Raph Koster: Crowfall ‘can feel more like a living world’

    
40

ArtCraft’s Raph Koster is the star witness of an in-depth interview in which he discusses the development of Crowfall using the perspective of his decades-long career in the industry. He said that the developers aren’t strictly forging new territory with this PvP title: “A lot of what they’re doing aren’t so much new inventions as bringing back ideas that haven’t been explored in awhile […] Crowfall cleverly puts together existing ideas and existing technologies that unlock potential that hasn’t been pursued in a really long time.”

Koster praised the flexibility of Crowfall’s design, saying that if a campaign isn’t working out, the developers can simply flip the switch and run a different ruleset the next time around. He also indicated that players will have much more of an impact in this MMO than others. “In the case of Crowfall, between voxels and the limited campaign durations, we can actually let players affect the world much more,” he said. “Crowfall can feel more like a living world because, although the campaigns will end, the fact that they will end is what lets you really change things.”

Crowfall isn’t the sole topic of conversation in this interview. Koster does point a finger at World of Warcraft for cutting off MMO innovation, although he said that previous MMO ideas simply migrated to other games such as Minecraft and Grand Theft Auto.

Source: MMORPG.com

 

newest oldest most liked
Subscribe to:
CazCore
Guest
CazCore

Damonvile Vunak you didn’t answer the question of whether you’ve read Koster’s stuff.

i’ve never heard any other dev talk so much sense.

MJ has said a lot of junk.  like pretty much every other one.
he started out talking like he really wanted to make something different, then he ends up falling back to all the same ole crap.  i haven’t the slightest interest in CU anymore.

just to be clear i’m sure Crowfall is gonna have some dealbreakers for me (like all MMOs have thus far), but at least its possible i may enjoy it for awhile.  not the slightest chance that i will enjoy anything about CU.

tobascodagama
Guest
tobascodagama

kalex716 MrFester rogerstim37 TierlessTime  Nah, bro, it’s not an MMO unless it’s got orcs and shit.

mandodo69
Guest
mandodo69

Raph Koster, “We’ll ruin this like we did Galaxies”

kalex716
Guest
kalex716

Vunak KirkSteadman Hurbster Wurm online has voxels, temporary campaigns, terrain and base building and PVP.

kalex716
Guest
kalex716

Vunak Brilliant a designer he may be, but video games, and MMO’s for that matter, are the sum of so many many many parts that to accredit a single person for any of their successes alone is absolutely ridiculous.
It always has been, and always will be. On any one project, if you were to ask the entire development team to pick the top 10 – 20 people responsible for either a games success or failure, then you might be narrowing in on the creative and technical brilliance required to re-capture the magic. And even after the best of projects, its rare that these same people stay together and make another game after. People change jobs, or careers, promotions happen, things change, and the band so to speak, never gets back together again.

It is never one person specifically. Forget about it. Games are a team wide effort.

Now as for brilliant designers themselves, let me tell you something most people don’t really understand…. A guy might be able to come up with amazing designs on paper, but if he doesn’t have the social skills to go into a meeting room and convince another team of designers his ideas are best, he will fail.
Additionally, even if he gets the design team on board with his vision, if he can’t go into a technical team meeting, and get the programmers to back his vision as well (and talking to good programmers is a completely different skill), he will fail.
Now on top of that, at the highest levels of design, he has to go into a meeting of money people, and also convince THEM his ideas are best, which is also another separate skill…. 

So Ralph might be good at putting the ideas on paper, but he might be terrible at some of those others. Having the right people on the team however, you can shore up your own weaknesses. So again, who gets credit for the success in the end?

kalex716
Guest
kalex716

wjowski Archebius 8skyfaller Are you disagreeing that WoW wasn’t as big of a part of the rut as Archebius is suggesting?

Or are you just highlighting that you believe the industry was heading that way regardless, and fate, so it would seem, would have had games emulating something else like it all the same?

kalex716
Guest
kalex716

MrFester rogerstim37 TierlessTime 
You don’t believe that someone would be able to make an argument that the goals of the persistent universe it to appeal to players interested in Massively, Multplayer, Online experiences?

c71clark
Guest
c71clark

Oyjord The game has a persistent side to it via the Eternal Kingdoms. It’s a weak substitute for a real world, but it is what it is. It’s entirely possible that over time the players’ EK will become much better featured. It’s a huge map (2km by 2km?) controlled by the person who owns it.

MrFester
Guest
MrFester

rogerstim37 TierlessTime Star Citizen is in no way a MMO.

RicharddeLeonIII
Guest
RicharddeLeonIII

Reihen chosenxeno Those PVP games are poor examples.  They arent persistent beyond win-loss statistics.  The reason most mmo players hate pvp isnt present in those games.  Ganking, loss of items/time, unbalanced classes/gear just to name a few.  The best pvp games are all about being as balanced as possible and tend to not have long term repercussions on a player character.