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Obduction Backer |
Joined: Wed May 10, 2006 5:28 am Posts: 2266
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I think that RAWA is replying "in character", and nicely done too. I think, from what he is saying, that he has the metrics on how many pellets were done. Interesting question -- when Uru restarted, several times (Ubisoft days, Gametap days, the current server), did the pellet number reset? Was it a new version of Uru -- did the old numbers carry over? Does this count as the same Uru, or is it a new Uru all over again? Note: Thanks Marten for answering this -- I forgot that Ercanna wasn't in the original online release!!
Now, from a design perspective, I'm not sure that they have something coded, that after a certain number of pellets, the lake will get lighter. That sounds awfully complicated to me, and how did they test it? Perhaps they do, perhaps they don't, but if they have the numbers, they (Cyan) can reset the light level manually, after a certain number of pellets are dropped, of the right kind.
As to whether anyone (hey, me!) should feel bad about not doing pellets -- I don't feel bad. It's everyone's choice on what to do. I don't choose to participate in something where there might be a change in Uru, after some unspecified part of time, based on some unspecified number of pellets dropped.
On the idea that the game is the real world, and so that explains the time frame -- no, quite simply, no. Come on, everyone, you know that, as much as me. It's a simulation, a virtual world. The world designers choose what happens, in what time frame. It doesn't take us months, years to explore an age, like it would in real time. The time for us to explore an age is compressed. We can jump really high, we can't get hurt. We don't need to eat, we don't die. We can't use our arms. It's a simulation, a virtual world. Virtual worlds work best when things appear to be internally consistent, in a time frame that works for the players. Now, it looks like there is a plan for something to happen over a long time frame -- a design decision Cyan made. It's an interesting design choice, and an interesting question -- will this keep people's attention? Will players elect to keep dropping pellets so that something happens in the unspecified future? If players do this, then that was a good design decision. If players don't, then I'd say it was a design choice that didn't have the desired effect, didn't work. Also, stating the obvious, "blaming the players" has no meaning, it makes no sense.
Other interesting questions -- what will happen when we get multiple instances of Uru? If this is something in the server code -- then the open source developers will be able to look at it, and modify it,right? We'll see the code. Now if we get the server code released and that's not in there -- what does that tell you? Is it not in the server code, does it come in a different way, is it a manual thing Cyan elects to do -- lighten the lake after some amount of pellets? Or -- did Cyan elect to not share that piece, assuming they give us the server code. This is very interesting! Now I'm interested in the pellets!
Concluding with some level of optimism, if players want to do it -- that says something. Perhaps Cyan is making the decision to change the lake levels, and soon. Perhaps dragossh is right. I'd like that.
_________________ mszv, amarez in Uru, other online games, never use mszv anymore, would like to change it Blog - http://www.amarez.com, Twitter - http://www.twitter.com/amareze
Last edited by mszv on Thu Jul 08, 2010 2:31 pm, edited 3 times in total.
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