So, about that CoH2...
The problem with new MMOs is that you only get about half a game.
As excited as I am to see a COH 2, I know there is no way it can have as many costume options, powersets and content as the game we now have. So while on paper it's exciting, it'll probably be a long time after launch before it is in a state that feels half as complete as COX does now(and even now we have stuff that still needs doing). |
Playstation 3 - XBox 360 - Wii - PSP
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Samuel_Tow: Your avatar is... I think I like it
I just want to see scrap metal stapled all over the Eiffel Tower.
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You can see a passable resemblance of scrap metal stapled to a steel frame on another famous French construction given to the USA. It's called the "Statue of Liberty" I believe.
Thelonious Monk
Terminal Velocity wonders: Speaking of location, wonder why they chose Rhode island? |
Dec out.
Places I'd like to go in CoH2, whether it be in another world, across this world, or through time:
- Something steampunk Western themed: Not just a any old Western, but steampunk Western!
- Feudal Japan: With a touch of high-fantasy added.
- Areas of modern Asia in general: Singapore, Malaysia, Japan, Korea, you get the idea.
- Praetoria, of course: I wonder, does Tyrant still rule all of Praetoria later in the timeline?
- Medieval Europe: With a bit more high-fantasy flair. Knights, dragons, wizards, dark elves, and more!
- Prehistoric times: Dinosaurs! I don't have to say much more, do I?
- Atlantis: Lets make it simple, everyone can somehow breathe or hold their breath for as long as they want underwater. Gives us an excuse to make more underwater and bikini costume sets!
- Moon base: Probably change the movement speeds of players to be a little floaty.
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Samuel_Tow: Your avatar is... I think I like it
Places I'd like to go in CoH2, whether it be in another world, across this world, or through time:
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Perhaps there, you could visibly show badges, or badges might have their own unique trophy model. Defeating X amount of Tsoo Bosses might give a Tsoo Sorcerer hat that you would be able to display, for example. Or even the defeat 1000 Rikti Monkies badge would give your place a Rikti Monkey pet that wanders around the appartment.
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Samuel_Tow: Your avatar is... I think I like it
Mission Architect where you can place phasing contacts at specific coordinates in the world?
Here's an off-the-wall thought, what new markets could COH2 be introduced into? We've seen that CoH didn't do well in the Korean market and I kind of doubt CoH2 would either but what about new markets like India?
I was surfing around wiki and was suprised to find there's a significant Indian comic industry. An admitately non-scientific google search for Indian MMO's came back with numerous hits including an Indian MMO site http://mmorpg.in/ which seems to indicate MMO's are becoming popular in India. Put the two together and you may have a fertile, new market for CoH2 (or even CoH.)
I would do things differently for the Indian market than was done for the Korean market. Instead of just translating the existing content, as was done with CoH Korea, I would partner with an Indian comic company like Raj Comics and design a city set in India with level 1-50 content specifically designed for the Indian market. I'd also translate the Indian content into English/German/French and allow the traditionally market access to it while translating the traditional content into Indian and allowing Indian players access to it.
It is better to ask forgiveness than permission.
One or two Indian signature heroes would be a good move too, if they wanted to try and break into that market.
@Golden Girl
City of Heroes comics and artwork
One or two Indian signature heroes would be a good move too, if they wanted to try and break into that market.
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(Seriously though, I don't care if it's my family or not, I am NOT taking the side of anyone who kidnaps the WIFE OF GOD.)
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I'm ready! I already have an ancient Indian character named Parashu!
Dec out.
What could CoH2 honestly do that they could not simply add to CoH1? They would be creating that game from the ground up. They could use that development time completely redoing every model, every texture, every animation, every VFX, further upgrading the graphics engine in this game, re-balancing every AT, adding new ATs, adding new content features, and still have an easier time doing that than creating an entirely new game.
There is no logical reason for them to not simply keep upgrading what they already have.
Also, if they started working on a CoH2 it would take years to finish, and content updates for this game would almost completely dry up during that massive amount of time because they would have to severely reduce the size of their live team to direct employees to working on the sequel.
This game is already so-so with it's population. If they even tried that, the game would literally die off during that massive period of stagnation before they finished and they would no longer even have the resources to continue working on the sequel.
Basically, only one of three things can happen here. Either there will not be a sequel, the "sequel" would be made by entirely different people and just be another Champions Online, or the morons would "die" trying.
Akiru_NA wonders: What could CoH2 honestly do that they could not simply add to CoH1? |
They would be creating that game from the ground up. They could use that development time completely redoing every model, every texture, every animation, every VFX, further upgrading the graphics engine in this game, re-balancing every AT, adding new ATs, adding new content features, and still have an easier time doing that than creating an entirely new game. There is no logical reason for them to not simply keep upgrading what they already have. |
Also, if they started working on a CoH2 it would take years to finish, and content updates for this game would almost completely dry up during that massive amount of time because they would have to severely reduce the size of their live team to direct employees to working on the sequel. |
Basically, only one of three things can happen here. Either there will not be a sequel, the "sequel" would be made by entirely different people and just be another Champions Online, or the morons would "die" trying. |
Dec out.
A monster truckload of things they can't do now because of the engine they're using.
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Except that it's more costly and time-consuming to redo stuff than to just start fresh with a new engine.
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If you actually mean the core engine than I guess that could make sense, but that wasn't what I was talking about. None of what I listed involved the core engine.
I was talking about the fact that a new game would require entirely new models, textures, animations, VFXs, and massive amounts of effort thinking of how the game would function and coding it.
Then they would have to add entirely new content to it. And it would still be 6 years behind this game in terms of development time; it would be nothing more than an empty pretty shell until it's been around a few years.
Unlikely that it would be the same people working on both. Paragon Studios is very compartmentalized that way, as is wise.
Or they could have dev teams lead by CoX vets with new folks under them and possibly have it be very successful. It's not like they didn't do exactly that when NCSoft bought Cryptic out. |
I could very easily see us getting 1 or maybe 2 issues a year if they did this.
Akiru_NA wonders: That's easy to say, but there's nothing wrong with the engine they have. And while I'm not part of the business, I don't understand what's stopping them from tweaking the engine they already have. I'm pretty sure that's what they did when they added Ultra Mode. |
That makes no sense at all. Can you explain that? |
If you actually mean the core engine than I guess that could make sense, but that wasn't what I was talking about. None of what I listed involved the core engine. I was talking about the fact that a new game would require entirely new models, textures, animations, VFXs, and massive amounts of effort thinking of how the game would function and coding it. Then they would have to add entirely new content to it. And it would still be 6 years behind this game in terms of development time; it would be nothing more than an empty pretty shell until it's been around a few years. |
They could use that development time completely redoing every model, every texture, every animation, every VFX, further upgrading the graphics engine in this game, re-balancing every AT, adding new ATs, adding new content features, and still have an easier time doing that than creating an entirely new game. |
I don't know how involved NCSoft might be in helping them, but Paragon isn't made of money that they can just throw at the problem. They can hire a few new people, but most of their developers and creative effort would still be focused on making the sequel. I could very easily see us getting 1 or maybe 2 issues a year if they did this. |
Dec out.
Except that you said this...
That doesn't sound any different than what you claim will be too costly and time consuming. Now granted, it would take a while (and people are suspicious that it's going on right now), but CoX is an OLD game in this industry that looks and plays OLD to the more leading edge players. I'm fine with it, or your idea, just to clarify, but I'm not a gamer type, and that's where the money is. The "completely redoing" part your proposing would be just throwing new patches on a wearing out tire. If you're going to go to all that trouble, better to put the effort into something that has more chance of lasting. |
And I have experience creating many of those things for games. I said I'm not part of that business, but I've been a long time modder for a few different games. I was one of the top-end modders for Oblivion.
Unless there is some huge disconnect between professional development of those things and modding them into a game, it is absolutely not easier to create something from nothing at all than to alter/improve/replace something that is already there.
It's possible the core engine may be different since that is something modders never have access to, but models/textures/animations/effects/scripts etc? Not a chance.
Akiru_NA notes: And I have experience creating many of those things for games. I said I'm not part of that business, but I've been a long time modder for a few different games. I was one of the top-end modders for Oblivion. Unless there is some huge disconnect between professional development of those things and modding them into a game, it is absolutely not easier to create something from nothing at all than to alter/improve/replace something that is already there. It's possible the core engine may be different since that is something modders never have access to, but models/textures/animations/effects/scripts etc? Not a chance. |
Dec out.
It may be. Oblivion's engine is not this engine. Those things wildly vary. Modders are working under a structure the devs built. It's like saying making an AE arc is the same as being a dev.
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I don't know if you've ever played Oblivion, but with one of my mods I made it so that the player would get spattered in blood any time they killed a target up close, and could wash it off by stepping in water.
And there is no variation from game-to-game in the creation of those things I listed. Maybe in how they're exported, stored or referenced, but those are basically just semantic differences.
I don't know the specifics of this engine enough to argue with you. I'm sure someone more tech oriented will though (or, conversely, tell me I'm wrong).
Dec out.
The problem with new MMOs is that you only get about half a game.
As excited as I am to see a COH 2, I know there is no way it can have as many costume options, powersets and content as the game we now have.
So while on paper it's exciting, it'll probably be a long time after launch before it is in a state that feels half as complete as COX does now(and even now we have stuff that still needs doing).