How player healers will cure disease and set bones in Revival

    
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In my very first MMORPG, I was obsessed with the idea of becoming a healer — not someone who cast healing spells but someone who used bandages to heal the people around her. But video games, never mind MMOs, aren’t known for their realistic portrayal of medicine; even in a sci-fi game, you’re likely to be lobbing heal stims or something equally silly. That’s why Revival’s approach is so novel.

In its latest dev blog, the Illfonic team discusses chirurgeons, the physical healers in the game who utilize the fleshmending skill to diagnose and mend their patients sans magic.

“[The chirurgeon’s] player uses diagnose and clicks on the [sick] girl. [He] kneels before the girl as the game camera pushes in to focus on the girl, with certain aspects of the girl’s form glowing subtly. Each of these is a ‘diagnostic indicator’ and if the player clicks on them he will see the information related to the indicator. How accurate these indicators are depends on two aspects of Chirurgie: The character’s fleshmending skill, and the suite of medical ‘flags’ the character has acquired in its data; the medical knowledge the character has amassed in the world. Each diagnostic indicator the player can see is related to a tag or game effect package attached to the client that falls into the medical categories the character knows about. The larger the character’s collection of knowledge and the better the character’s fleshmending skill, the more details these indicators will be and the more obvious the correct diagnosis becomes.”

After the patient has been diagnosed, a basic chirurgeon will be able to cleanse and treat the patient using a truly awful array of tinctures and bandages. “First aid is a bit more ‘standard fare’ but that’s because it’s meant to be done quickly,” writes Illfonic. “In the flow of a large scale battle, most injuries will be ‘fixed’ with first aid so that the soldiers can get back into the field as quickly as possible, even without mages who can heal.”

More serious wounds — like a crushed leg — require a more skilled chirurgeon to operate, realigning the bone, cleaning the wound, cauterizing it, stitching it closed, and applying bandage and brace, all of which will cause ever more damage to the patient and all of which happens through the fleshmending minigame.

The whole dev blog is worth a thorough read, but it’s graphic, so maybe do it when you’re not eating!

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JerryJessica
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JerryJessica

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corey1
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corey1

phoenix0401 MorpayneRADIO

I think (B) could be solved with a game using world-building design similar to No Man’s Sky. That game is being uber-uber-huge for its own reasons, but making a game even a thousand times smaller could still be huge, and it could have more MMO-centric stuff to do in it, where you’d save random civilzation #4227 on planet #3513. A thousand other people could do similar things in other corners of whatever universe and still feel important.But maybe that wouldn’t work in a single-planet based game? I am unsure. If there are a thousand worlds, having thousands of heroes is fine, because you can still have a more grandiose sense of accomplishment. In a single-planet game, you could have a huge world and thousands of heroes, but the acts of valor would need to be downplayed a bit, and so might not be as satisfying (like- “I saved this village from a demonic boar.” (think Princess Mononoke.)  Maybe you make that an epic thing to do, so it’s tough and rewarding in its own right, but it still might have trouble stacking up to, “I saved this planet from XYZ thing,” even if those two tasks are similarly tough and rewarding.

Jaed
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Jaed

Silverlock MorpayneRADIO  Actually there are a couple ways to obtain citizenship without owning property, like bribes, renting a property or generating local influence. Just have to think outside the box.

Snipehunter
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Snipehunter

ManastuUtakata Lethality I totally understand the skepticism, candidly. The games industry isn’t a place where every statement made turns out to be true in the fullness of time. Some years it seems quite the opposite in fact. And Revival is a complex beast. Individually the various systems of the game are actually pretty simple (they are greatly abstracted behind the presentation in many cases), but they all interact in a web of inputs and outputs that pretty much guarantees unexpected interactions. Partly, the structure of our staged production is meant to mitigate that, in that we start small with the most core systems first and then scale out from there rather than trying to build, say a vertical slice of the wholistic game and then trying to contend with every possible interaction at once. But that also means it’ll be awhile before a sense of the game is obvious in what we’ve released and will be releasing and there’s no reason for anyone to believe otherwise. My advice for the skeptical is to wait till we hit their level of comfort, though I’d encourage anyone with even a passing interest to at least join the community get involved in the discussion, along the way.

Snipehunter
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Snipehunter

phoenix0401 Snipehunter Oh don’t take what I was saying as a challenge at all, I suspect we’re more like-minded than not when it comes to the state of MMOs today. Revival stems from a deep dissatisfaction the core of our team has had with the state of MMOs for a long time. At Revival’s heart is the desire to build an online world that grows, evolves and changes based on the actions of all its inhabitants, be they heroes, villains, tradesfolk or everything else in between. It’s not a game where a singular character-based narrative is part of the design at all. our focus is on creating relatively simple, but massively interconnected mechanics, that allow for the world to change and evolve not randomly or at the specific direction of a game designer, but rather based on the conditions of each moment that passes in the world so the “singular narrative” of the game is different from server to server and is an aggregate of all entities stories, NPCs and players alike, from all walks of life. There are no classes and no “quests” in the sense that a game like wow would mean the word. Everything stems out of the world state, which incorporates player action alongside all other normal narrative vectors.

check out revivalgame.com if you haven’t yet. We’re pretty frank and open about how we’re pulling it off and so we tend to talk about the topics you’re covering a lot. :)

phoenix0401
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phoenix0401

Snipehunter I didn’t mean to insult you or your work. The game sounds like it does some cool things. However, here’s my question, and I think it captures the issue: does an individual player have some control over the living the world or are you simply experiencing the story that someone else is telling? My point about the games in other genres is that they’ve evolved to the point that your experience in some way is intensely personal. Actions can have ripple effects because they only impact you. And it’s easier to plan to things as a developer because you only have to consider the impact of one player.

I don’t know your world at all so let’s go with WOW.  If a raid decides to kill Varian, he simply respawns. That makes a ton of sense for WoW because it’s a theme park. However, in a living world, if Varian is killed, he’s dead. So 40 people have completely changed the game for everyone else. And, more importantly, in a living world like you’re discussing this action would have significant impacts on the world. That’s a huge one. But what if, in a living world, a player decided that they wanted to betray their faction for money and slowly killed off guards to weaken the city for an invasion. Now you have one player significantly impacting the experience of every other player.  Moreover, there should be an impact as the local authorities try to find out why the guards are dying. That might logically impact other players going through the town as the whole town become less trusting of outsiders.

I’m not criticizing you if you can’t do this — this is beyond any AI I can imagine at the moment. That’s really what I see as the difference between genres right now. Your game is a first step to bridging this and I acknowledge that but I think there’s still a technology gap that MMOs are running up against right now.

bayspoon
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bayspoon

Silverlock Robert80 Yeah, I’m so hyped…the gameplay system and stuff in this game sound insanely amazing. This is what games are about to me.

Craywulf
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Craywulf

Finally….a truly non-combat profession that isn’t about crafting.

schlag sweetleaf
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schlag sweetleaf

PizzaDoh PurpleCopper

Silverlock
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Silverlock

PaganRites ApathyCurve Nice now I know who to call if I need a place to crash on Blackwell.