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EchoFiction84
Ok, I'll begin with this.

I've been playing Shadowrun since 1997 and it has been a wonderful game to see grow. I've been around the net as a young kid - I'm 25 right now - reading sites like Blackjacks SR Page when it used to get regular updates, haha! Just have had some wonderful experiences with the Shadowrun universe in general, namely, the RPG and video games.

Which brings me to my next point, after a little bit of background on my Shadowrun experience.

A video game.

I'm new to this actual board but have been following dumpshock for as long as I can remember so if it's taboo to talk about the possibility of a new game, then I am sorry, but here I go.

I believe that a proper Shadowrun RPG with on-line capacity would kill the markets.

Plain and simple...so...why hasn't any game developer noticed this yet?

Perhaps they haven't had much attention to it, seeing as how the latest Shadowrun installment tanked worse than Project: Hope did back in the day. FPS games like this latest Shadowrun with a somewhat banal storyline/system just don't work and it was evident. Good concept, bad delivery.

But what about a Shadowrun RPG that focuses on all the aspects of the RPG that we have grown to love. You start out, create a character and bam, away you go. With the scales of GTA and Fallout 3, it is evident that one developer should be able to crank out a high-scale Shadowrun game.

Or here is another great idea like I had witness develop over at fireproclub.com...how about this idea.

We start an on-line revolution and WE be the ones responsible for a new game.

I firmly believe that this is possible.

Do you?
Thanee
Yes, it is possible. It also takes A LOT of time and money for development to do right.

We'll see eventually, hopefully, what Smith & Tinker will do with the license (at least, I think they still have it).

Bye
Thanee
Karoline
I don't know, I'm not overly optimistic, especially after the butchery that was the Shadowrun FPS. But it isn't just that, but often companies get ahold of something that has support behind it, and just push out crap because they know they'll get decent sales from the fanbase, regardless of the game quality. Movie based games for instance almost invariably suck, but still sell reasonably well compared to the minimal amount of work the company has to put into it. In other words, a quick buck.

Now, that said, good games can come out of a license. DDO for example is a great game, they actually put alot of effort into it and remained fairly true to the rules, changing them just enough to make them playable in an MMO.

I think the problem with getting a good SR video game, is that the fanbase is smaller than D&D (to my knowledge) and so there is less incentive to make a game for it, particularly a really good one. The last SRVG relied on 'Hey look, magic and high tech and coolness' and flash and glam to get people to buy it, as opposed to making a good game (by all accounts it was absolutely horrid, even ignoring how it basically ignored SR entirely).

Okay, I'm just rambling now, it's late and I'm watching a movie while typing this.
Kagetenshi
QUOTE (EchoFiction84 @ May 8 2010, 07:13 PM) *
I believe that a proper Shadowrun RPG with on-line capacity would kill the markets.

Plain and simple...so...why hasn't any game developer noticed this yet?

I would hazard that it's because you're incorrect grinbig.gif

QUOTE
But what about a Shadowrun RPG that focuses on all the aspects of the RPG that we have grown to love. You start out, create a character and bam, away you go. With the scales of GTA and Fallout 3, it is evident that one developer should be able to crank out a high-scale Shadowrun game.

Not really, not at all; Shadowrun in a form that resembles the RPG is very much a team game. Without the Rigger, Decker, Mage, Face roles all filled, it's very difficult to get anything done without serious contrivance, and it's difficult to get those in fewer than three characters while still being reasonably effective.

So right from the get-go you're looking at either playing a game that needs to be played in small groups (good luck) or taking on the very hard problem of creating a teammate AI that doesn't make you want to shoot it.

Then there's role. The difficulty of allowing the player to do anything but shoot stuff. A whole lot of other problems that I don't have time to devote analysis to.

QUOTE
Or here is another great idea like I had witness develop over at fireproclub.com...how about this idea.

We start an on-line revolution and WE be the ones responsible for a new game.

Better start your revolution somewhere where the cease-and-desist orders don't reach. I'd also suggest having a pretty big gameplay-design document before you start asking for code donations.

~J
Caine Hazen
Kage is correct, there were at least 2 previous efforts to do Srun MMO-style games that have been shut down by Microsoft. They currently hold the vijeogame licenses and don't much feel like sharing. After the abysmal FPS sales and reviews, I think they'll just sit on it all a while longer before giving anyone any rights to doing Srun on the computer (which is also one of the driving forces that keeps us from having offical software chara gens)
Wounded Ronin
It would be a lot of fun if they made a SR FPS similar to Deus Ex. You could incorporate a lot of fun shlock into it. You'd only get on-screen HUD information if you had a Smartlink, and otherwise you wouldn't even get a reticle unless you toggled Aim Down Sights. Wired Reflexes would let you turn bullet time on and off. Astral projection would let you float around in noclip spectator mode but your vision would be all jacked up. SR2 style decking would be like a FPS mini-game that looked like Tron. Hell yeah!
Stahlseele
i still have screenshots of the loading screen and log in screen of the shasowrun online MMORPG that microsuck killed to guard their shooty piece of trash from quality competition . .
TomDowd
Even before I left FASA I was involved with two SR multiplayer online games. The first effort was intended to be either on one of the early enhanced BBS systems, either America Online (shortly after it changed from Q-Link) or GEnie. A decent amount of design work was done before everyone realized that to do the core ideas right it was just too damn big. A few years later, Jordan Weisman, myself, Sam Lewis and a few others locked ourselves in the FASA conference room for three days and whiteboarded out everything that an online multiplayer SR game would need, and again it was decided that it was just simply too big. (One of the cooler ideas we had for the earlier project was that we were going to recruit some of the various SR writers, like Charrette, Hume, Stackpole, Findley, etc. and have them act as the "CEO"s of the various megacorps and ask them to provide a couple hours a week time to providing overall corporate guidance and direction to their Johnsons. "This week is "Bend over Fuchi week". Have at'em boys!" The actions of the player-characters would affect a "corporate stock market" and so on...)

Shadowrun to be done right, needs multiple worlds: a physical world, an astral world, and the Matrix. The first two have related, but still different, graphics requirements, and the third is off on its own*. And the three need to be synchronized, and you have to be able to swap between any of the three relatively easily. Layer on that the multiple game systems you'd need, and the backstage infrastructure for generating and managing "runs" and so on... The scope is enormous and significantly larger than anything out there, when all is said and done.

Will it ever be done? I don't know. Do I wish that someone with a skilled team and the funding would take a crack at it? Hell yes. Would I want to be involved? You're damn right I would.

TomD

*Now, understanding that this was probably 1993 or 1994, we even went so far as to bring in some computer graphic specialists and run some numbers as to whether or not it would be feasible to have the physical world and the astral world share the same geometry but have different texture sets. The question was whether or not both texture sets could be stored simultaneously in video RAM so that the magician characters could swap between astral and physical perception at will with minimal lag. The answer was it could be done, but the amount of available texture space for each "world" would be insufficient for creating a cool world. Certainly today video cards have far more VRAM available, but the expectation is proportionally higher as well. I suspect the same problem would persist even today.
Stahlseele
See WOW, the dead world after you have been killed.
Also, the Matrix needs to be made to look like Tron to be successfull *nods*
Caine Hazen
funny you mention that Mr Dowd... I used to bug Sam Lewis when we were playing Star Wars Galaxiesb about that sort of thing. He mentioned it had been thought about some, but not that you had all meet about it

I do love Sam's take on video game economics, so it doesn't surprise me at all to hear about using the writers as a Corp CEO of sorts. He seems like he'd be into a Srun world with someone actively in charge of the economic situation.

Maybe we just need to get you guys locked back in a room with a whiteboard grinbig.gif
tete
I think if the World of Darkness MMO actually comes out and is even 1/2 as successful as EVE is for CCP, Shadowrun may get an MMO. The problem is everyone wants then next WOW and WOW had a certain right place at the right time factor on top of being a solid game.
Tanegar
QUOTE (Stahlseele @ May 10 2010, 10:09 AM) *
See WOW, the dead world after you have been killed.
Also, the Matrix needs to be made to look like Tron to be successfull *nods*

WoW's spirit world isn't really comparable to Shadowrun's astral space. It's the same geometry and the same textures, just rendered in monochrome. The only thing that changes is the sky.

Also, see Tron 2.0 for Tron in videogame form. Yes, Shadowrun's Matrix needs to look exactly like that. grinbig.gif
Stahlseele
I liked the game Tron2.0.
It was hellishly hard, especially the boss fights, and the ending sucked, but else it was pro ^^
Also:
It could have been!
http://farm5.static.flickr.com/4048/459634...7aa92579d_o.jpg
It should have been!
http://farm4.static.flickr.com/3284/459696...07ec0f837_b.jpg
But alas, poor yorrick, it wasn't meant to be . .
http://farm2.static.flickr.com/1365/459696...f278600d8_b.jpg
EchoFiction84
I agree with a lot of people, good ideas.

I read that Mr. Dowd had commented on size limitations and what Shadowrun could conceivably require in terms of disk space...I'm no gaming designer but I'm pretty sure that with it being 2010, it shouldn't be a problem.

If I am guessing correctly, it would require more space to say, present a game like Grand Theft Auto where there are constant changes and a seemless and endless game play, i.e, no "scenes" like in the old Genesis version when you'd taxi between districts/cities. I would think that a Shadowrun game with that "cut play" style where it's basically just a bunch of scenes that you can go through would be pretty interesting, however, allow enough time for free form in the play but have the majority of it isolated places, buildings, arcades, blah blah blah. Anyone remember that Westwood Games version of Blade Runner?

With regards to the astral/physical/matrix aspect, it would be tricky, yes, but not impossible. I am sure that the various "other" planes of astral and matrix would suffer in the long run in order to dedicate more effort and interest in the real world, that doesn't mean those avenues wouldn't have an entertaining aspect of two to them. For instance, again, the Shadowrun on Genesis...for that time, the matrix game play was amazing, IIRC. There were rave GamePro reviews for it, I had that issue. I think with some re-working, a matrix would be greatly possible, not to mention an astral...

However...for some reason, I find the astral aspect of the game seeming to be a lot more difficult to represent. That whole "monochrome" comment up above sorta crushed my idea, lol! Remember on [insert old Nintendo game here] when you'd encounter endless bad guys, all the same, just a different color swatch. Exactly. Just cast a few new colors over the world, teak some aspects of technology and what possesses how much essence, throw in some baddies and bam, astral!

I'd like to see the real world detailed, however, and I believe that is where a lot of the gamer attention would be focused on. Games like Second Life give us a great psychological profile of what people seem to like in video games and it just proves that people, evidently, don't mind or might enjoy to various extents, that of living a second life inside a virtual world.

With that said, I will leave the conversation at that. Just think of the possibilities that one marketing team could come up with, things to entice players to the game. Just think...in the Shadowrun MMO, you could garner tons of consumer attention by having them do menial things but its fuuuun...I have friends who play The Sims, don't you? Including that aspect in it would bring a whole new level to MMO, in my opinion.

Whereas WoW is more of a dungeon crawl, there aren't many options like their used to be with say, Ultima Online. No more puchasing small hamlets and setting up shop.

...Just imagine...

...You log onto the Shadowrun MMO website, checking out the updates...You read that in 8 days, 925 various rooms will go on sale at the newly-opened Renraku Arcology. You buy your stuff, you hold something rare, it creates and demands respect in an on-line world.

If the Shadowrun MMO was to be a modern-day frankenstein, all of the parts needed exist in various games today.

Kagetenshi
QUOTE (EchoFiction84 @ May 10 2010, 07:52 PM) *
I read that Mr. Dowd had commented on size limitations and what Shadowrun could conceivably require in terms of disk space...I'm no gaming designer but I'm pretty sure that with it being 2010, it shouldn't be a problem.

I'm not seeing the comment you refer to. He refers to the scope of the nature of Shadowrun as vast, which it is (as mentioned, three and a half worlds of varying separation), and the scope of the resulting plumbing as being similarly vast, but I don't see any mention of asset size. Or did you mean the comment about textures in VRAM?

QUOTE
If I am guessing correctly, it would require more space to say, present a game like Grand Theft Auto where there are constant changes and a seemless and endless game play, i.e, no "scenes" like in the old Genesis version when you'd taxi between districts/cities.

Nope. The trouble with seamless is that you need to load it while the player is still running around doing stuff (and maintaining acceptable performance for the stuff they're doing), rather than being able to stop everything until your assets are loaded/processed. There's no inherent space increase, although you're probably going to get some extra padding springing from the fact that you now have not just point A and point B but also the route between them, plus you might not be able to use some aggressive compression anymore. Anyway, that's not a significant factor.

QUOTE
With regards to the astral/physical/matrix aspect, it would be tricky, yes, but not impossible.

So is getting a medal in the Olympics. We're not looking for "possible", we're looking for "achievable" smile.gif

QUOTE
I am sure that the various "other" planes of astral and matrix would suffer in the long run in order to dedicate more effort and interest in the real world

This right here is part of the big problem: Shadowrun is so huge, conceptually speaking, that things need to be sacrificed to bring it down to a reasonable scope, but by the time you've done that you don't have Shadowrun anymore.

QUOTE
I'd like to see the real world detailed, however, and I believe that is where a lot of the gamer attention would be focused on.

I thought you wanted a Shadowrun game, though?

~J
TomDowd
QUOTE (EchoFiction84 @ May 10 2010, 06:52 PM) *
I read that Mr. Dowd had commented on size limitations and what Shadowrun could conceivably require in terms of disk space...I'm no gaming designer but I'm pretty sure that with it being 2010, it shouldn't be a problem.
I wasn't referring to disk space, which would still be significant, but rather the amount of character and object textures needed to be kept in a video card's dedicated memory at one time. Going by the current (April 2010) user statistics for the Steam service (found here) about 36% of all systems profiled had 512 Mb of available video memory, which while significant can get chewed up rather quickly.

Streaming has pretty much replaced the old pause-and-load technology these days, so that would not be an issue for loading large worlds. It requires careful level design and implementation to ensure that old areas aren't being swapped for new while other things (like say, physical/astral/matrix/vehicle combat) is going on.

With enough players attracted to all of the aspects of Shadowrun you pretty much have to committ to delivering on all fronts if you want to do something that is actually Shadowrun.

TomD
EchoFiction84
QUOTE (TomDowd @ May 11 2010, 01:45 AM) *
....Shadowrun you pretty much have to committ to delivering on all fronts if you want to do something that is actually Shadowrun.

TomD



So would you say that the Genesis version wasn't real Shadowrun because it lacked an astral plane?

You as well as I know that you have to make sacrifices at times in life and not putting as much work into the astral plane as say the alleys and club scenes in a Shadowrun game isn't gonna cause waves.

At least, not too big of them.

I agree with the saying that Shadowrun is a vast and open concept, which is why this hypothetical game would require such as vast and revolutionary game play in order to capitalize on the whole stop and pause game style.
TomDowd
QUOTE (EchoFiction84 @ May 10 2010, 07:22 PM) *
So would you say that the Genesis version wasn't real Shadowrun because it lacked an astral plane?
A fair point. I think there are some different expectations today, however, but it is still a fair point.

TomD
tweak
I thought the Shadowrun Sega Genesis game did a good enough job of getting Shadowrun right. I'd love to see an upgraded version of this game on the DS.
KarmaInferno
The irony is that there is a Shadowrun-ish MMO out there, but it'd probaby be considered to be firmly on the Pink Mohawk side.

Anarchy Online.

It has cyberpunk. It has magic. It has the matrix. Its even got the whole megacorp-vs-gutterscum-vs-megacorp conflict.

But most folks don't think of Shadowrun when they look at AO.

BTW, isn't Sam working on that Cartoon Network MMO these days?



-karma
Karoline
I remember Anarchy Online. I used to play that year and years ago. Didn't realize it was even still alive. I hadn't really discovered SR by that point, so I never thought about it, but yeah, it is fairly SR like, and was a good game.
Teknobabel
I felt I had to log in to post in this thread (it's been a while, although the system still has some pm's in it from 03).

Designing a game for shadowrun comes down to one thing: How many features can you pull out and yet still have a game that resembles Shadowrun.

You can either go for the 100% experience (open world mmo) or you could go for a limited subset (fps, urban brawl, combat biker game, anything that implements a unique aspect of shadowrun in a game with nothing else).

The 100% experience will never occur other than in a subscription based stream of content releases mmo, where the content that everyone wants will be steadily released over time after the engine got developed. The odds of this happening are slim to none, because WoW pretty much has the mmo market cornered (cept in places where the fanbase is loyal to the point of insanity, see CoX). And the expectations placed on every new mmo that has a great license (take Vanguard, Age of Conan and Warhammer Online) these days means it'll invariably be labelled a WoW Killer before anyone has even seen a screenshot.

The limited subset has great promise, but you have to start the game from the position of the IP first and then engine, not the other way around (which I still reckon is how the Shadowrun FPS got made). As a matter of fact there already exists a game with hacking, cyber implants and classes (read species), it's called Dystopia and is pretty much a 2/3rds shadowrun game as it has no magic or astral. Could the shadowrun dev's do what Games Workshop did with Chaos League? Would be a smart thing to do, but I'm dreaming if it'll ever happen. Not to mention that you can continually expand the game to add extra game modes like combat biking (add vehicles) or urban brawl (as already done in UT).

Few screenies to get the idea of cyberspace in Dystopia

http://www.dystopia-game.com/media/v/scree...etic11.jpg.html

http://www.dystopia-game.com/media/v/scree...etic12.jpg.html

I'll take a game like Dystopia until a Shadowrun game comes along, the cyberspace element of dystopia is what sets it apart from other fps'es out there right now. Having an astral mode wouldn't really improve it as you'd be stretching the players on each server even thinner. If you can't find the action as everyone is in the physical while you are zipping through the astral all alone, it won't enhance the gameplay, and gameplay is what you want.

Thanee
The MMO that came closest to the feel of Shadowrun was Neocron. It was quite buggy, and set in a more advanced future, but nonetheless it had many, many great ideas (some of which even current games struggle with) and was a lot of fun. smile.gif

Bye
Thanee
Dumori
QUOTE (TomDowd @ May 9 2010, 08:37 PM) *
*Now, understanding that this was probably 1993 or 1994, we even went so far as to bring in some computer graphic specialists and run some numbers as to whether or not it would be feasible to have the physical world and the astral world share the same geometry but have different texture sets. The question was whether or not both texture sets could be stored simultaneously in video RAM so that the magician characters could swap between astral and physical perception at will with minimal lag. The answer was it could be done, but the amount of available texture space for each "world" would be insufficient for creating a cool world. Certainly today video cards have far more VRAM available, but the expectation is proportionally higher as well. I suspect the same problem would persist even today.

Ive seen similar things done shaders can be used as well as a full texture swap.
Starmage21
Iono about you guys, but for me, grand theft auto games ARE shadowrun, just without magic.
Karoline
QUOTE (Starmage21 @ May 14 2010, 02:38 PM) *
Iono about you guys, but for me, grand theft auto games ARE shadowrun, just without magic.

Or hacking, or cyberware, or paracritters.

It does have the 'run' kinda feeling to it though, as you go around doing missions and such.
Drace
Not going to lie, an MMO for SR would be amazing, and the party/team work angle would work nice with how people play them now, but I honestly doubt it would be even close to a success. Look at almost every game that has come out since WoW. Most are toted as the next best game, or as previously put, a WoW killer, and honestly most of them are better. But soon enough, most of the player base jumps ship and leaves to the next big MMO, or goes back to WoW. Happened to EVE, WAR, AoC since I played them. Even the majority of the ones that came out years ago couldn't keep a stable enough player base to have a WoW comparable profit, and most companies wont bankroll a project that wont make them any money.

A single player SR game may be good plan, if done right it could have the graphics and include all the material needed for it to be SR. It would just lack the team aspect, which is a huge problem. It would need to be a plot-tracked game like the Genesis and Nintendo versions, or have the runs tailored to be done several different ways (astrally, magically, force, guile, techno, matrix etc) which would mean having a much smaller game since all the coding would be for customized gameplay. But if done right, who knows, could possibly make enough of a stir or get enough attention to green-light a future MMO down the road.
Teknobabel
You might be able to get Bioware interested smile.gif

http://ca.linkedin.com/in/davidgaider

Karoline
QUOTE (Teknobabel @ May 18 2010, 06:51 AM) *
You might be able to get Bioware interested smile.gif

http://ca.linkedin.com/in/davidgaider


Hehe, and I was just thinking 'You know, NWN would be a good way to do the SR game.' That way you have it totally playable as single player, and go ahead and include the tools and capacities to go online and do a GMed session.
EchoFiction84
All good thoughts, above.

I was thinking about this for a while now since I lost my password I'd jotted down on a piece of paper and am now just getting back to logging in, HA!

As for the game of Shadowrun itself, someone made the comment that GTA was Shadowrun just without the magic...That is a sad statement, sorry.

As I think back to when both Shadowrun and Cyberpunk 2013 were getting off the ground, there were two distict lines, among others, in the rpg/sci-fi world that shunned the aspect of magical natures (those people usually played CP2013) and then those who took a mystical approach to it and bam, we grabbed Shadowrun. I should also mention I am a HUGE fan of CP2013/2020 - fuck v3.0 -.

I got out my SR2 rulebook and compared it to the CP2020 main rule book, both of those books an update on the prior system, SR1 and CP2013 respectively. I started to notice that CP2020 is much more "hip" to violence and the death culture, whereas Shadowrun addresses death and struggle as a part of life, Shadowrun didn't contain things like CP2020's "Body Lottery". Or, for another example, most all of the rules contained in CP2020 are combat-oriented. Everyone from back in the day knows that CP2020 is way more violent and brutal than Shadowrun. And that's fine.

It's easier to make a video game like that.

I think that a base Shadowrun game could be established and from there just use DCL content, with occasional new titles, if needed. With the nature of Shadowrun, DLC packets could contain so many things, it's endless.

Hell, the factors in making an actual Shadowrun game are endless. Just think if it factored in what sort of clothing you wore to a meeting with a Mr. Johnson? What if say you had a better chance of [insert game parameter] because you spent $4.75 on the recent Shadowrun DLC pack, which infact, contained the Mortimer of London 2056 Fallcut Black duster. Ohhh, ahhhh, DLC, $$$.

A base game would do well, something simple. People mention that everyone needs to be done properply, and I agree, but you can also do it one-at-a-time. You don't just BUILD a house. Release the base game with all features but say, the astral isn't the best. Ok, well, it takes another 9 months for the two packets to be released that really energized the astral/Magician aspect of the game.

The smell of garlic 'ghetti sauce from the kitchen is good, I must get going, Haha!

One, another thing...

MMO = The worst idea...ever. Details as to why.
Tanegar
QUOTE (EchoFiction84 @ May 20 2010, 06:39 PM) *
I think that a base Shadowrun game could be established and from there just use DCL content, with occasional new titles, if needed. With the nature of Shadowrun, DLC packets could contain so many things, it's endless.

Hell, the factors in making an actual Shadowrun game are endless. Just think if it factored in what sort of clothing you wore to a meeting with a Mr. Johnson? What if say you had a better chance of [insert game parameter] because you spent $4.75 on the recent Shadowrun DLC pack, which infact, contained the Mortimer of London 2056 Fallcut Black duster. Ohhh, ahhhh, DLC, $$$.

A base game would do well, something simple. People mention that everyone needs to be done properply, and I agree, but you can also do it one-at-a-time. You don't just BUILD a house. Release the base game with all features but say, the astral isn't the best. Ok, well, it takes another 9 months for the two packets to be released that really energized the astral/Magician aspect of the game.

Charging for DLC is a fabulous idea from a business standpoint, but speaking as a player it pisses me right the fuck off, especially if there's no gameplay. If you're going to make an expansion, then make a goddamn expansion. I comprehensively refuse to pay money for virtual clothing.

Shadowrun without magic is not Shadowrun. Astral space, astral perception, and astral projection are integral parts of Shadowrun's magic system. Take that away and you turn a Shadowrun mage into a WoW/WHO/EQ/generic fantasy wizard.
Karoline
QUOTE (EchoFiction84 @ May 20 2010, 06:39 PM) *
You don't just BUILD a house.


But you also don't sell the skeleton and then say in a year or so you can spend money to add a roof, and if they get around to it, maybe sometime you'll even be able to buy walls.
mrslamm0
QUOTE (Teknobabel @ May 18 2010, 04:51 AM) *
You might be able to get Bioware interested smile.gif

http://ca.linkedin.com/in/davidgaider



Actually there was a fan based shadowrun mod that was in the works a while back but went missing called Shadowrunner nights. It was pretty interesting though now all you can find of it (last time I checked) was a modern d20 mod instead. *Shrug*

As far as a SR MMORPG I would love to see and would drop wow in a heart beat for it but im not holding my breath. I am curious to see what the shadowrun awakened team is planning to do with there project but that will be a while from what I have seen.

If you cant go a mmorpg route on it I would like to see a GTA/Saints Row game made of it but with a LAN/Internet option for it so you and some buddy's can go shadowrunning together.One can dream =)
EchoFiction84
QUOTE (Karoline @ May 22 2010, 03:24 AM) *
But you also don't sell the skeleton and then say in a year or so you can spend money to add a roof, and if they get around to it, maybe sometime you'll even be able to buy walls.



You are right, you don't do that...but you get formica counters at first, then marble when you can afford it.


If you read anything at all of my previous posts, you'd realize that I am very adamant about including all aspects of the game and not leaving one of them out, especially magic, which made SR different from CP.


If a SR game was to appear, it'd have to have revolutionary concepts in order to bust the mold. You couldn't do the whole adventure and kill shit like in WoW...you'd need different and interesting concepts to catch players attention.

Have you noticed that in the last 10 years, video games have taken on a more "mimic real life" mentality. Second Life in Japan, for instance...The Sims in America....people getting married in WoW...sure, some might be isolated instances derived from a hardcore gamer...but it starts with one, then three, then ten, then thousands. Wildfire affect.

Include new systems like a stock market, having to find a place to live/rent, make it challenging...all of those aspects are and can/will garner attention/interest. Remember Wall Street Kid on NES?


Shadowrun without magic isn't Shadowrun but a Shadowrun game with a constantly developing and growing magic system is Shadowrun.


EchoFiction84
QUOTE (Tanegar @ May 21 2010, 09:40 AM) *
Charging for DLC is a fabulous idea from a business standpoint, but speaking as a player it pisses me right the fuck off, especially if there's no gameplay. If you're going to make an expansion, then make a goddamn expansion. I comprehensively refuse to pay money for virtual clothing.

Shadowrun without magic is not Shadowrun. Astral space, astral perception, and astral projection are integral parts of Shadowrun's magic system. Take that away and you turn a Shadowrun mage into a WoW/WHO/EQ/generic fantasy wizard.



I didn't see where I said DLC couldn't include gameplay expansions...
Dumori
What would make a good MMORPG woul be real death. Its an iffy concept but done well it can make a totally different MMORPG. Dieing is permiment would add a permium to items in a diffrent way and would also make combat a different kettle of fish. Teaming up and stashing gaer in safe house would mimimise the probelems and ofcorse there would have to be some for of account wide bank system other wise dieing would mess you game up too much.
KarmaInferno
What would ruin an MMO will be... other players.

frown.gif





-karma
Tanegar
QUOTE (EchoFiction84 @ May 20 2010, 06:39 PM) *
Hell, the factors in making an actual Shadowrun game are endless. Just think if it factored in what sort of clothing you wore to a meeting with a Mr. Johnson? What if say you had a better chance of [insert game parameter] because you spent $4.75 on the recent Shadowrun DLC pack, which infact, contained the Mortimer of London 2056 Fallcut Black duster. Ohhh, ahhhh, DLC, $$$.

No, you never said DLC couldn't contain gameplay expansions, but the one specific example you cited is the one that pisses me off the most: the kind of DLC that consists of mainly aesthetic elements, yet has just enough mechanical benefit to make it attractive enough to the hardcore set to blow $5 on it. This is one of the more insidious forms of power creep, IMO. Sure, all else being equal, a player who has this package is only at a slight advantage over a player who doesn't. But you make enough such packages, and after a while you see that the players who have the most disposable income to devote to the game are at a huge advantage over players who can only pay the base subscription rate. This has two effects: first, it breaks the base. Now you have to choose who to develop future content for: the hardcore players who buy every DLC and thereby contribute far more per capita to your profit margin, or the (probably much larger) group of players who buy some or none of the DLC and therefore cannot handle the same power level threats that the hardcore players can. The second effect is that it serves to deter new players from signing up. If there's a laundry list of DLC that are considered "essential" to play the game the "way it was intended," that's an enormous barrier. Even if there are only five such "essential" packages, that's an extra $23.75 surcharge on top of whatever the regular startup cost is.

You wanna do expansions to an MMO, look at CCP, developers of EVE Online. Every few months, a huge expansion, with new gameplay elements, balance tweaks, bug fixes, you name it. What do they cost? Nothing. Bupkis. Nada. Zip. $0.00. The development of these expansions is paid for from the subscription fees. That's how you expand an MMO and build a loyal customer base at the same time. EVE might not get the press that WoW does, but believe me when I say the players over there are super hardcore. I oughta know, I used to be one.

QUOTE (KarmaInferno @ May 23 2010, 07:25 PM) *
What would ruin an MMO will be... other players.

frown.gif

Also, this. Having to deal with the endless asshattery of other people is the primary turnoff of MMOs for me.
Karoline
QUOTE (Dumori @ May 23 2010, 12:39 PM) *
What would make a good MMORPG woul be real death. Its an iffy concept but done well it can make a totally different MMORPG. Dieing is permiment would add a permium to items in a diffrent way and would also make combat a different kettle of fish. Teaming up and stashing gaer in safe house would mimimise the probelems and ofcorse there would have to be some for of account wide bank system other wise dieing would mess you game up too much.


I've seen this done and work in MUDs, and it tends mostly to be on games where RP is more important than having 1337 5ki11z. Combat tends to be done only in groups, and only sparingly, and great caution is taken with what you fight and such.

The other thing about combat in that sort of game, is that it takes like 3 minutes to kill something, because they want to make sure you have time to run away, or even get disconnected and jump back on and maybe still have a chance to come back.

The trouble with doing something like this on an MMO is that combat generally needs to be quick, and SR combat is quick, with .75-1.5 seconds being plenty of time for someone to die. Now obviously the time frame of death would have to change for an MMO, but it would still generally be too short to have any chance of coming back and surviving. And of course with SR being largely a team game, you have the serious problem of getting morons in your group that train a bunch of enemies at you, or people who get dropped and suddenly the entire team falls like dominoes.

I think what might be better is to see alot of enemies using non-deadly ammo like SnS or gel rounds instead of bullets, and deadly ammo having the chance to be circumvented by DocWagon (Which you could call before you go critical to improve your odds of survival). In the first case you'd come back outside the prison with all R and F items removed from your person (maybe a good SIN could let you keep X items, or some kind of plaming/con roll) and a big chunk of money missing (for bribes, once again adjusted by negotiation or some such) and likely some kind of penalty for running against a particular company for a while (they now have your prints and DNA sample, so they'll have an easier time figuring out if you break into a facility). Waking up from deadly ammo would have you with your items and such (Or not, depending) and a huge hospital fee with emergency rescue.

Still, the largest problems you have to get around are people getting disconnected, and protection against idiots. For the first you could maybe get to pick some AI to run your character until you get to a point where you can drop out of the mission or reconnect. The AI could be something similar to the FFX.... was it 13? The one where you could basically set up battle tactics for your characters by doing things like 'heal anyone if at 30% or less health' and such. Basically set up something like that to run if the game ever detects that you've been disconnected.

As for handling idiots, I figure an account based 'referal' system of sorts, where people can write that you did well, or know what you're doing in general, or that your a moron who will train the entire compound onto you. Include of course a -100 to 100 score that others will see to get a quick idea, and maybe even have it affect the person's karma/nuyen gain rate. Some potential for abuse, but it could be handy.

P.S.

I think the other reason you don't see permadeath in MMOs is that if you've worked on a character for ages, and then that character dies, you might be inclined to give up the game, and MMOs want to minimize any incentives you might have to give up the game.
Dumori
True. I play guild wars with survival in mind thats you die go make an new PC its much harder you play like a sissy and this is a game where death is common. Yes a "perma" death MMO would be dicey ground but if you make "lvling" up not a massive boost and keep most gear low down on the price as it is in SR really. It has potential that other MMOs don't.

Fire-fights in the SR MMO could easily be made more tactical the game would then reward skill in the player not grind time as much. www.mortalonline.com uses similar idea but i've yet to try the game.
Teknobabel
There is a way that could combo the two approaches, the limited subset and the 100% experience, do what Torchlight did, make a limited subset as a tech demo of your game engine, then release an mmo down the track. Torchlight just broke 500,000 copies sold to, nice way to generate cash flow when you are in the middle of a dev cycle for an mmo.

And as for astral space, piss easy to code, just do it the same way phasing is done in wow, for things like invisibility for mages and such like.

nezumi
QUOTE (Karoline @ May 26 2010, 09:04 PM) *
As for handling idiots, I figure an account based 'referal' system of sorts, where people can write that you did well, or know what you're doing in general, or that your a moron who will train the entire compound onto you. Include of course a -100 to 100 score that others will see to get a quick idea, and maybe even have it affect the person's karma/nuyen gain rate. Some potential for abuse, but it could be handy.


Like in Shadowrun, if you have a bad rep, you don't get jobs, you lose contacts, and some NPCs will just start shooting you on sight. Sure you can blackball someone for no reason, but then that gets back to you if it proves to be false.
Stahlseele
Perma Death for certain character types would be on another slate though . .
AI's, Free Spirits, Cyber-Zombies and Jar-Heads. Everything else could work as usual.
Karoline
QUOTE (Stahlseele @ May 27 2010, 09:54 AM) *
Perma Death for certain character types would be on another slate though . .
AI's, Free Spirits, Cyber-Zombies and Jar-Heads. Everything else could work as usual.


I'm guessing none of those would be included from the start, and have a decent chance of never being included as PC options without some really heavy modifications. Free Spirits for instance are nearly impossible to kill, though being unable to use the character for a couple weeks after death would sting.
LFG
Near death was one aspect I really liked about the old sega rpg. I'd imagine Doc Wagon style NPCs could be worked into an MMO or multiplayer game. Could do something like eve online and adjust contracts based on total skills, attributes, and character type. RP wise these rising costs could be tied to expense of saving magically active and high threat areas; imagine having to pay for the death of an npc that came to save you. Base contracts wouldn't even include high threat.

Man, this makes me wish m$oft hadn't messed up their game.
Stahlseele
Makes Me wish they had left SRO in peace.
As most of the stuff discussed in here was planned for that one . .
Teknobabel
QUOTE (LFG @ May 27 2010, 08:04 PM) *
Near death was one aspect I really liked about the old sega rpg. I'd imagine Doc Wagon style NPCs could be worked into an MMO or multiplayer game.


This has already been sorted out, they'd just make it so that each player has the equivalent of a top level DocWagon contract and you get ressed at the hospital with some negatives to your stats for a while, they do this in City of Heroes (ressed in a hospital), in WoW (but they make you run back to your corpse).

If the street cred system in a Shadowrun MMO was actually written well it'd be 10x more useful than the rep system from WoW, which has changed from back in the day where a rep grind to Argent Dawn would actually take 40 runs of scholomance getting the dragon flesh quest item each run.

And then there's this guy: http://img205.imageshack.us/img205/8167/xinhuaninsanity.jpg who'll powergame his way through anything you throw at him.
Big Freaky Sean
Here is something by accident:

http://www.sixthworldgames.com/games.html

Its a video game company studio looking for a personal and a publisher, but they essentially just ripped off Shadowrun. No idea how far they will get with their game as the PC gaming industry is more or less dead IMHO - except for MMOs and Starcraft.
gridlinked
I think it's nearly impossible to do a Shadowrun game that would satisfy fans. The features list is so extensive (and you just need to look at the comments about physical world + astral + matrix), the world so complex, that the required game is either a triple A RPG a la Dragon Age / NWN, or a triple A MMO, specially considering doing a good MMO with tons of content is one of the more expensive propositions nowadays.

If we ever want to see another Shadowrun game done, we would have to accept that the game wouldn't be able to have everything, at least in the beginning. Because it will be extremely difficult for any company to get the kind of budget that SR requires.
Blade
QUOTE (gridlinked @ Jun 4 2010, 04:42 PM) *
I think it's nearly impossible to do a Shadowrun game that would satisfy fans.


I think it's nearly impossible to do a single Shadowrun product that would fully satisfy 10 dumpshock posters.
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