Table rase après TGM2010 ?

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Le site wodnews.net (très investi dans la collecte et la diffusion d'informations relative à ce futur mmorpg) aurait reçu des informations provenant d'une source proche du "projet WoD". Cette source aurait communiqué que les informations diffusées avant et pendant La Grande Mascarade (TGM) 2010 seraient caduques et que tout devait être vérifié.

Je n'ai pas le temps de faire la traduction maintenant donc je remet ici la collecte d'info et les commentaires du site pour les anglophones. Les autres, faites vous expliquer la chose
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Not a lot of quests. Org versus org. Player-driven faction content and conflict.
Certainly player driven content, conflict is still a focus as CCP has been talking about that at TGM 2011 and recent Fanfests. As for not a lot of quests that has not been mentioned so I am going with possibly changed on some level. Also consider Eddy Webb is writing for the MMO full time that is a lot of potential dialog, story lines.

Not a WOW clone. Repetitive quests are boring and unfulfilling.
No brainer, still a focus as been mentioned many times since.

Concerns over how mental or social influence powers are handled. How to do this well and meaningfully? Players uncomfortable with a loss of control over avatar. Players want to control other characters, however.
This seems more a debate then hard facts about the mechanic. I am sure this debate is still on going internally to some degree.

Territory control. An adult-only play space. Roleplayers want a space where the integrity of the setting colors the conversation. Don't want to suffer through Chuck Norris jokes and other immersion-breaking chatter.
Systems were talked about at TGM 2011 and to some extent Fanfest. So still on the table.

Content that reinforces themes that are the cornerstones of the WoD. "Shivers up the spine."
Still a focus even if not outright said like this.

An exploration of who a new character is, so that he's not just dropped tabula rasa into the world. Random backgrounds, connections to the world, hooks into world participation.
While I am sure this is a strong want by CCP to be included, since learning the concept and content for mortals was cut back deeply and we have not really heard anything else about this post 2010 I am going to say very possibly changed or off the table. On the flip side the leaked images from the Year One demo shows there are things like mortal backgrounds during character creation so this may be what is meant by the above assuming those elements are still in the current game.

Powers that cleave closely to the powers that exist in the game, but also expand into new directions for appropriate Disciplines. Making them work in tandem with the system, so that they make sense in the world.
Making changes to the PnP system so they work in a MMO has been said many times over the past few years, thus still on the table.

Finite numbers of the supernatural critter types.
Another no brainer even if not said out right, thus still valid.

Permadeath. Server type preference?
Permadeath yes, however we know one shard so server choice is certainly off the table.

Allow social powers to be socially versatile. A character can be successful socially; not all advancement is tied to combat or traditional "leveling."
Clarified and confirmed at TGM 2011 and more recent interviews thus still on the table.

Factional control of regions or assets. Benefits to controlling key areas or establishments.
Ditto above, still on the table.

Live team events built upon a foundation of existing world lore. Real-time events, historical Masquerade characters, GM NPCs who can be interacted with or pull players into stories.
Nothing along those lines have been talked about since, thus possibly off the table or changed.

Influences, boons, hallmarks of the social origins of vampires.
Nothing along those lines have been talked about since, thus possibly off the table or changed.

Accessible to casual players. Low-intensity tasks to just pick up and do so players don't have to sit there idly.
More or less stated again at TGM 2011.

Playable Sabbat.
Since at no time has their comments ever changed from Cammy only playable kindred post 2010 we are fairly confidant off the table at this point. However it is fair to note if the Fanfest 2012 comment of "the originals" means 13 not 7 clans then that opens the door for other sects. But until we get confirmation otherwise, 7 cam clans only playable was the last verified answer of this topic.

Creation, building visible things that can be added to game. Ex. Toreador art, Nosferatu caverns. Some kind of crafting system.
Somewhat still on the table we know a low grade crafting system (more Age of Conan less Ultima Online) but the specific type of examples given seem a bit too in depth for the impressions given when they talked about the craft system. Thus possibly changed to off the table.

One big world with a dynamic power system that allows different factions to thrive.
Still a focus as this has been talked about more or less many times.

Stay true to the adult content. Blood, gore, darkness, tits.
Still a focus however at Fanfest 2013 they seemed to back peddle a bit on this topic as to the amount, type of adult content. So while in essence this is still on the table it is starting to sound like, due to the recent Fanfest comments, this is in the "changed" or perhaps "toned down" category.

Present the themes of the World of Darkness as playable elements. Let the players participate in the things that make Vampire what it is.
This is vague so depending how your interpret the post TGM 2010 comments one could argue this is on the table still or not. I rather take the safe road since we have not heard this since. Thus until we hear otherwise I am going with possibly changed or off the table.

Allow players to participate meaningfully as casual and part-time players.
Still on the table per TGM 2011 and Fanfest.

Image and customization consultation -- players helping other players create their looks.
Possibly changed or off the table as 2010 was the only time we heard about this.

Playable neonate-ancilla-elder model with meaningful play, all with impact on the in-world vitae economy.
Possibly changed or off the table as 2010 was the only time we heard about this.

Status system -- how to represent and elder concept. Players that can participate as setting, a piece of the environment.
Possibly changed or off the table as 2010 was the only time we heard about this.

Unique and empowering via rarity.
Unknown what this means exactly so 50/50

Rarity of combat unless it's a character's focus.
With all the talk of combat since 2012 going to say combat has more focus then it did in 2010 thus changed in scope.

Severity and fearsomeness of combat.
Still true due to what was said at TGM 2011 and in more recent interviews.

World that responds to the actions of the characters. Dynamic, changing, adapting to how players use the world.
Stated at TGM 2011 thus still on the table on some level.

A system to allow players to form groups of their own design as opposed to just sharing commonalities like clan and Disciplines.
Since no more talk of guilds has been said since 2010 have to go with possibly changed or off the table.

GBLT friendly content.
WoD News has confirmed no more focus on GBLT content. While some may still appear in-game they are no longer actively trying to showcase, cater to such.

Rewards for advancement tied to tiered mastery of ability or chance rolls.
Possibly changed or off the table as 2010 was the only time we heard about this.

Final Death.
Confirmed to be in during 2011 and more recent interviews.

Bloodline characters. Seeing the effects of actions the players have taken in character selection.
With their Year One leaked demo screen shots showing us this it is possible this is still on the table however considering how old the YO demo and no talk of this since 2010 have to lean to possibly changed or off the table.

Use relationships with fan organizations to allow players to play their LARP characters and vice versa.
Said LARP was one of the inspirations for game play but this exact real life cross over has never been stated post 2010 thus changed or off the table.

Crafting +1 but not materials farming.
More or less confirmed, a basic, non-farming crafting system has been talked about more then once past few years.

Immersion as a priority. Reward the long-time player who's been into Vampire as opposed to the sillier players who are aggravating elements in other MMOs. Jumping goofball players break the mood.
More or less re-stated at TGM 2011 and other interviews.

Non-unique names as a matter of character identity.
Unsure what this means exactly but nothing like that has been said post 2010 so whatever it may mean it's off the table or changed.

Other WoD critters. The whole panoply of supernatural creature types.
Stated in 2011 and more recently other supernaturals will appear in game as NPCs/lore.

Cherry pick the strong parts of Requiem.
Stated more then once the setting will be VtM however they may take some mechanics of VtR as needed.

Mortals, participate in the Embrace, etc.
We know mortals can be embraced by kindred players.

Diablerie.
Confirmed in post TGM 2011.

Ability to flag self for PvP allowability.
Certainly changed or off the table as 2010 was the only time we heard about this. Most recent comments on this topic has been very few places anyone will be '100% safe'. Thus one could argue they have done a 180 on this mechanic/idea since 2010.

Communication needs. Make communication happen in a way that's not as as intrusive as "global chat UI".
While they have hinted toward a non-standard player communication system nothing has been out right said or explained post 2010. Thus we have to say possibly off the table or changed.

Politics outside clan and sect. City politics, for example. Domains and territories?
We know as of TGM 2011 and more recently territory is one of the resources players fight over. But politics have only been talked about vaguely. We are going with still on the table but changed from their initial concept.

A sense of history imparted to elder characters. Flashback sequences, historical instances, etc.
Possibly changed or off the table as 2010 was the only time we heard about this.

Narrative that's not wholly reliant on players to facilitate the content.
At TGM 2011 was stated a CCP 'metaplot' will be running in the background but take a backseat towards the player run drama/plots.

Control the rate of character progression and provide content so that casual and time-constrained players can still participate meaningfully.
Possibly changed or off the table as 2010 was the only time we heard about this.

Personal spaces like havens. Ability to damage or conspire against havens. Or help cultivate them.
Confirmed except the players raiding, helping other players havens. That may be off the table as not talked about since 2010.

Torpor as a clone-type mechanic as a backup.
Torpor will not work as it does in the PnP game, stated in 2012 by CCP. Thus still on the table in some form.

Casual player rewards and impetus.
Possibly changed or off the table as 2010 was the only time we heard about this.

Final note: Those aspects labeled "changed or off the table" should no longer be consider valid or true aspects for game play inclusion until we hear otherwise going forward
De rien. Je comprends que ce sujet semble "indigeste", mais c'est peut être l'occasion pour tout ceux qui s'occupent des fan-sites (dont JoL) de remettre en cause les informations à leur disposition. Ceci afin qu'elles restent valides, cohérentes et pertinentes.
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