damianvila
Joined: 12 Nov 2006
Posts: 5
Location: Madrid, Spain
First of all, let me introduce myself. My name is Damián Vila. You can call me Demian, or D'mian
I've played Cyan games since Myst was released for the Macintosh. I've also read the novels. I took part of the Myst Online beta (I subscribed to these forums then), but never played the final Gametap version because I got hooked to another MMO called Eve Online. I've been playing Eve since then.
I recently realized that Gametap pulled the plug on Myst Online and that Cyan Worlds was going to be in charge of it.
Then I read this article about Myst online that kept me thinking about it.
One of the main problems I think this game had is that it takes a lot of effort to push quality content from the developers to the players on a regular basis. Cyan is now trying to give tools to the players so they can generate part of the content. That's truly great, though I don't know how well that will work.
Then I tried to thougt about something to keep the game interesting, while giving the users the power to add content but in an easy way. I thought about what made the game I play (Eve) interesting and tried to add some of my thoughts to a reasonable (but highly impossible) solution (I'll explain why its impossible later.)
Eve has an economy that keeps it interesting. Much of the game id about getting ways to generate money and dominating parts of the available space. An economy is a central part of a MMO game, so resources and trade goods are a necessity. Myst Online needs this, I believe.
The first question you have to make yourself is: what would you like to do as a Myst series player?
I have two answers for that: Visit ages and writing ages to visit. The "visits ages" is easy
I want to concentrate on the "write ages to visit".
The only way I believe that this could be possible is through procedural programming (much like the game Spore.)
Imagine this: you start at the D'ni cave (or at the Cleft, it doesn't really matter.) You just discovered this civilization and want to take part of its reconstruction (much like Gehn). This civilization needs resources. These resources are inside books. At the start of the game there are just a bunch of public books (the ones found that work) with ages all the population can use to get basic resources. Anybody in the game can go to this ages, grab things from there (that respawn at set intervals) and bring that back to D'ni. Then you give those resources to NPCs (that are part of NP guilds) that gives you some kind of credits. When you have enough credits you can buy goods to other NP guilds. The main goods are blank books and D'ni linking books (the ones used to go back to D'ni) but there should be more goods to buy, like furniture, etc.
You can do this alone or form guilds with another player to advance faster in the game.
So, now comes the difficult part.
In order to have more resources, you may write books.
Yes, I said "write books".
How?
Well, the idea is this.
The programers define a set of procedural rules to write ages. This rules are called by "writing" symbols on blank books.
Like other MMO games, you have skills. One of these skills is the skill of writing linking books.
As you advance in this skill, you get to know more "symbols" and more rules to combine them.
For example, the first symbol taught to you could be "sky". Then "earth", then "above" and "below". Then "soil", "volcanic", "weather", "rainy", etc. You get the idea.
So once you know the basics you can start writing a book. It would be by trial and error, combining words and see what comes out of it. Once you write a book, the procedural engine generates the age, and then you can link to it (of course, with a link-back book, otherwise you'll be trapped!)
Depending on how you combined the words, the age could be a stable and usable one or an ustable age, completely worthless. The stable ones are for you to keep (you can even expand those as you learn more D'ni words.) The unstable ones must be returned to a NP guild to be destroyed (but remember to take notes about what you do wright and wrong for future reference.)
In order to create a stable and productive age you must give a very precise description of that age. Make a mistake and you ruin its balance.
So, you'll have to keep buying blank books and keep learning words, to have more private ages available. You can even sell stable ages' books to other players if you wish, among the resources you get from your ages and the ones you buy from NP guilds, thus creating a market.
In that way, the programmers only need to generate the basic logic and building blocks (digital assets), and the users will be the ones generating content in an easy way. If they create a new object with a new set of rules (like how to build a cottage), they put new words to learn.
An added element of difficulty could be that every basic age might have some kind of unstability that you have to learn how to control.
The bad thing about this idea is that a procedural engine to power such a game is an extremely difficult thing to program. It could take many years of development (look at Spore!)
But I believe that this would be the ultimate Myst Online. One where the players would be able to write ages and visit them. And the ultimate goal would be to posses as many ages as you can, becoming a wealthy D'ni citizen.
I'd like to hear your opinions about this. Regards.
I've played Cyan games since Myst was released for the Macintosh. I've also read the novels. I took part of the Myst Online beta (I subscribed to these forums then), but never played the final Gametap version because I got hooked to another MMO called Eve Online. I've been playing Eve since then.
I recently realized that Gametap pulled the plug on Myst Online and that Cyan Worlds was going to be in charge of it.
Then I read this article about Myst online that kept me thinking about it.
One of the main problems I think this game had is that it takes a lot of effort to push quality content from the developers to the players on a regular basis. Cyan is now trying to give tools to the players so they can generate part of the content. That's truly great, though I don't know how well that will work.
Then I tried to thougt about something to keep the game interesting, while giving the users the power to add content but in an easy way. I thought about what made the game I play (Eve) interesting and tried to add some of my thoughts to a reasonable (but highly impossible) solution (I'll explain why its impossible later.)
Eve has an economy that keeps it interesting. Much of the game id about getting ways to generate money and dominating parts of the available space. An economy is a central part of a MMO game, so resources and trade goods are a necessity. Myst Online needs this, I believe.
The first question you have to make yourself is: what would you like to do as a Myst series player?
I have two answers for that: Visit ages and writing ages to visit. The "visits ages" is easy
I want to concentrate on the "write ages to visit".
The only way I believe that this could be possible is through procedural programming (much like the game Spore.)
Imagine this: you start at the D'ni cave (or at the Cleft, it doesn't really matter.) You just discovered this civilization and want to take part of its reconstruction (much like Gehn). This civilization needs resources. These resources are inside books. At the start of the game there are just a bunch of public books (the ones found that work) with ages all the population can use to get basic resources. Anybody in the game can go to this ages, grab things from there (that respawn at set intervals) and bring that back to D'ni. Then you give those resources to NPCs (that are part of NP guilds) that gives you some kind of credits. When you have enough credits you can buy goods to other NP guilds. The main goods are blank books and D'ni linking books (the ones used to go back to D'ni) but there should be more goods to buy, like furniture, etc.
You can do this alone or form guilds with another player to advance faster in the game.
So, now comes the difficult part.
In order to have more resources, you may write books.
Yes, I said "write books".
How?
Well, the idea is this.
The programers define a set of procedural rules to write ages. This rules are called by "writing" symbols on blank books.
Like other MMO games, you have skills. One of these skills is the skill of writing linking books.
As you advance in this skill, you get to know more "symbols" and more rules to combine them.
For example, the first symbol taught to you could be "sky". Then "earth", then "above" and "below". Then "soil", "volcanic", "weather", "rainy", etc. You get the idea.
So once you know the basics you can start writing a book. It would be by trial and error, combining words and see what comes out of it. Once you write a book, the procedural engine generates the age, and then you can link to it (of course, with a link-back book, otherwise you'll be trapped!)
Depending on how you combined the words, the age could be a stable and usable one or an ustable age, completely worthless. The stable ones are for you to keep (you can even expand those as you learn more D'ni words.) The unstable ones must be returned to a NP guild to be destroyed (but remember to take notes about what you do wright and wrong for future reference.)
In order to create a stable and productive age you must give a very precise description of that age. Make a mistake and you ruin its balance.
So, you'll have to keep buying blank books and keep learning words, to have more private ages available. You can even sell stable ages' books to other players if you wish, among the resources you get from your ages and the ones you buy from NP guilds, thus creating a market.
In that way, the programmers only need to generate the basic logic and building blocks (digital assets), and the users will be the ones generating content in an easy way. If they create a new object with a new set of rules (like how to build a cottage), they put new words to learn.
An added element of difficulty could be that every basic age might have some kind of unstability that you have to learn how to control.
The bad thing about this idea is that a procedural engine to power such a game is an extremely difficult thing to program. It could take many years of development (look at Spore!)
But I believe that this would be the ultimate Myst Online. One where the players would be able to write ages and visit them. And the ultimate goal would be to posses as many ages as you can, becoming a wealthy D'ni citizen.
I'd like to hear your opinions about this. Regards.





