a computer model, and it was still a royal headache for Bioware to create NWN. In creating software headaches == big cash, and royal headaches == cash big that they could sink the entire project.
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Wireknight
post Apr 14 2005, 08:51 PM
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Neverwinter Nights was not a MMOG. Anyone could run a server on their machine, and it had a sub-100 maximum simultaneous client count. The World of Warcraft server that I frequent tends to have around 1,000 simultaneous clients connected at any given point. That is a MMOG. NWN was a pretty largescale multiplayer game, but it was not a MMOG. A good NWN server might have 2GB of RAM and a fast SATA or SCSI HDD, without necessity for more than 40GB. You could probably build a NWN-only box that'd support its maximum intended player base for under $1.5K.

The hardware needed to support a MMOG server requires a hell of a lot more monetary consideration. From what I know of World of Warcraft and Everquest 2, the servers those games run on, in addition to being numerous, are all multiprocessor Xeons that feature over 20GB of RAM, and redundant high-speed hard disc RAIDs with total storage capacity in the 5-10 terabyte range. Just one of the dozens of servers for these games likely costs somewhere in the neighborhood of $30K, and even with the power they're devoting toward running the game, the backend database still gets overwhelmed semifrequently.

I don't see people dropping that kind of IT resources into a Shadowrun-based game. D&DOL is going to be the first MMOG that employs an existing RPG system, and I haven't heard much about it lately except that it's got the backing of at least one major and recognized company, Wizards of the Coast, by default, and will likely employ programmers and designers from other companies whose games have achieved critical acclaim. I just don't see Shadowrun getting that sort of treatment. I really don't see anything but D&D getting that sort of treatment, to be fair about it (i.e. it's not that Shadowrun is dying or small-potatoes, it's that D&D/d20 is such a larger potato than any other RPG that it's the only one in the pond big enough to be able to get a MMOG based around its setting and system).
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