Elle Couerblanc wrote:So EQ Next and EQ Landmark will not be merged into a single game?
Anarch Allegiere wrote:Elle Couerblanc wrote:So EQ Next and EQ Landmark will not be merged into a single game?
EQN:Landmark serves both as a stand-alone game and as the design corner for EQN. Templates made in Landmark can be sold and used in the MMORPG EQN which will use the same game engine, voxel, destructible / repairable world and gathering and crafting but building will be a lot more regulated and restricted from what I could understand. I also believe they're going to add premade designs and templates to EQN for which you could gather materials and then build it somewhere.
The details are still vague and it'll probably take a while before they'll clarify exactly how everything is supposed to work in EQN.
If anything the good part will be that it's going to be a sandbox MMO without letting people making their own gameplay rules and RP bans
Camelot Unchained wrote:
Last, but certainly not least, let us focus on the part of our game where we can claim the strongest use of the sandbox and open-world mechanics, RvR. Because we are eschewing PvE, we are also simultaneously saying goodbye to the most linear of all MMORPGs elements, the storyline. Of all the things that make the vast majority of MMORPGs feel like theme parks, it is how the designers lay out and intertwine the story arc, world and a character’s progression through them. CU will have a strong backstory of course but CU will not have a story arc created by a writer; rather the players will write that story as their accomplishments both fill out and change the world. While CU does have a box around it (for example, you can’t eliminate the other side(s) from the game and/or drive them from the whole world), the players themselves, and not the designers, shape and evolve the territory on which the RvR action unfolds. We will give the players the tools that they need to capture and control territories, to build and teardown structures, to engage nightly in RvR battles and to call upon forces that can physically change the world but in what order/manner this happens is based solely on the players’ actions and not a pre-determined story arc. While we will lay out the world’s topography and we will place a limited number of some key structures throughout it, it will be the players who will determine where the vast majority of the structures are placed and how they will be arranged, what their function is and even their power. This is truly the embodiment of the sandbox mechanic, as it will apply to CU and any other game of the same type and besides, maybe there are some rather powerful beings that even do more than simply building and destroying structures.
What this all means is that CU cannot rightfully claim to be a “true sandbox MMORPG” but what it can be is an MMORPG that will have more in common with sandbox games than theme-park games.
Oakblade asked: Will we have complete freedom in how we build in allowable areas?
This is a tough one. We want to allow players to be ultra creative with their building designs, without having the countryside littered with wood and stone genetalia. Some of you might love to create a giant phallus home in which to mount your battle trophies… For others, that oversized penis-like thing kinda breaks immersion. This issue will require a lot of thought and careful planning! Truth is, to allow the level of creativity we desire, over-sized replicas of organs may not be avoidable, we shall see.
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