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	<title>Comments on: Multiplayer and online&#8211;but, RPG?</title>
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	<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/</link>
	<description>The inside story of an indie MMO by Jason McIntosh.</description>
	<lastBuildDate>Wed, 21 Dec 2011 04:45:00 +0000</lastBuildDate>
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		<title>By: jason</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-176</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Fri, 29 Feb 2008 16:42:55 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-176</guid>
		<description>Konig, in theory, we will avoid the situation of everyone wanting particular items because the capabilities of all items are highly customizable. So you might have two baseball caps with very different capabilities, depending on what properties the owners chose to &quot;fuse&quot; into them (works a lot like gem sockets in other games).

Interesting idea using a kind of economic model to balance the power of items based on supply.

Thanks for the in-depth thoughts. I&#039;m always happy to read well-constructed viewpoints. :)</description>
		<content:encoded><![CDATA[<p>Konig, in theory, we will avoid the situation of everyone wanting particular items because the capabilities of all items are highly customizable. So you might have two baseball caps with very different capabilities, depending on what properties the owners chose to &#8220;fuse&#8221; into them (works a lot like gem sockets in other games).</p>
<p>Interesting idea using a kind of economic model to balance the power of items based on supply.</p>
<p>Thanks for the in-depth thoughts. I&#8217;m always happy to read well-constructed viewpoints. <img src='http://liladreams.creatrixgames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Konig</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-175</link>
		<dc:creator>Konig</dc:creator>
		<pubDate>Fri, 29 Feb 2008 16:02:48 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-175</guid>
		<description>It&#039;s a fairly original approach - we see it in Iron Dukes &amp; Gunbound.

Take note of the situation we see in Gunbound though.  I remember playing a year or so ago, and there were &#039;stat on&#039; and &#039;stat off&#039; servers - in the stat on servers, everyone had a pirate coat, mecha tail, warrior headdress...  everyone.  Those that didn&#039;t couldn&#039;t compete.

Now, we know Lila Dreams isn&#039;t necessarily a competitive game, but a lot of people won&#039;t get this into their heads.  They&#039;ll think of it as the fastest way to kill monsters, get places, take objectives or get more loot.  If there is &#039;top tier&#039; equipment, people will aim for it... it&#039;s just the way some people play.

One option is to have equipment balanced against itself.    Say, there&#039;s common, uncommon &amp; rare equip.  If you&#039;re wearing a Baseball Cap (c), the stat bonuses it offers are on par with every other common hat.  Same for all uncommon gear &amp; rare gear.

Another option is to prepare the game to balance itself.  So you set it so that if there&#039;s a piece of equipment that 25% of the game is wearing, then they get -25% to their earnings of PoM &amp; drops.   Make it automatic to take the strain away from the devs &amp; leave it up to the players.

Conformity is bad... or maybe it&#039;s one of the challenges our girl Lila has to face in real life.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a fairly original approach &#8211; we see it in Iron Dukes &amp; Gunbound.</p>
<p>Take note of the situation we see in Gunbound though.  I remember playing a year or so ago, and there were &#8216;stat on&#8217; and &#8216;stat off&#8217; servers &#8211; in the stat on servers, everyone had a pirate coat, mecha tail, warrior headdress&#8230;  everyone.  Those that didn&#8217;t couldn&#8217;t compete.</p>
<p>Now, we know Lila Dreams isn&#8217;t necessarily a competitive game, but a lot of people won&#8217;t get this into their heads.  They&#8217;ll think of it as the fastest way to kill monsters, get places, take objectives or get more loot.  If there is &#8216;top tier&#8217; equipment, people will aim for it&#8230; it&#8217;s just the way some people play.</p>
<p>One option is to have equipment balanced against itself.    Say, there&#8217;s common, uncommon &amp; rare equip.  If you&#8217;re wearing a Baseball Cap (c), the stat bonuses it offers are on par with every other common hat.  Same for all uncommon gear &amp; rare gear.</p>
<p>Another option is to prepare the game to balance itself.  So you set it so that if there&#8217;s a piece of equipment that 25% of the game is wearing, then they get -25% to their earnings of PoM &amp; drops.   Make it automatic to take the strain away from the devs &amp; leave it up to the players.</p>
<p>Conformity is bad&#8230; or maybe it&#8217;s one of the challenges our girl Lila has to face in real life.</p>
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		<title>By: Aushou</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-174</link>
		<dc:creator>Aushou</dc:creator>
		<pubDate>Thu, 28 Feb 2008 22:30:44 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-174</guid>
		<description>This has nothing to do with this post, but I would like to ask greg the art-man a question.

I want to blow up an image of the concept art into a poster, becuase it&#039;s just amazing, and think it could help me with my art. But there are two things I have to clear first.
One, is this okay with you, Greg?
And two, it&#039;s copywrighted, and Kinko&#039;s won&#039;t allow me to blow it up without consent from you.
So, any help here?</description>
		<content:encoded><![CDATA[<p>This has nothing to do with this post, but I would like to ask greg the art-man a question.</p>
<p>I want to blow up an image of the concept art into a poster, becuase it&#8217;s just amazing, and think it could help me with my art. But there are two things I have to clear first.<br />
One, is this okay with you, Greg?<br />
And two, it&#8217;s copywrighted, and Kinko&#8217;s won&#8217;t allow me to blow it up without consent from you.<br />
So, any help here?</p>
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		<title>By: kevbo</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-173</link>
		<dc:creator>kevbo</dc:creator>
		<pubDate>Wed, 27 Feb 2008 23:48:24 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-173</guid>
		<description>I will admit that I don&#039;t like any MMOs but have been following this game with great anticipation. I personally do not think a &#039;market&#039; is needed. Maybe as something down the line but it should be put on the back burner while other big details are ironed out.

I also like the idea of growing an item or buying it thru microtransactions. Concept art is phenomenal as always  :)

Keep up the good work and don&#039;t loose sight of your inspiring vision</description>
		<content:encoded><![CDATA[<p>I will admit that I don&#8217;t like any MMOs but have been following this game with great anticipation. I personally do not think a &#8216;market&#8217; is needed. Maybe as something down the line but it should be put on the back burner while other big details are ironed out.</p>
<p>I also like the idea of growing an item or buying it thru microtransactions. Concept art is phenomenal as always  <img src='http://liladreams.creatrixgames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Keep up the good work and don&#8217;t loose sight of your inspiring vision</p>
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		<title>By: Aushou</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-172</link>
		<dc:creator>Aushou</dc:creator>
		<pubDate>Wed, 27 Feb 2008 21:33:35 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-172</guid>
		<description>No market?
That&#039;s a bad move, in my opinion. If there&#039;s no way to trade directly between players, this could frustrate many people.
I agree with Fyorl, if no market, at least trade between players. One game I played, Fiesta, each person could set up a tiny mushroom house/store on the road, and sell their items from a personal store. I found it a good way to exchange items, and it&#039;s not exactly a market.</description>
		<content:encoded><![CDATA[<p>No market?<br />
That&#8217;s a bad move, in my opinion. If there&#8217;s no way to trade directly between players, this could frustrate many people.<br />
I agree with Fyorl, if no market, at least trade between players. One game I played, Fiesta, each person could set up a tiny mushroom house/store on the road, and sell their items from a personal store. I found it a good way to exchange items, and it&#8217;s not exactly a market.</p>
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		<title>By: Gophur</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-171</link>
		<dc:creator>Gophur</dc:creator>
		<pubDate>Wed, 27 Feb 2008 18:00:20 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-171</guid>
		<description>&quot;(Plus, I really enjoy complexity–my game designer Achilles Heel, perhaps?)&quot;

It certainly can be. &quot;Easy to learn yet hard to master&quot; is a mantra that is easy to say and hard to do. Even harder, oft times, is making things simple enough that players can actually understand them or that they can be explained easily and yet the combination of these simple elements leads to deeper play. Perhaps my achillie&#039;s heel is always trying to simplify but accessibility is a real part of the success of a game.

&quot;If you are like me, you enjoy making tough decisions between two or more really great choices.&quot;

Players tend to agonize over these choices. They can indeed be an exit point from the game if the player can&#039;t remedy a choice or if the choice is bound to a buyer&#039;s remorse. Remember that the grass is always greener on the other side. players might like to walk in both fields to be sure which one in which they really want to frolic.</description>
		<content:encoded><![CDATA[<p>&#8220;(Plus, I really enjoy complexity–my game designer Achilles Heel, perhaps?)&#8221;</p>
<p>It certainly can be. &#8220;Easy to learn yet hard to master&#8221; is a mantra that is easy to say and hard to do. Even harder, oft times, is making things simple enough that players can actually understand them or that they can be explained easily and yet the combination of these simple elements leads to deeper play. Perhaps my achillie&#8217;s heel is always trying to simplify but accessibility is a real part of the success of a game.</p>
<p>&#8220;If you are like me, you enjoy making tough decisions between two or more really great choices.&#8221;</p>
<p>Players tend to agonize over these choices. They can indeed be an exit point from the game if the player can&#8217;t remedy a choice or if the choice is bound to a buyer&#8217;s remorse. Remember that the grass is always greener on the other side. players might like to walk in both fields to be sure which one in which they really want to frolic.</p>
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		<title>By: Fyorl</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-170</link>
		<dc:creator>Fyorl</dc:creator>
		<pubDate>Wed, 27 Feb 2008 17:33:21 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-170</guid>
		<description>Sounds like a great way of giving players a sense of achievement while avoiding levels. Avoiding levels avoids the need for level grind. Perfect. Plus, with all the amazing concept art I&#039;ve been seeing, I have no doubt the numerous pieces of equipment that are available will look great.

Even if there&#039;s no economy between players, will there still be a way to trade? If there was no way to trade it would cut a large swathe out of the multiplayer aspect of the game as well as reducing the number of ways players can co-operate.</description>
		<content:encoded><![CDATA[<p>Sounds like a great way of giving players a sense of achievement while avoiding levels. Avoiding levels avoids the need for level grind. Perfect. Plus, with all the amazing concept art I&#8217;ve been seeing, I have no doubt the numerous pieces of equipment that are available will look great.</p>
<p>Even if there&#8217;s no economy between players, will there still be a way to trade? If there was no way to trade it would cut a large swathe out of the multiplayer aspect of the game as well as reducing the number of ways players can co-operate.</p>
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		<title>By: jason</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-169</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Wed, 27 Feb 2008 14:48:21 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-169</guid>
		<description>FluffFluff, we are going to try out a couple of things regarding durability of items. That would mostly apply to weapons, defenses, and tools since those are the types of things you &quot;use&quot; and which logically would &quot;wear out,&quot; but they will never be completely destroyed by use. There&#039;s probably going to be a minor need to keep them &quot;repaired.&quot;

The reason you would want multiple items of the same kind, though, is because you will have a lot of control over customization of their capabilities. So you might want two or three of the same kind of item with differently balanced capabilities for various situations.

Good SirWamsly, creatures you kill will only ever drop one kind of thing, a form of currency called &quot;Pieces of Mind&quot;  (poms, for short). But you can peacefully &quot;harvest&quot; other stuff from creatures and plants out in the wild. So, gardening materials will be scattered throughout the explorable areas. Gardening starts from scratch in the garden, with a seed.

My current plan is that there will be no economy between players at all. This could change (depending on how testing goes), but for now that is the plan. But there will be a market where you can buy/sell with NPC salespeople.

Growing is the only way to get items, unless you purchase them with micro-transactions as a convenience. Growing will take some time, unlike other crafting systems.

Keep the questions coming! It let&#039;s me know that there&#039;s still interest in the game. :)

r.Okamo, that&#039;s actually a screenshot from the game Iron Dukes.</description>
		<content:encoded><![CDATA[<p>FluffFluff, we are going to try out a couple of things regarding durability of items. That would mostly apply to weapons, defenses, and tools since those are the types of things you &#8220;use&#8221; and which logically would &#8220;wear out,&#8221; but they will never be completely destroyed by use. There&#8217;s probably going to be a minor need to keep them &#8220;repaired.&#8221;</p>
<p>The reason you would want multiple items of the same kind, though, is because you will have a lot of control over customization of their capabilities. So you might want two or three of the same kind of item with differently balanced capabilities for various situations.</p>
<p>Good SirWamsly, creatures you kill will only ever drop one kind of thing, a form of currency called &#8220;Pieces of Mind&#8221;  (poms, for short). But you can peacefully &#8220;harvest&#8221; other stuff from creatures and plants out in the wild. So, gardening materials will be scattered throughout the explorable areas. Gardening starts from scratch in the garden, with a seed.</p>
<p>My current plan is that there will be no economy between players at all. This could change (depending on how testing goes), but for now that is the plan. But there will be a market where you can buy/sell with NPC salespeople.</p>
<p>Growing is the only way to get items, unless you purchase them with micro-transactions as a convenience. Growing will take some time, unlike other crafting systems.</p>
<p>Keep the questions coming! It let&#8217;s me know that there&#8217;s still interest in the game. <img src='http://liladreams.creatrixgames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>r.Okamo, that&#8217;s actually a screenshot from the game Iron Dukes.</p>
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		<title>By: TwistedTextiles</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-168</link>
		<dc:creator>TwistedTextiles</dc:creator>
		<pubDate>Wed, 27 Feb 2008 14:16:18 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-168</guid>
		<description>I love the little scarecrow guy in the concept art...and the rock formations/geodes/glass crystals.  

Oh how I wish I could borrow the &quot;artistic lobe&quot; of Greg&#039;s brain just for a day!</description>
		<content:encoded><![CDATA[<p>I love the little scarecrow guy in the concept art&#8230;and the rock formations/geodes/glass crystals.  </p>
<p>Oh how I wish I could borrow the &#8220;artistic lobe&#8221; of Greg&#8217;s brain just for a day!</p>
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		<title>By: r.Okamo</title>
		<link>http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/comment-page-1/#comment-167</link>
		<dc:creator>r.Okamo</dc:creator>
		<pubDate>Wed, 27 Feb 2008 10:16:27 +0000</pubDate>
		<guid isPermaLink="false">http://liladreams.creatrixgames.com/blog/2008/02/26/multiplayer-and-online-but-rpg/#comment-167</guid>
		<description>Hello Jason,

Thanks for the great update! The image posted in this entry, is this a preview of some of the ingame interfaces? If it is, I&#039;m certainly loving the look! I&#039;m assuming it&#039;s still in development, of course? How likely is it to change?

Looking forward to hearing more!</description>
		<content:encoded><![CDATA[<p>Hello Jason,</p>
<p>Thanks for the great update! The image posted in this entry, is this a preview of some of the ingame interfaces? If it is, I&#8217;m certainly loving the look! I&#8217;m assuming it&#8217;s still in development, of course? How likely is it to change?</p>
<p>Looking forward to hearing more!</p>
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