Joined: 11 Nov 2006
Location: Bevin Field Office - KI: 01350736
Quantity vs. Originality (in place of "quality" so you see what I'm driving at).
Uru is not a first-person shooter so the focus is not on creating a balance of choke points and strongholds, but rather on creating interesting vistas but also on interesting architecture.
I also wonder if it is likely that there will be many "prefabs" (to use the term from Valve's old Worldcraft editor, now Hammer) developed for use in worlds. This depends, I suppose, on how much of a role "beginner Ages" will play in MORE.
Prefabs would let some people with a focus on sculpting and small-scale artwork develop what they want, and it would let people more interested in creating larger worlds focus on creating vistas and not the nitty-gritty stuff. This is, of course, more or less the balance of skills found in any real-world game studio - although there is also crossover, and I wouldn't discourage that. I am wondering, then, how easy it will be for these groups to interact with each other, and also (but no less importantly) with people in the community who have strong specific ideas for puzzles or gameplay (i.e. hopefully everything remains a community effort and I hope artists will keep a strong presence on these main Forums, not just on blogs or on Guild sites).
For fun, let's end with a quote from the TF2 blog article:
In coming up with these ideas, we have a set of questions we ask about each one, for example:
* What are the costs in building this compared to the value it creates for the end user?
* What are the obvious types of new gameplay that we can create with this theme?
* Is this environment flexible enough that we can leverage it for our other gameplay types?
* Is this environment flexible enough to be usable for ideas we may come up with in future updates?
* Is this type of thing recognizable to a larger set of people?
* Has it been used successfully anywhere else? Has it been used too often?
* Does it create a unique experience that people will be drawn to?
* Can we leverage existing art assets to help build the new environment?