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  #31  
Old 02-27-2014, 05:07 PM
Raavak Raavak is offline
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Trying more with less is always "emergent".
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  #32  
Old 02-27-2014, 05:36 PM
Hailto Hailto is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
I hope everyone trying to rush Velious will be on the beta server doing their bit to help [You must be logged in to view images. Log in or Register.]
It's been like 3 years, why do you have some illusion that its being rushed?
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  #33  
Old 02-27-2014, 05:54 PM
loramin loramin is online now
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Quote:
Originally Posted by Hailto [You must be logged in to view images. Log in or Register.]
It's been like 3 years, why do you have some illusion that its being rushed?
Three years of an all volunteer staff of what: 2? 5? *maybe* a few more? developers working a few hours a day in their free time. Compare that to the original SOE team of some large number of people, working 40 hours a week, and it still took them a fair amount of time.

Now of course that's not quite a fair comparison, since the P99 team is just re-implementing, not implementing, but still the point is you have to consider the limited resources available. And if you do, then it's reasonable to let the devs release on their own timetable instead of acting like small children constantly asking "is it ready yet? how about now? now?", which is what a lot of the Velous posts amount to.
  #34  
Old 02-27-2014, 06:24 PM
gwideon gwideon is offline
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Guarantee it is going to be faster than the next George R R Martin GoT release....
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  #35  
Old 02-27-2014, 06:28 PM
Hailto Hailto is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
Three years of an all volunteer staff of what: 2? 5? *maybe* a few more? developers working a few hours a day in their free time. Compare that to the original SOE team of some large number of people, working 40 hours a week, and it still took them a fair amount of time.

Now of course that's not quite a fair comparison, since the P99 team is just re-implementing, not implementing, but still the point is you have to consider the limited resources available. And if you do, then it's reasonable to let the devs release on their own timetable instead of acting like small children constantly asking "is it ready yet? how about now? now?", which is what a lot of the Velous posts amount to.
Im not complaining about the timeline, im simply saying that its ridiculous to claim the content is being rushed if its being released 3 years later.
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  #36  
Old 02-27-2014, 06:29 PM
RiffDaemon RiffDaemon is offline
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Quote:
Originally Posted by gwideon [You must be logged in to view images. Log in or Register.]
Guarantee it is going to be faster than the next George R R Martin ASoIaF release....
*cough*
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  #37  
Old 02-27-2014, 06:36 PM
Hailto Hailto is offline
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Quote:
Originally Posted by RiffDaemon [You must be logged in to view images. Log in or Register.]
*cough*
Much easier to just say GoT though, I do the same.
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  #38  
Old 02-27-2014, 07:13 PM
Gadwen Gadwen is offline
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Quote:
Originally Posted by Hailto [You must be logged in to view images. Log in or Register.]
It's been like 3 years, why do you have some illusion that its being rushed?
I think he is referring to the players, not the actual development process.
  #39  
Old 02-27-2014, 07:42 PM
BigHurb BigHurb is offline
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its called Forumquest and the gfx are better
  #40  
Old 02-27-2014, 07:44 PM
Tiax Tiax is offline
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I think to understand what emergent gameplay is, it will be helpful to consider emergent behaviors in other systems.

The classic example is nest building ants. You have 1000s of agents carrying out simple behaviors (foraging, carrying, depositing) without any overall plan, or understanding of how their actions is contributing to the whole. Yet from the simple interactions you get an emergent nest building behavior. Think also, flocking birds, and the behavior of human crowds.

So an example of this in a game would be the economy in EVE. This is a fundamental part of the game, established by the interactions of 1000s of players, which hasn't been 'planned' by the game designers.

The opposite would be a typical mmo boss mob encounter, where the ability of the mob and the players is strictly defined by the game creators, who have planned the correct way to win from the start.
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