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Frank Taylor

One Game World, Multiple Interfaces...

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I predict that future Games will provide game worlds in which several genres co-exist with multiple client interfaces (that caters to a particular genre). Role-Players will play Game X as a 3rd Person RPG. Strategist will play Game X as a Top Down RTS. People who enjoy blowing things effing up with BFGs will play Game X as a FPS. This is an inspiration going into the design the Super 3D Game Platform (S3GP). I'm aiming for a 3D Client offers a configurable interface which caters to a particular genre and each genre can be be played in 5 popular game-perspectives: First-Person, Third-Person, Top-down, Isometric, and Side-Scroll.

Wx1Ixn.png


Firstly, my strategy towards accomplishing this goal is to institute a Moderated Open Repositor (MOR). MOR is a centralized Data Repository in which Developers and Players can collaborate and share game content between themselves and their products. The goal of MOR is to simplify the management for Developers/Players to get their content into the game, and providing a layer of protection from malicious damage to games in production. MOR operation is straight forward. Contributors upload their Media Files to the MOR Host Server for review and approval. Moderators inspect files for damage, compromise, obscenities, etc. Approved files are moved to the Closed Repository (Production) for use in game.

I believe there could be a benefit to utilizing a High Level Architecture (HLA) which is a general purpose architecture for distributed computer simulation systems. Using HLA, Games can interact (that is, to communicate data, and to synchronize actions) to other Games regardless of the computing platforms. The interaction between Games is managed by a Run-Time Infrastructure (RTI). Hypothetically speaking, HLA could support two separate Games Server/Clients fused together in cyberspace to create a new game experience, sharing players and resources.

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While I think this to be a really cool game, there are a number of issues. Specifically the player interactions between the two.

Also, I do not particularly consider genre to be "FPS" or "RPG" as often there is no difference between the two. Role Playing Game simply implies you are taking on a new role.

Instead of genre(which implies, to me, scifi and fantasy and so on) think of it as the preferential style.

Now I reread what I just wrote and find it entirely bland and without purpose.

Onward ho!

I like your technical thinking on the server side of all of this, but you may need to think out the client side a bit more. Especially, like I said earlier, with interactions between players. How can the RTS players have relationships with the First Person players and so on.

Again, sorry if this is unrelated.

Now, as to content sharing, how do you plan to stream that to the other players? Are we talking downloadable maps and such? Or additions to the world? Either way, you will have to be careful with any PC game that can upload content to your entire architecture. Made need isolation during approval process (I.e entirely separate from anything involving the game serving).

This is really interesting me. Never quite thought of it that way. Continue?

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How can the RTS players have relationships with the First Person players and so on. [/quote]

This has been brainstormed here but the illustration gives a better picture.

RTSandFPS.png

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Oh man, it would be sweet if the RTS players could draft their "player units" from a selected pool as a way to try and maintain some semblance of balance.

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It has been tried before. Games like allegiance or battlefield2 combines fps/rts elements.

The biggest issues in allegiance was,that the (fps) players doesn't listen to the rts/commanders (rts layer). That's it ,it failed, because a commanders wanted to attack a fleet and commands his units to planet X, but 80% of the fleet just roamed the space to fight something else.

When you design a multiplayer game, always consider the psyche of the players first. Players aren't any programable bots, they are chaotic humans who want to have some fun, often resulting in some single individuals destroying the fun of a whole game session, a commander disconnecting to have dinner during a fiercy battle etc.. And when you want to force them into a certain direction, they just start to play some other games...


The life of a game designer is really hard sometimestongue.png

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It has been tried before. Games like allegiance or battlefield2 combines fps/rts elements. The biggest issues in allegiance was,that the (fps) players doesn't listen to the rts/commanders (rts layer). That's it ,it failed, because a commanders wanted to attack a fleet and commands his units to planet X, but 80% of the fleet just roamed the space to fight something else.[/quote]That is definitely a design caveat to keep in mind when developing such a game. A possible solution could be to generate quest/missions based on Commanders commands/objectives? There are other games that used the RTS Commander/FPS Soldier format (ie: ZombieMaster), however, what I propose is broader in application. The genres I mention are just examples and are unusually associated to a particular point-of-view: FPS/First-Person, RPG/3rd Person, RTS/Isometric & Top-down. Other Genres could be Racers, Fighters, Puzzles, etc. The underlining concepts are 1) to provide multiple ways of gameplay in single game world 1b) which each having a significance on each other in that game world. 2) Provide an GUI that accommodates the gameplay.

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Next time, please make your pics higher res. Some things cannot be read. And perhaps less color fades, but that's my opinion.

I honestly think this is very, very complicated. I'd have serious trouble in stuffing this in my current system. Edited by Krohm

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But can you design an RPG that can be played as RTS without sacrifacing/dumbing down several aspects of a great RPG? I don't recall even one instance of a designer achieving this. I guess this concept could used as an engine, so the developer can decide which client to use for his game. But all these in one game is probably an overkill.

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[quote name='Acharis' timestamp='1326379006' post='4902007']
But can you design an RPG that can be played as RTS without sacrifacing/dumbing down several aspects of a great RPG? I don't recall even one instance of a designer achieving this. I guess this concept could used as an engine, so the developer can decide which client to use for his game. But all these in one game is probably an overkill.
[/quote]

RPG and RTS are close cousins through Resource Gathering mechanisms. In the RPGs the Player gathers resources to Build-up their Character. Crafting/Mining in MMORPGs are a direct form of Resource Gathering. RPGs like RIFT's use what I suspect to be RTS-inspired mechanics for their Invasions that position/maneuver units and structures to secure areas of the map destroying the lands and people of Telara.

The concept I propose herein, is for the Player to decide on which client to use to interface to game (preferably a single 3D Client offers a configurable interface which caters to a particular genre and each genre can be be played in 5 popular game-perspectives: First-Person, Third-Person, Top-down, Isometric, and Side-Scroll).

[quote name='Krohm' timestamp='1326363594' post='4901950']
I honestly think this is very, very complicated. I'd have serious trouble in stuffing this in my current system.
[/quote]

Its my belief that the Server/Client Engine would have to be designed from the ground up with this concept in mind, it would be extremely difficult to retrofit an existing Server/Client Engine. S3GP is designed and developed to support this concept. My design strategy is to consolidate at every level of the development process. Starting with the consolidation of the game mechanics within each Genre:

  1. Examine as many genres as possible.
  2. Identify common systems.
  3. Consolidate and Merge Systems that share similar features. (Some of these consolidated systems will be non-traditional or experimental.)


I'm taking a top-down approach (also known as step-wise design) breaking down a complex system to identify the broadest set of supported features. The motivation behind this philosophy is to consolidate systems starting with the most complex or elaborate systems. For example, using an Advanced Physics Engine for to provide all collision detection and physics simulation requirements.

Consolidation at higher levels can also be achieved. The Modular Entity Construction Hierarchical Sets (MEChS) is a 3D Entity Construction System originally conceived with the intention of creating various customizable static/animated 3D entities for RPGs by inter-connecting different modeled part combinations. It was realized that the system could also be employed in other genres to:

  1. Create `whole` pre-fab entities useful in other types of games.
  2. User Entity Customization
  3. Parts-based Model Packs System.


MEChS consolidates Entity Creation and Customization for RPGs, Racers, RTS, FPS, Fighters, etc into one system. Entity Creation and Customization also exist for games that normally don’t require it, which in itself can be exposed to present a new twist within the Game.

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