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Menector

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A member registered May 16, 2024 · View creator page →

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I'll answer the points separately, as any response would have to be a bit long.  

"how do you anticipate managing the game's events to help them feel meaningful & unique while also avoiding them feeling like different flavors of a culture-slider"

Most events will have some minimum condition for certain "cultural aspects" to trigger and to unlock certain options, as well as the success rate for certain options.  In that way, there will be some "culture-slider" apparent features because some core concepts appear to be effectively opposites, such as competition and cooperation, and one may be dominant at a given time.  

However, the current idea is to keep track of both values separately (rather than as a spectrum) and allow a culture to potentially have both competitive and cooperative base attitudes simultaneously.  While Sparta was highly competitive in most things, they tended towards strong communal cooperation within their own ranks.  This is what creates their "brotherhood" ideals.  I'm still work-shopping exactly how I want to accomplish this, as trial and error will be key to making this fun and intuitive.  My two current approaches are:  tracking affinity between core ideals based on when they increase/decrease together due to decisions, or creating a layered ideal approach where certain combinations of core ideals can contribute to a higher ideal (such as "brotherhood" as a function of cooperation and xenophobic ideals).

Additionally, a larger culture will have several sub-cultures.  Spartan brotherhood only applied to true Spartans, who were effectively noble elites.  The rest were effectively conquered slaves with minimal rights.  The Spartan culture was influenced by both of these groups with very opposing ideals, and they protected against the lower class ideologies through rigorous upbringing and a police state.  These sub-cultures will support the creation of class systems, both explicit and implicit.  This creates a much more complex relationship than a traditional culture-slider.

"how much do you plan to stick to certain major historic events as 'singularities'"

For the sake of scenarios, such as the Greek story mode, the singularity approach is by design.  It will help give players a feeling of how much impact they have had with achievable goals and deadlines.  They will act as a yard stick to measure yourself by for identifying cause and effect.  

This is also a natural result of the macro decision design.  The player can't arbitrarily decide to, say, invade Africa or Rome, without some group/individual deciding it is a practical possibility.  Even in the context of Greece, when unified/conquered by Alexander they marched east to combat the more immediate threat of Persia, not west.  Rome was only a regional power then, whereas Persia was much more concerning.

Specific to the Greek story, Roman invasion was a factor of:  Rome's warmongering, Greece being a neighbor, and Greek infighting weakening their defenses.  Given the setting and pre-determined attitudes/decisions of established neighbors in and out of Greece, it is highly unlikely that the player alone could completely avoid the Roman invasion.  I don't currently see it as an option within the scenario, but I am open to the possibility should trial and error prove otherwise.

For sandbox mode, which would be an ideal post-launch update, the sky is the limit as far as I'm concerned.  I intend for these "singularities" to be much more organic than in the scenarios.

Last Frontier community · Created a new topic FAQ

This topic is meant to cover the most likely questions for those curious about the intent and goals behind this game.  Over time, this list will grow!


1.  Why attempt an MMO?

It's well known that MMOs are the most difficult (or nearly) type of game to develop.  For this game to reach that stage, it will have to grow heavily and we will likely have to expand our team.  So why shoot for this?  At it's heart, the mechanics behind Last Frontier truly shine in a player-dominated world.  It's the player's actions that will directly affect the environment and the development of the world as a whole.  While a single player experience could be provided, it would never utilize all the aspects of these mechanics.  Meanwhile, a small multiplayer server (with, say, 10-40 players) could approach these aspects, but would likely be too small to enable true player economies.  So, while early versions of this game may be limited to less than 300 players, the design will always consider scalability as a key factor in the hopes of eventually reaching true MMO status.


2. What type of MMO is this?

Last Frontier will have both sandbox and theme park mechanics.  The core functionality and "soul" of the game is sandbox, with the assumption that Players will dominate the economy, directly affect the evolution of the world, and essentially determine the future policies and direction of the world.  However, a bare-bones NPC economy will exist primarily as a launching point and external actors will attempt to exert their influence on the untamed frontier.  This may lead to events, quests, and future developments that are curated based on Player interactions.  However, these WILL depend on Player choices, and are not at all predetermined.  Some events may occur naturally as a result of the Players' impact on the environment and Players will be given the ability to create and manage their own quest systems.  To this end, we will call Last Frontier a "curated sandbox".


3. How will you generate new content?

While some content may be scripted by our team, the majority of content will evolve with the Player base and the semi-random evolution of the world.  Creatures will have a diverse set of genes that enable virtually endless (say, > 10^10) potential combinations.  While some traits may be more common than others, those creatures with "successful" traits will propagate and influence future evolutionary paths.  In theory, this will result in a highly diverse ecosystem of procedurally generated lifeforms that help with providing a consistently "new" experience.  Similarly, these unique creatures will have unique drops which can be used to create unique gear relating directly to the traits of the creature they dropped from.  This will enable a Player-based economy to thrive under a constantly evolving environment where no two Player-generated items are likely to be the same.


4.  What is the pricing scheme?

While this is still open for debate, the current pricing plan is to be subscription-based.  Firstly, as a game where content is ever evolving, we hope that Players will always feel that they can receive their money's worth of content that changes from week to week and month to month.  Secondly, we aim to avoid being labelled as "Pay 2 Win" in any significant way.  Should we ever adopt a model where real world money can be spent for in-world gain, it will be because: a) Subscription-based, donation-based, and cosmetic-based plans have failed; and b) separate servers will be provided for Players who wish to be able to pay and those who won't.  


5.  What if the project fails after launch?

In the fortunate event that we successfully launch we promise to guarantee the availability of the game as a service.  We will do this through either: a) accepting non-profit style donations purely to maintain a public server, b) creating a successor game to replace the original (Last Frontier 2?), and/or c) release a server version of the game that enables players to host their own private servers.  This game is intended to be a labor of love, and as long as Players wish to play it we will ensure that it is available to be played.

Also, by giving creatures a sort of survival instinct I hope to make encounters much more interesting.  Evolution and behaviors will trend towards survival when the environment becomes dangerous to them. 

Right.  It's a small step for now, but helps establish some basic mechanisms that can be used for intelligent behaviors later. 

A big concept this works towards is  perceived threat vs. actual threat.  By enabling individuals to move/act based on how much danger they "think" they're in, we can enable players (and creatures) the opportunity to "trick" them.  This makes them intelligent enough to be exploited, and ideally that'll be reflected in their evolution patterns as well. 

Last Frontier community · Created a new topic Q & A

Welcome!  This thread is for any general questions about the project.  Just post below and I'll try to get back to you in a timely manner!

It's important that the threat assessment portion IS in fact an estimate, specifically so creatures/players can utilize it as you said.  Players/ creatures that want to be ignored can have the ability to reduce their threat initially, and their real threat is only realized too late.  On the flip side, "tanky" players can artificially increase their perceived threat in order to draw extra attention to themselves (or attempt to scare the creature off).