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Old 01-25-2014, 10:42 AM
Grimfan Grimfan is offline
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They're not releasing the server code, but I suppose where there's a will...
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Old 01-25-2014, 10:37 PM
Swish Swish is offline
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Quote:
Originally Posted by Grimfan [You must be logged in to view images. Log in or Register.]
They're not releasing the server code, but I suppose where there's a will...
Surely there's gotta be a disgruntled programmer/dev that'll post it up?
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Old 01-26-2014, 03:00 AM
Grimfan Grimfan is offline
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Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
Surely there's gotta be a disgruntled programmer/dev that'll post it up?
Smed actually posted on twitter that there was no way an emulated version of Vanguard would exist without legal consequences so I don't actually know if it will be possible without someone getting sued. No idea how to get around this though.
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Old 01-26-2014, 06:27 AM
Airdefier Airdefier is offline
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They've prolly said the same thing about everquest I'm sure
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Old 01-26-2014, 11:08 AM
Swish Swish is offline
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Quote:
Originally Posted by Grimfan [You must be logged in to view images. Log in or Register.]
Smed actually posted on twitter that there was no way an emulated version of Vanguard would exist without legal consequences so I don't actually know if it will be possible without someone getting sued. No idea how to get around this though.
LOL, they close down their own servers but threaten legal action on the players if they make their own one instead [You must be logged in to view images. Log in or Register.]

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Old 01-25-2014, 03:15 PM
citizen1080 citizen1080 is offline
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Thanks for link sir. Def a long way off but I will be following it for sure.
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Old 01-25-2014, 07:16 PM
Auvdar Auvdar is offline
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Quote:
Originally Posted by citizen1080 [You must be logged in to view images. Log in or Register.]
Thanks for link sir. Def a long way off but I will be following it for sure.
Looks like just recently they started being more active. Could see maybe within the year?
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Old 01-25-2014, 06:23 PM
Swish Swish is offline
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Mhm I'll be following this too... jumped ship on Vanguard before I got to play it purely based off the criticism. If it comes back in emulator format I'll be there! [You must be logged in to view images. Log in or Register.]
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Old 01-25-2014, 06:36 PM
Neach Neach is offline
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This is a damn shame. I played at launch, got max level, 2nd best bard in terms of end game raid geared (1st in skill which caused some serious nerfs because of the things I did solo), APW, guild hall.... I played this game into the ground.

I can honestly say with all the bugs during early and mid life of this game it was fucking amazing. Not many actually gave this game the attention or credit it deserved, by doing so missed a great mmo title for it's time.
  #10  
Old 01-25-2014, 08:47 PM
stormlord stormlord is offline
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It's a damn shame a open world MMORPG - that's not a WoW-clone - I liked in many ways could only muster enough population to survive essentially on life support for about 6-7 years. What's wrong with people? If Vanguard can't survive, how the hell does Brad expect Pantheon to be any different, unless it's drastically casualized? Maybe he's convinced Vanguard failed for another reason, but I struggle to see it.

Does Brad want to make Pantheon into a sort of open world WoW-clone and his theory is if it's this way out the door and reasonably bug free then it'll be a success? I can't see any other possible way of doing it. I see zero ways for this game to succeed if it's not mostly bug free and not a WoW-clone. I think these're the two biggest things that killed Vanguard, DESPITE me liking the fact it was not a clone of WoW. See, the sad state of affairs is most gamers just do not share my likes and dislikes and it's a hard fact of life.

Honestly I'd rather see Pantheon be like classic WoW than to be a huge disaster. I pray - for the sake of all the backers, if this thing passes the initial kickstarter - Brad has the insight to be friendly towards casual players and somehow still instill in it a feeling of being old school. Can a game be friendly towards casuals and yet still give the impression it's hardcore or old school? I hope so because its success might hinge on this. And yet I'm reminded of how Vanguard was supposed to be a game for both casuals and hardcores and yet it failed. Brad has to revisit those days and wonder what went wrong and how it can be corrected.

Look what he says here:
http://gamestudies.org/0901/articles...uaid_mcpherson
Quote:
With Vanguard specifically, we’ve designed a game more along the lines of ‘traditional’ massively multiplayer games. Vanguard is about escapism, about being able to enter a virtual world and to leave the real world behind to a degree. To that end, we feel that one’s real world financial status should have no bearing on who they are or what they have access to in-game. Indeed, one of the core principles in games like Vanguard is that if you see someone and the items they’ve acquired, you should ideally be able to assume that the person earned them in-game. This way, it really doesn’t matter who you are in real life - your financial status, your race, your gender, your age, your location, etc. should all be irrelevant. And I think this is very important. Virtual worlds of this sort break down all sorts of prejudices and preconceptions that exist in the real world, and I think this is not only a good thing, but an exciting thing. Online relationships have proven to often be as real as traditional relationships.
He didn't mention time. What if someone doesn't have much time to play in real life? If you're going to say money and race and other things don't matter, shouldn't you also say time doesn't matter? Or what if someone has an on-call sort of life - like they have children, for example - and has to go AFK a lot?

By focusing your game on people who have lots of time, you necessarily limit it to certain people.

Note, oddly, how the questioner asks this next:
Quote:
EH/EW: Did you expect that EverQuest would become such a total experience for some players (playing 60 hours a week, quitting work, and so on)? How does the attempt to design the game for different kinds of players (weekend, regular, hardcore) structure the game-world?
I know that's an old link, but I just was having fun googling.
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Last edited by stormlord; 01-25-2014 at 09:33 PM..
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