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Crimson Jack
paul,

I'd say yes. That would be a stand-out feature, that would separate it from the other games.
Dax
An SR MMORPG huh?

I'll stick it in the folder of my dreams, right next to my dream of an SR TV show (animated or otherwise).

I think that the cheif problems with this project come from two different feilds. The first being technology restrictions, and the second being the people playing the game.

As much as we want the game to do, I honestly think that our current tech standards aren't advanced enough to make it financially feasible. I would love to see an SR game with a full blown physics engine, with a turly interactive story line, and enough instance locations to make the game feel trully unique.

I can only imagine how much server capacity would be needed to do that. The bandwith costs at todays rate would be astronomical. So, in order to make the game work, compromises would have to be made. And I bet they'd be painful ones.

But the biggest reason I think this game would be a painful experiance would be the general community. Head on over to the World of Warcraft forums sometime. You will see a total sea of loatheing, bitching and whineing. The general MMORPG community that seems to be out there these days, seems to be the largest collection of immature asses I've ever met in my life. You think that the CLUE Files are bad? Heh. Well you ain't seen nothing yet.

It's beacuse of those kinds of people that you could never have Perma Death in the game. It's beacuse of those kinds of people that the Seattle streets would turn into a gank fest. It's beacuse of those people, that this game would become just like every other MMORPG. It is...inevitable...I'm really sorry to say. The immaturity always drags the game down.

I do wish this project the best of luck. I just think that its in trouble.
Jrayjoker
Hmmmm, how do we keep this out of the hands of the masses? Especially the 13-17 year olds with lousy attitudes.
Kagetenshi
Background checks.

~J
Jrayjoker
Only release it to Dumpshock members?
bitrunner
the problem is worse...i've known some 13-17 yr olds that play fine and understand the concepts behind teamwork and MMOs...and i've known some people in their 30s and 40s that act like immature 12 yr olds....

and even if you're normal most of the time, every once in a while i've seen someone decide they've had a bad day and are just looking for a fight/PVP/kill fest...

you're going to get it no matter what...
Jrayjoker
Yeah, I know. I seldom act that way myself (ahem, no really) , but I have seen it.
Crimsondude 2.0
QUOTE (Jrayjoker)
Only release it to Dumpshock members?

That's hilarious.
FrostyNSO
Good Point, Dax notworthy.gif
paul_HArkonen
how about we release it to the masses, and then set aside a server just for DUmpshockers, call it "true SR" or something like that.
Jrayjoker
I like that even better.
paul_HArkonen
see the company still makes money on the game, and DSers get a decent game to play, we could even ask them to set up our server with PD in it, or we could leave our happy dreamland and deal with reality.

Stupid reality, always messing up my dreams.
Herald of Verjigorm
As a compromise between the hired big NPCs and something cheaper, let DSers compete to determine who is best suited for the world-shaker roles. Once they are established on the competant server, they also get to take that role on the whiney-people servers.

So, who else would be in the running to play as the Dissonance?
paul_HArkonen
do we really need to compete? we just give it to Shadow, Ancient History and adam, problem solved.

(and all of the other movers and shakers here, who's name currently escapes me, just not Master Shake)
Crimsondude 2.0
QUOTE (Herald of Verjigorm)
As a compromise between the hired big NPCs and something cheaper, let DSers compete to determine who is best suited for the world-shaker roles. Once they are established on the competant server, they also get to take that role on the whiney-people servers.

So, who else would be in the running to play as the Dissonance?

Anyone from SL who isn't a freelancer. Preferably one who's been banned repeatedly.
Stumps
You know what will make SR MMO fail?

The very fact that the SR fan base is about the most anal fan base I've ever seen other than the Star Trek and Star Wars fans.
Starfurie
As much as I don't like the idea, reading this thread still get the gears in my brain turning. Hence this:

If a PC gets a little to gun happy and shoots NPC, once s/he crosses a threshold, gets his/her PvP flag turned ON and a LS Johnson hiring runners to capture him/her. The idea of having every other player in the game should keep most runners in line.
audun
I'm not very familiar with MMORGPs, but it seems to me it that to create random runs must be nearly impossible. There's new locations and NPCs for each run, there's recon work, detective work, making new contacts, security systems, cops and corp sec showing up if you make too much noise, etc, i.e. shadowruns are extremly complex and I can't see any AI handle that, at least not before Deus comes around. Creating a good run may take several hours even for the most experienced human GM, and even then the players may do things in a completly different way than you expected. How is the AI supposed to handle that?
Jrayjoker
There are enough ways to stack random events/requirements and to add color that I am not concerned about being able to generate random runs. Just look at the random matrix host generation tables, square or cube the complexity and add a nice skin to it and you have a random run.

Random runs should be the bread and butter of a SRMMORPG. Most of the runs I put my players through couldn't be considered a "quest", but those come up too.
Moonstone Spider
Sega Shadowrun had a Random Run generator on it years ago. It's not that hard.

Pick the type of run from a list, possibly swayed by the Johnson and character type and edges/flaws, so that Johnsons don't offer Dove Shamans assassination missions.
List might be:
Extraction
Elimination
Datasteal
Physical Steal
Intimidation
Courier
Crash CPU

Have a difficulty generator based on the Johnson you're going to, some Johnson's are small-time and will have easy missions, some big timers will offer hard missions.

Pick a Location to be targetted based on difficulty and type.

Set a base pay for the mission based on difficulty. Automatically roll negotiation for both sides for final cost.
Sabosect
Actually, I'm thinking you need a few Johnsons that don't do their homework and just take a team they are sent.

It would be funny to see a Dove Shaman given an assassination mission...
audun
QUOTE (Moonstone Spider)
Sega Shadowrun had a Random Run generator on it years ago.  It's not that hard.
Pick the type of run from a list, possibly swayed by the Johnson and character type and edges/flaws, so that Johnsons don't offer Dove Shamans assassination missions.
List might be:
Extraction
Elimination
Datasteal
Physical Steal
Intimidation
Courier
Crash CPU

Have a difficulty generator based on the Johnson you're going to, some Johnson's are small-time and will have easy missions, some big timers will offer hard missions.

Pick a Location to be targetted based on difficulty and type.

Set a base pay for the mission based on difficulty.  Automatically roll negotiation for both sides for final cost.

I think you guys missed my point. I was asking whether it was possible in a MMORPG, not in an old one player game. The above are endless variations of the same eight runs, not new randomly generated runs. It would be a sad mimickry of real SR.

I was thinking in the lines of:
- meeting with Mr. J
- do background check on Mr. J.
- research and recon based on run type
- planning based on skills possessed by the team and the info from research and recon
- discover complicating factor (AKA Frag up #1)
- more research and recon and planning
- actual run on location with frag up #2 (things not going as planned)
- barely succeeding (or not)
- meeting Mr.J to get money
- aftereffects of the run
and that's just the basics. This includes a dozen of locations and NPCs (with interactiveness and graphics), hundreds of important details (such as map of the location, sec systems layout, matrix host for target corp, etc) and live effects of a game world such as cops, gangers and innocent bystanders. Suddenly every run is different from the last one. Now include the elements that makes SR such a fun game such as conspiracies(small and large), Mr.J's betraying you, contra-runs, yakuza bosses upset that you ruined his granddaughter's birthday party by blowing up that power station on your last run, etc.
Sounds difficult to me, but if it is supposed to be an SR MMORPG it has to be in this direction to deserve it's name. Otherwise I'd prefer an online SR FPS which doesn't claim to be an RPG.
Of course if it's possible to do something like I suggest (the upset yakuza boss is over the top though), it would probably be a success.
Crimson Jack
QUOTE (audun)
I think you guys missed my point. I was asking whether it was possible in a MMORPG, not in an old one player game. The above are endless variations of the same eight runs, not new randomly generated runs. It would be a sad mimickry of real SR.

Yeah, well that's the rub. The big debate is whether you can actually encapsulate the feeling of Shadowrun into an MMO. There are some issues to deal with for sure.
Jrayjoker
Anything more on this recently?
Panzergeist
So is anyone actually making this game, or is it just an idea?
Caine Hazen
from information that I've been able to pull off of sources I have (who remain nameless and faceless) there have been a number of MMO folks approach MS with the idea of Srun MMO. MS came back with a firm answer of: Hells no that's not an XboX game....

MS is done with PC games (ask the battletech crowd about that sometime). Aslo MS and crew have a nasty habit of crapping on canon storyline stuff (and not in a good way)... that's what I hear through the grapevine. Kinda sad really
KarmaInferno
Indeed. Step one would be aquiring the license.

Doing anything at all without the license is just a pointless waste of time.

I'd also question the financial feasibility of such a venture. MMOGs are expensive as all get out to develop and maintain. I just don't see enough of a customer base happening to make it go.


-karma
Jrayjoker
Well, there are a lot of MMOs in production right now, and some may be closer to SR than others. WoW has really made them popular; hopefully this bodes well for the future.

The link at the beginning of this thread is to a page with no content, except the skull logo.
KarmaInferno
I'd point out that the majority of those MMOGs are making little or no money; a number have folded already and quite a few more are likely to fold in the next 12 months.

As I pointed out, MMOGs are an expensive business. It costs on average 10-15 million dollars in development alone to develop these games. On top of that, ongoing costs for server maintenence, content development, and other recurring investments run into the hundreds of thousands of dollars a month.

A few years ago, industry developers in a number of beta tests I was in were commenting a minimum customer base of 100,000 is roughly what you would need to be a success. This would let you make back the money invested in about 16 months after going live, probably 4-5 years after the initial development costs start. That is about the longest most investors would wait for a return.

Today, after the wild success of WoW, Lineage 2, etc? Investors will want probably closer to 200,000 - 250,000 subscribers right out the door.

Look at what happened to Uru Live. Ubisoft pulled the plug on the online portion of the game because only about 10% of the people who bought the retail box had registered for the online beta test.

Uru: Ages Beyond Myst had sold over one million copies.

Could Shadowrun Online get 200,000 steady subscribers? I love the game, but honestly, could it? Even half that?


-karma
Jrayjoker
Good points, and you are probably correct in the thought that 200000 runners would be tough to find.
Aku
but then, you have games, such as anarchy online, which have a very small, but loyal following, and developers as well, that, although i dont have any concrete numbers, i would highly DOUBT has even 100K for subscribers
Slacker
QUOTE (Aku)
but then, you have games, such as anarchy online, which have a very small, but loyal following, and developers as well, that, although i dont have any concrete numbers, i would highly DOUBT has even 100K for subscribers

Is that POS game still around? You have got to be kidding me! It lost me as a customer when it was completely and utterly unplayable at time of release.
Aku
http://anarchyonline.com/

yep, it would seem like it's still alive and kicking, although it seems like they only do an update on the site once every month, and they might be hurting so badly that they're actually letting you play absolutely free until january, but without the expansion packs (which, IRC, is about all the game there is, not much to the base game) so who knows how well they're actually doing.
mattness pl
QUOTE (GreyPawn)
An offering to the Shadowrun community as a whole.

www.Shadowrun-Online.com

Really lame question: How to pass starting page?
QUOTE (GreyPawn)
Yes, there is an entire discussion regarding Justice on the Shadowrun-Online.com site regarding this.

Link, please.

Personally - what I think about mmo SR?
It's fit better to me than XBOX FPS. grinbig.gif
QUOTE
As a compromise between the hired big NPCs and something cheaper, let DSers compete to determine who is best suited for the world-shaker roles.

Rob Boyle. grinbig.gif
SL James
QUOTE (mattness pl @ Jul 28 2005, 04:05 PM)
QUOTE (GreyPawn)
An offering to the Shadowrun community as a whole.

www.Shadowrun-Online.com

Really lame question: How to pass starting page?

How is it lame? There are only two images; no links, no other media, nothing really aside from a splashscreen to nowhere.
Jrayjoker
There used to be content....must be a dead project.
KarmaInferno
Considering that they never even had the license, yah, very dead.


-karma
GreyPawn
We are not dead.

We actually pitched the completed game concept proposal for Shadowrun Online to Microsoft and Sigil Games at the Electronic Entertainment Exposition (E3) in May. The game concept proposal was accepted and reviewed by both Sigil Games and NCSoft. In fact, there was brief discussion regarding parallel development of Sigil's "Vanguard: Saga of Heroes" and Shadowrun Online.

Brad McQuaid of Everquest fame even reviewed the proposal.

The proposal was sent through to Microsoft.

A month passed. And then another. Silence. Why would such a well thought out project with a proposal containing a bevy of concept art and even screenshots of an engine in use that was hailed with such hutzpah and fanfare suddenly find itself up against a wall of silence? After the lauding by Sigil, and the vast underground cult appeal proven through marketting research, why would silence be the only response?

Microsoft to release Shadowrun FIRST PERSON SHOOTER for Xbox 360

That is why.

Following the breaking news, I was contacted by the business manager at Microsoft for the Shadowrun intellectual property, who is incidentally the most difficult man on the face of the planet to discover.

"Microsoft Game Studios plans to take Shadowrun in a non-MMORPG direction. I am not at liberty to discuss what this direction is however it precludes the possibility to explore other genres for this title at the current time."

So, Bungie, the makers of Halo, are going to create a Shadowrun first-person shoot 'em up for Microsoft Games. This is why the abrupt halt of the SRO Project. However, please bear in mind that simply because another video game is being created with the Shadowrun license does not mean that we will stop lobbying and pitching for the creation of the Shadowrun Massively Multiplayer Online Roleplaying Game that the world and all chummer boys and girls deserve.

We will continue with the reconstruction of our site. We will continue gathering concept artists, designers, and world builders willing to pitch in to make SRO a reality. We will forge forward with the refining of the missions, lore, and items databases we have already begun constructing and continue to explore new technologies which may allow for a more seamless MMO environment. We will bide our time patiently and polish our dream while the Shadowrun FPS hits store shelves. An FPS, while not necessarily in the spirit of SR the RPG, could go a long way to proving the intellectual property as viable, and in the long run even increase our chances of having SRO published.

Warm Regards,
GreyPawn

Jrayjoker
Thank you very much for the informative post. Drop by every now and again to letus know how it is going.
GreyPawn
The site has returned and is now fully functional. You can find game concept art, frequently asked questions, maps and design documents for Shadowrun Online on the new site.

-GreyPawn
ShadowDragon8685
*Sniff. Sniff.*

Ahhh, the unmistakable smell of vapor in the wind.


Don't get me wrong, this is a good idea, but it reminds me of nothing so much as an MMO project started called "Dawn." I can't link you to any material about it.

It dosen't exist anymore.


Basically, it was set up and hyped to be the motherfragger of pentultimate MMORPGs. Completely persistant, completely player-driven, etcetera etcetera, it even went so far as to have PCs being the children of existing PCs.

While you don't seem to have set such lofty goals, I'm looking at your FAQs page, and I'm seeing a lot of undeliverable promises, just like The Matrix Online's beta team were promising.


For example...

QUOTE

A player character could become the CEO of a vast player-run corporation, owning and operating large numbers of factories producing Phaetons for an burgeoning up-and-coming high class Shadowrunner society. On the other hand, a player might go and assassinate Dunkelzahn's Interpreter Nadja Daviar while she is giving a speech to a crowded room of Ares shareholders. A gunsmith might strike it rich when his Zero-Recoil SMG hits the production lines and demand skyrockets. The only limits to the effect of the player cause that will be imposed upon players is that their mark on the game world cannot infringe upon the fun factor of another player. Specifically, players will not be able to destroy static constructs, like the Space Needle, but would be able to launch a rocket propelled grenade at a playercorp supply dump and blow it up.


How, exactly, do you plan to handle this? How is a player going to become a CEO? Imagine the environment of MMORPGs like The Matrix Online. Even in the beta-test, where the vast majority of players were hardcore Matrix fans, there was about zero immersion. Let alone the kind of immersion you'd need to be able to raise structures and make corporations.

How is it going to work? Are you going to take the nuyen you made from killing Johnson X for Johnson Z a thousand times over, buy a "Skyscraper deed", search until you find an unoccupied stretch of land, and place your skyscraper, ala UO?

BTW, IIRC, there were a grand total of 13 legal locations in the original UO that you could place a Castle on. If one player can raise a building, so can all of them. How are you going to adress space problems?


And that's not even considering grief players. In Starwars Galaxies, there are entire guilds of PvP jackasses who are dedicated to hunting down Jedi players and killing them. Yes, Jedi characters do suffer a form of permadeath.

That's not immersion. That's jackassery in the first degree. How are you going to adress that? When your character, which is relatively easy to hide, can be hunted down by jerkwads and terminated, just because it will hurt you. You promised that people could launch RPGs at other player's property and blow it up?

How is that going to work? Imagine logging off for a nice vacation with the family, and when you log back in, you're ruined.

People won't stand for it; and they shoulden't. They are, after all, your paying customers. They're not paying to get dicked over by a complete jackass 13 year old who's out to see everyone successful ruined.


And I'm not even going to get into the situation about players being able to change the geopollitical climate by assassinations and stuff. In very short order, if you actually allow that to happen, there will be no Lone Star, no Knight Errant... Basically all of Seattle will be a Z-Zone, because that's what happens when you have players given freedom. The lowest common denominator prevails, and in MMORPGs, the lowest common denomination is anarchistic 13 year olds who want to pump up and be 1337 and then wipe out everything in their paths.

The only ways to combat that, are, of course, to crack down. In UO, for example, commiting a crime in town meant that people could call the guards - teleporting instakill halberd-wielding guards. They were fun. smile.gif

And yet, even then, you will find dicks who do not care. People who bank everything they own, walk out in front of the bank and begin chucking grenades everywhere to kill people and get about a thousand guards called on them.

Pandemonium.

And that's just players interacting with each other.


QUOTE

Every NPC will be able to interact with the player and will have its own needs, wants, and story to tell. Seattle will be meticulously populated with crowds of people that go about their everyday tasks of going to work, eating dinner and heading home. "Crowd" NPCs that move in randomized horde-step will shrink and grow in size as they move from one part of a populated area to the next to simulate a bustling metropolis.


Okay... And how will this be acomplished? Will it be basically a giant horde of NPCs marching in lockstep? Will players be able to move through it? How will it react when inevitably, someone loads up an Ingram Valiant and opens fire on it.

How will NPCs react with players? NPCs are notoriously bad at communications, even moreso when you have voice chat and text chat in the mix. Will they interact through a menu, maybe?

QUOTE

SRO focuses on what makes games enjoyable and attempts to break the monotonous grind that plagues many of the MMOs currently out there. The style of gameplay is optionally guided with many opportunities for customization and character realization, leaving plenty of room for the player who prefers the "sandbox" style games. The game is designed with the idea that it is not the destination that counts, but that it is the journey there that matters most.


The Matrix Online promised to break the grind, too. They didn't deliver. Even the beta-test experiance levels, which were roughly 1/3rd to 1/4th as fast as the full game, proved to be a grind once you started getting up there. How are you going to break the grind?

QUOTE

It is both. While primarily PvM, consensual PvP will be at the forefront of the SRO experience. Player Associations such as gangs, corps and magical orders will want to fight each other for control over resources and space. Player vs. player combat rules will also apply to certain areas where Lonestar coverage is spotty at best and the rules dynamically adjust for assigned missions such as assassinations.


And how are you going to accomodate those who, like me, abhor PvP? Consentual 'dueling' is acceptable to me, but the thought of being ganked by another player just fills me with a cold dread, and when and if it actually happens, rage at the company that allowed this 13 year old dick who has infinate time to spent 1337ing his character out to gank me and wipe away my progress.

You say, for example, consentual PvP will be at the forefront - how? PK tags that you can toggle?

And you say PvP rules will apply to areas where Lonestar coverage is spotty at best, are you referring to Z-zones like the Barrens? Locations where Shadowrunners are supposed to thrive, exactly because of that lack of the Star?

How is that going to work?

Ah, and here is your FAQ on customization...

QUOTE

Character creation will take the player through seven steps of customization. Metahumanity, which will determine the bonuses or detriments to attributes or racism modifiers, Appearance will allow the player to customize everything about the way the character looks, including height, weight, eye color, facial structure, hair and body features such as tattoos, piercings and makeup. Personality will have an effect on interactions with NPCs and the player's surroundings. History will be an additional customization feature to narrow down the player's Edges & Flaws. Finally, Archetype, Skills and Equipment will be selected. Many elements of character creation such as Appearance and Personality are not permanent and the player will not become "stuck" with a character they realize isn't their style. NPCs such as Plastic Surgeons and Psychologists will exist in-game to aid in customization after character creation and development. Additionally, the in-game stock and Player-Developer Program will offer the character a vast wealth of clothing and equipment options from which to choose.


How do you plan to provide enough variety for a worldful of people? Will it be ten or twelve faces plastered on the head of a body type that can be visually varied in tone and size?

And how are you going to handle personality? This is a new one. I thought personality was something only a real person could bring to the table. Yet it seems to be simply a variable you're talking about, one that can be ajusted by visiting a shrink?

How are you going to deal with the kind of person who has a 'pleasent' personality type listed, but talks smack and trash to everyone else?

QUOTE

Players that take on crafting skills will be able to purchase templates that only their characters can use to create new designs for wearables, equipment, vehicles and buildings through an advanced in-game editor. Once customized, the new design is uploaded and processed for approval or denial by the Live Content Team, and within 24 hours, the player has had their design added. Copies can then be sold from the original blueprint for a profit, or used personally.


How is that going to work? Say I decide I want to be a tailor, and design an absoloutly bitch'n line of clothes. Am I going to need to be a professional graphic artist to design the textures? And if I do, and I submit them, and they are accepted, what happens to them? Does my hard work cease to be my intelectual property? How about people who aren't professional graphic artists. How are they going to make things?

Sounds to me like the promises that Second Life made. Only, sure, any goober can start sticking what they call 'prims' together, but you're going to need to be a talented coder, builder, AND Graphic Artist to make anything that's actually any good. That means that not only will you have to have programming skill - which, I assume your game won't need, being less open-ended than SL - but have a clue about 3d modeling, and graphic arts. That means you need programs like 3dSL, unless you're going to have a similar in-game build engine to SL (Hint: SL's in-game build engine sucks,) and will need a process to import textures - which is something that only those with the wherewithal to purchase and use a program like Photoshop can do.

Let's see here - oooh, the Player Housing faq. This may answer some of my previous questions...


QUOTE

·  Can my character own his own house?

Your character will have a great number of choices when it comes to personal virtual real estate. Housing will grow along with your character as well. At the starting level, the character's residence will be a room in a Coffin Motel with the bare minimum of storage space and amenities. As the character progresses and accrues wealth, opportunities to upgrade housing will be presented to the character through NPC dialogue, real estate agents and other players looking to sell their former digs.


Ahhh, nothin' like those long nights in a coffin motel with nothing but a BTL to keep you company, eh? And the Troll-sized coffin next door you rented to stash your gear in.

Can you do that, by the way? Rent a coffin to stash gear in?

QUOTE

·  Can I build a house in the game world?

No, not personally. But you can contract an NPC construction crew to do it for you, after you have purchased an empty plot of land. Provided with money and materials, Construction Crews will build you a house from plans provided by an Architect NPC, or even custom plans created by a player Architect. Once built, you can live in the building, keep it as a backup safehouse, or sell it to another player or the Seattle City Authority.


And how long will this take? Will grief players have a chance to come in and shoot up my construction crew, just to torq me off? And how are you going to have enough land for everyone?

QUOTE

·  What is Lifestyle and how does it affect gameplay?

Lifestyle is the general rating of how well to do your character is. Does your character live in the gutter or a 54th floor penthouse downtown? Does he eat filet mignon or McHugh's soyburgers? Lifestyle will determine these and many other factors including social-centric missions, living quarters and contact availability. Each level of lifestyle will have to be purchased and a flat upkeep fee must be paid to maintain it.


I thought that Lifestyle included your digs, so why do you need to pay for it twice?


Ooooh, vehicles. Vehicles are always fun.

QUOTE

·  How will my character get around in the game?

Walking will be the primary form of transportation, followed by mass transit and then vehicles. As an example, to get from the International District to Downtown Seattle you could walk, take the monorail, pay a player rigger to drive you in his cab, or ride your motorcycle. Certain higher profile areas of the world will be accessable only via vehicle.


Why would walking be the primary form of transport? Is walking the primary form of transport for anyone, even today?


QUOTE

·  Will my character be able to own a vehicle and ride in it?

Vehicles will be a major feature of Shadowrun Online. Players will have the opportunity to purchase vehicles for use on the land, sea, and air within the game and will be able to, thanks to the Havok2 physics engine, use them to interact with the game world.


This sounds good. Until you realize the nightmare that is giving players vehicles. What's to stop them from, say, going GTA on people and running over people? Will being run over with a car be properly lethal?

QUOTE

·  What will it require to own and operate a vehicle?

A minimum skill of 1 in the vehicle skill will be required to operate a particular vehicle and of course the cost of purchasing the vehicle. Operation of more advanced vehicles will require a Rigger.


That sounds reasonable. But, it does raise a question, how do you raise a skill? Just pay out karma? Do you have to locate a nigh-impossible-to-find 'trainer'?

I don't know. It sounds like you've set incredibly lofty goals, and will probably wind up making an MxO clone, if you even actually get the project flying.
SL James
Shadowland looks so much more complex compared to this because there are no templates. You just have to do it yourself. On the other hand, there is no Man (Damn the man! For christ's sakes, it's Shadowrun) that needs to approve your housing choice. You just make an apartment or house and note the lifestyle payments on your character sheet.

But, at least Shadowland works. This is a pipe dream.
GreyPawn
I am familiar with the saga of Dawn, having followed it from its flawed inception to its bitter end. I am also intimately familiar with every single MMO on the market to date, both their successes and failures. SRO shoots for the sky, I grant you that much, but bear in mind that 90% of the features we are discussing implementing have already been implemented in some way or another in another MMO, they've just never been combined effectively.

Wikipedia defines vaporware as such-
Vaporware (or vapourware) is software or hardware which is announced by a developer well in advance of release, but which then fails to emerge, either with or without a protracted development cycle. The term implies deception, or at least a negligent degree of optimism; that is, it implies that the announcer knows that product development is in too early a stage to support responsible statements about its completion date, feature set, or even feasibility.

We have a development cycle in place, we have a business plan, we even have a budget. What we don't have is a publisher, or the rights to the Shadowrun IP. (Microsoft wants to see if the Xbox FPS generates any interest first.) We have pitched the game concept proposal (which vaporware doesn't usually present) to publishers at E3. The validity of the project isn't really the operative question. The timing however, is. That aside, lets on to other elements of concern.

As for comparing us to the Matrix Online, we are two entirely different creatures. Interesting that you should mention MxO though, as I am somewhat of an expert on MxO in particular, having written 1/3 of the Official Prima Strategy Guide. I wholeheartedly agree with you about the woeful lack of content in the game and I feel it was that that contributed to its unpopularity. That and an overly visible grind with little to no reward or variance between missions. That alone is a recipe for disaster. Add to it a crafter's nightmare of bottlenecks and a confusing combat system and you have the primary reasons MxO failed as a game.

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How, exactly, do you plan to handle this? How is a player going to become a CEO? Imagine the environment of MMORPGs like The Matrix Online. Even in the beta-test, where the vast majority of players were hardcore Matrix fans, there was about zero immersion. Let alone the kind of immersion you'd need to be able to raise structures and make corporations.

How is it going to work? Are you going to take the nuyen you made from killing Johnson X for Johnson Z a thousand times over, buy a "Skyscraper deed", search until you find an unoccupied stretch of land, and place your skyscraper, ala UO?


Zero immersion is a result of zero content. Content is king. The cookie-cutter cityscape of MxO, the cold obvious NPC dialogue and aforementioned grind killed any semblance of content. First off, Player Corps will grow from very small organizations into very large ones over time. A player earns enough money by himself doing missions and runs for various Johnsons along a line of primary storyline with optional sidequests. Think World of Warcraft Quest system with an optional randomly generated quest system on the sidelines.

After a certain amount of nuyen has been collected, the player can join his other friends in a group and collectively apply for a Corporate Charter with the Corporate Court. They are then granted a Z Rating and can start issuing runs and scouting for an eventual headquarters. After a predetermined amount of nuyen is built up in the corporate treasury, the corp has the option of purchasing a headquarters. The headquarters can be either an instanced location in an office building (cheap option), a pre-constructed office building or floors of an office building, or choose to build their own on an unused plot of land (UO Style). The "skyscraper deed" you mentioned would be the deed to the land. The actual construction would take place by providing a construction crew (NPCs or a specialized playercorp) with raw materials.

This is not a new idea. Shadowbane and Star Wars Galaxies are most well known for their guild housing systems, and this conceptual design is a step up from those.

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BTW, IIRC, there were a grand total of 13 legal locations in the original UO that you could place a Castle on. If one player can raise a building, so can all of them. How are you going to adress space problems?


As a former Seer and Event Moderator for EA's Ultima Online, I know those spots well. I also know that if those castles could have been protected, conquered or destroyed by a grand alliance of players, then their purpose would have been much greater than simple showcases for gathered rares and neon swords, and the immersion of the game would have benefited. Most of the buildings you see in the maps on shadowrun-online.com will be potentially purchasable, if not whole floors of those buildings. One player cannot raise a skyscraper by himself. A niteclub? Yes. A construction yard? Yes. The larger the building, the higher the corporate rating will have to be, and the corporate rating is based on the number of players in the corp, their standing with factions such as Yamatetsu and Aztechnology, as well as the amount in the Corporate Treasury. Corporate rating will also determine the number of buildings a corporation can own.

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How are you going to adress space problems?


Instancing where necessary. Instances, such as the fifty-sixth floor of the downtown skyscraper on 22nd street will cost less to purchase and require less upkeep. However, the big blue skyscraper on the corner of 23rd is a wholly owned playercorp static headquarters. Same deal with personal player housing.

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That's not immersion. That's jackassery in the first degree. How are you going to adress that? When your character, which is relatively easy to hide, can be hunted down by jerkwads and terminated, just because it will hurt you. You promised that people could launch RPGs at other player's property and blow it up?


LoneStar won't "guard whack" you, but it will be pretty close to something like that for certain areas. Downtown Seattle will be consentual playercorp or mission-based PvP, meaning that you as a player will have the choice of being a target or targetting other players. Player Corps will be able to declare hostilities between each other in a bid for taking over assets and resources and their people as well as their buildings will be targets of the opposing forces. Redmond Barrens, however, will be a free-for-all zone where every man is for himself.

Most of the griefing-type issues will be addressed by the presence of LoneStar. LoneStar might shoot you, no questions asked, arrest you, in which case you'd better have a lawyer hireling in your corp's HQ, or offer you some missions to do for them in exchange for your freedom.

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And I'm not even going to get into the situation about players being able to change the geopollitical climate by assassinations and stuff. In very short order, if you actually allow that to happen, there will be no Lone Star, no Knight Errant... Basically all of Seattle will be a Z-Zone, because that's what happens when you have players given freedom.


Changing the nature of the geopolitical climate in the game will be more of an effect that playercorps have and less of an effect that actual individual players have. If a playercorp starts to monopolize the construction and raw materials markets in the city, Saedder-Krupp could very well put a hit out on key NPC hirelings in the playercorp responsible. This would result in a new questline being offered via SK Johnsons to non-affiliated players. LoneStar and Knight Errant won't generally be affected in the longterm by player actions.

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And yet, even then, you will find dicks who do not care. People who bank everything they own, walk out in front of the bank and begin chucking grenades everywhere to kill people and get about a thousand guards called on them.


If someone did this in downtown Seattle, first off there would be no effect on players. NPCs would be effected, probably blown to bits and respawn within 30 minutes depending on their type. The player's Heat Rating would go up exponentially making him a target to all hotshot LoneStar, Knight Errant and Player Bounty Hunters looking to make a name for themselves. High Heat Rating also makes it more difficult to get the more rewarding shadowruns from Johnsons.

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Okay... And how will this be acomplished? Will it be basically a giant horde of NPCs marching in lockstep? Will players be able to move through it? How will it react when inevitably, someone loads up an Ingram Valiant and opens fire on it.

How will NPCs react with players? NPCs are notoriously bad at communications, even moreso when you have voice chat and text chat in the mix. Will they interact through a menu, maybe?


It will look like a normal everyday crowd of extras looks. They won't march in lockstep, but they will be much too busy to interact with, either going to or coming from a job. Players will be able to move through the crowd, and it will actually provide concealment bonuses. Opening fire on a crowd will generate high Heat and is a guaranteed way of getting arrested, shot, or both. NPCs react with players via text, which is optionally run through a text-to-voice generator to simulate speech. (Still discussing this one.) Dialogue options when available will be in menu form, as well as a list of expressions.

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The Matrix Online promised to break the grind, too. They didn't deliver. Even the beta-test experiance levels, which were roughly 1/3rd to 1/4th as fast as the full game, proved to be a grind once you started getting up there. How are you going to break the grind?


They failed because they built the world before they gave it life. You have to do both at the same time, and give designers leeway to breathe immersion into a piece of environment or stretch of quests. Why was the grind so painful in MxO? Because level 4 looked exactly like level 3, and you were trying to get to level 5 just for the sake of getting to level 5. The most shining example of a frictionless grind is probably World of Warcraft, which utilizes quests and lore as a means of generating momentum for levelling. SRO will borrow a page from them in this respect, focusing its karma gain system on a complex and immersive storyline. The ideal is to never notice the level grind.

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And how are you going to accomodate those who, like me, abhor PvP? Consentual 'dueling' is acceptable to me, but the thought of being ganked by another player just fills me with a cold dread, and when and if it actually happens, rage at the company that allowed this 13 year old dick who has infinate time to spent 1337ing his character out to gank me and wipe away my progress.

You say, for example, consentual PvP will be at the forefront - how? PK tags that you can toggle?

And you say PvP rules will apply to areas where Lonestar coverage is spotty at best, are you referring to Z-zones like the Barrens? Locations where Shadowrunners are supposed to thrive, exactly because of that lack of the Star?


Consentual PvP will take place in areas where the law is in full force. Open PvP will occur in places like Redmond Barrens, where LoneStar either cannot or will not go. Additionally, Player vs. NPC combat will still be an option for inter-playercorp warfare, as playercorps use NPCs just as much in their everyday operations as they do players. Player Death will not hurt as much as it has in the past, and the concept of one death or Hand of God per character can't effectively be ported over into an MMO environment as discussed much much earlier in this thread. So while inconvenient, death will not be the end-all be-all of the runner's experience in the game.

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How do you plan to provide enough variety for a worldful of people? Will it be ten or twelve faces plastered on the head of a body type that can be visually varied in tone and size?

And how are you going to handle personality? This is a new one. I thought personality was something only a real person could bring to the table. Yet it seems to be simply a variable you're talking about, one that can be ajusted by visiting a shrink?

How are you going to deal with the kind of person who has a 'pleasent' personality type listed, but talks smack and trash to everyone else?


The level of character customization will be on the scale of City of Heroes, with clothing as the exception for character creation. Hundreds of different face styles, noses, eyes, hair, musculature, etc. Personality will be a collection of several different factors. Your Edges & Flaws will be the basic makeup of the personality of your character, with Roleplay Quirks, Combat Quirks and Style Quirks following a Background. An example would be as follows.

Lispy the Troll Samurai
Edges: Perfect Time [+1], Bonus Attribute (Willpower) [+2]
Flaws: Allergy to Soycaf [-1] and a Phobia of Roaches [-2]
Roleplay Quirks: Speaks with a lisp. (All "S's" appear as "Th")
Combat Quirks: Favors polearm. (+1 Polearm, -1 All Other Melee)
Style Quirks: Leaves a calling card. (+1 Rep, +1 Heat)
Background: Lispy is a loner, preferring the solitary path in life (-5% karma in group, +5% solo). His mother worked for Renraku (+1 Rep Renraku) until her untimely death in a raid staged by Ares(-1 Rep Ares).

Now, along the way, Lispy could make a dialogue choice with a prime fiction Johnson and lose his temper one too many times, where he might get the "Brash" flaw as a detriment to earning reputation with corps. Aquiring the services of an NPC Psychologist could help him to remove the Brash flaw for a nominal fee in nuyen. Removing the Phobia of Roaches taken at character creation would cost him triple what it would to remove if he had earned it as a flaw doing a United Brotherhood quest line. A text filter will translate "Yes, of course I'd be willing to go on several runs for you, Mr. Johnson." spoken by Lispy into "Yeth, of courth I'd be willing to go on theveral runth for you, Mr. Johnthon." to effect his Roleplay Quirk in the game world.

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How is that going to work? Say I decide I want to be a tailor, and design an absoloutly bitch'n line of clothes. Am I going to need to be a professional graphic artist to design the textures? And if I do, and I submit them, and they are accepted, what happens to them? Does my hard work cease to be my intelectual property? How about people who aren't professional graphic artists. How are they going to make things?


Second Life, not so much. There.com is a much better example of the Player Developer Program we are discussing. If you want to design a brand new, never-before-seen line of clothes as a tailor, you will need to have some graphics skill to create the textures using the in-game editor for submission. To answer your question, yes, the works submitted do become the intellectual property of the game, but your character will now be able to produce clothes using your new custom design. Players will not need to be able to be professional graphics artists in order to create innovative designs for clothing and items in-game. A simple knowledge of Photoshop will be enough to generate new unique wearables. More advanced customization will require more advanced tools and a greater depth to the submission process, but will yield greater results.

The rendering of the custom graphics, items and structures will be done dynamically until a rendering threshold is reached, at which point the newest submissioned will be compiled into a patch and automatically downloaded during gameplay.

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Ahhh, nothin' like those long nights in a coffin motel with nothing but a BTL to keep you company, eh? And the Troll-sized coffin next door you rented to stash your gear in.

Can you do that, by the way? Rent a coffin to stash gear in?


Yes.

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And how long will this take? Will grief players have a chance to come in and shoot up my construction crew, just to torq me off? And how are you going to have enough land for everyone?


24-120 hours, depending on the size of the building. No, players will not be able to attack any unaffiliated structure undergoing construction. Alot of players will opt for instances in higher populated areas as living quarters. Others will want a building all to themselves. Outlying areas such as Oakwind and Bothell will provide for ample spaces for living quarters for the medium class runner to set up his digs.

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I thought that Lifestyle included your digs, so why do you need to pay for it twice?


Housing rental or upkeep is included in the Lifestyle payment.

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Why would walking be the primary form of transport? Is walking the primary form of transport for anyone, even today?


This was meant in terms of cost and efficiency. Walking will get you there, if its just up the street. It would be impractical not to ride the monorail or hitch a ride in a rigger's taxi for a jaunt uptown. Transportation will be the primary service that riggers can offer as a way of making money.

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This sounds good. Until you realize the nightmare that is giving players vehicles. What's to stop them from, say, going GTA on people and running over people? Will being run over with a car be properly lethal?


Firstly, most transportation will be conducted on the Grid system. The Grid won't let you run over pedestrians who are crossing the street, nor will it let you exceed the speed limit by more than 20%. Riggers operating vehicles on the Grid will have set choices as to where in the city they wish to take their fare. Operating off of the Grid is an option available to riggers seeking greater freedom, but with freedom comes responsibility. Damage can be done to the rigger's vehicle as well as others that the rigger can be held responsible for. Additionally, Riggers offering services must be licensed by the city (no SIN required) and the license grade determines the size of the vehicle a rigger may operate legally within Seattle City limits. Too many poor maneuvers resulting in vehicle crashes or injuries to NPCs can result in a loss of a license or license grade. Non-Riggers have access to fewer vehicles and fewer options using the Grid with a personal vehicle.

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That sounds reasonable. But, it does raise a question, how do you raise a skill? Just pay out karma? Do you have to locate a nigh-impossible-to-find 'trainer'?


A hybrid. The three ways of gaining a skill are as follows-
Pay out karma directly to increase the skill.
Use the skill repeatedly over a period of time in applicable situations.
Locate and pay a specialized trainer who can teach you.


I hope this has answered your questions regarding SRO. I encourage you to visit our site and check out the design docs section for more info.

Warm Regards,
GreyPawn
ShadowDragon8685
Well...

At least you seem prepared to tackle tough criticism head-on. The Dawn boys just kinda blustered.


Still, I'm smelling vapor. Not that you don't have a good idea - and not that you don't have talent. You may very well be able to pull the bitch off.

What you lack, however, is the Liscence, and without that, you're just barkin' up a tree. So unless you can find the cash to wrest the electronic Shadowrun liscence from Microsoft and find a publisher, it's just a waste of effort - and what is apparently talent.


I do have two issues, however.

First, being that Photoshop is a very expensive program. In fact, it's about a semester's worth of my total college grant money. This means that you've already violated your promise of keeping a person's RL situation regarding their cashflow from affecting their gameplay performance. Specifically, those with the money to buy a program like Photoshop, and the skills to use it, will be at a distinct advantage over those that do not.

Also, I'm worried about engine strain. I've got a PC that's starting to get up there in age - January of '04.

Specs are:

Pentium 4 2.8 Ghz/w Hyperthreading
160 GB hard drive
512 MB RAM
GeForce FX 5200 128 MB video card.

MxO, at least the mid-late Beta when I was still participating, ran like hell unless I cranked the settings to lowest. How do you plan to handle processor strain? Video card strain? The most important aspect is, of course, immersion, and immersion will be utterly ruined if your movement is all stuttering and your machine is straining past the redline.
Oracle
QUOTE (ShadowDragon8685)
First, being that Photoshop is a very expensive program.

There are other comparable programs. Some of them even are for free.
Tal
The GIMP, for example. Add the gimpshop plugin, and it's almost as usable as Photoshop.

EDIT: Shadowwdragon, your video card is the only thing holding your performance down with a system like that.
Fox1
QUOTE (ShadowDragon8685)
What you lack, however, is the Liscence, and without that, you're just barkin' up a tree. So unless you can find the cash to wrest the electronic Shadowrun liscence from Microsoft and find a publisher, it's just a waste of effort - and what is apparently talent.


I currently have the same opinion, although I'm more than willing to be proved wrong. I'd love to see a Shadowrun MMO.


One troublesome thing I notice in the current plans however is the forced PvP option. By making some areas open PvP, the result is basically removing that game content from me. I have no interest in PVP and find any game that puts that barrier in my way objectable.

As currently planned, I couldn't take my character into the Barrens and who knows where else. Whole sections of the game's content is off limits.

In addition, the whole 'owning a corp' concept isn't IMO part of the shadowrun setting. The game isn't call 'CORP Master', it's called shadowrun. And this is looking like a different game even if its one set in the same setting.

So as much as I'd like to play a SR MMO, I'd have to pass on this one.
KarmaInferno
QUOTE (Fox1)
I'd love to see a Shadowrun MMO.

I still woudn't.

The idea of thousands of retards running around playing "l33t samuaris" and "gand4lf the wizzard" screaming "STFU N00B" over and over in the streets is enough to turn my stomach.

SR works in small squad-level groups that know and work with one another regularly.

A MMO would be an immersion nightmare.


-karma
Tal
It could work as a multiplayer RPG, ala Neverwinter Nights.
Fox1
QUOTE (KarmaInferno)
The idea of thousands of retards running around playing "l33t samuaris" and "gand4lf the wizzard" screaming "STFU N00B" over and over in the streets is enough to turn my stomach.


Since instanced zones arrived on the MMO scene this doesn't worry me so much anymore as a concept.

I've been playing Guild Wars for example over the last couple of months. There whenever you enter an adventure zone, it's a instanced zone. The only players within are you and your group.

The only time you need worry about the sadly typical l33t player is in the common cities- and you can filter them out in mass if you wish and only talk to your own guild or friends.

Now Guild Wars isn't perfect, they have some serious limits in other respects- but this feature of the game overcomes this common object to the MMO style game.




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