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(Continuing my thoughts from Part 1...)

I mentioned previously that there was a lot of room for compromise between "high graphics, low flexibility" and "high flexibility, no graphics".

Second Life was one alternative which offered a lot of flexibility, but it still had issues.

You had the same "recurring fee" problem of an MMO, and it was considerably more of a show-stopper if you needed a significant amount of land to run your game, which you probably would. (As of this writing, Sim prices are $1000 set-up and $200 per month for a full-fledged region, or $200 set-up and $75 per month for a crippled OpenSpace sim. Most roleplaying groups would be rather put-off by that as a prerequisite, to put it mildly.)

And unless you got such a sim, you had no real ability to make your land truly private; parcel ban lines aren't as effective as a closed island in SL. Not everyone wants to hold their tabletop session on the equivalent of the corner sidewalk.

Using SL also would mean that griefer attacks were as much a risk as in an MMO, if not more (few MMOs have as many groups explicitly and publicly dedicated to deliberately ruining the experience for others as SL does, precisely because of the lack of subscription fees).


After awhile, I concluded that a good solution might be to go back to my old stomping grounds: First Person Shooters were traditionally very flexible thanks to the precedent of id software's Doom and Quake directly supporting modders, and they had excellent quality.

A modern game like Half-life 2, combined with something like Garry's Mod (a sandbox mod, sort of like Second Life, only using HL2 props and supporting Lua scripting) would be very useful for creating compelling environments. Garry's Mod even has a roleplaying gametype straight out of the box, though it has always felt a lot more video game-ish than what I'm intending to do. Add a Lua script like LiteRP, you have much of the work done on the interface and engine side of things. So you just need to handle the content angle.

But then we come back to that old problem: good graphics are time consuming and difficult. Most gamers just want to run/play their game, not spend months per session building stuff. The way I see VWORP games working is sort of a virtual LARP: it tends to be socially-oriented and it tends to have a number of recurring environments (the secret headquarters, the night club, etc.) So, in many games, once you have a good library of content built up, your needs tend to diminish somewhat. But still, getting started is a problem. How can we lower that initial barrier?

The solution I first came up with was a community of content creators (who often make stuff for fun) and gamers (who need stuff made so they can have fun). Bring the two together, and the problem could be taken care of. I have an image of a site where you can download packs of content in specific styles, or even for specific game settings. Modular buildings, to be connected up into an MMO-style area, for example. For more unique content, gamers could post requests, and creators could even take commissions on more unique things, such as custom player-models for specific PCs, just as artists on deviantArt take commissions on illustrations of those characters. And, being based on an FPS engine, the graphical quality would tend to be very high (higher than in an MMO).

However, that is for the future. In order to get there, I needed a way to bootstrap the community from basically, just me. So I still needed a short-term platform.

That's when I realized that OpenSim was much further along than when I had last checked (I previously mentioned OpenSim in my initial post). It has most of the advantages of Second Life (much quicker and more accessible building and character customization tools compared to an FPS) and few of the limitations of SL (it's free, you can run it completely privately, etc.). The only drawbacks are finding a way to host it, and the fact that the software is still in alpha and undergoing rapid development. Sometimes things break. Some things don't work at all. Still, it was sufficient for my purposes.

So, currently, my work on VWORP is being performed in OpenSim. I'm presently building private regions for our current Changeling game and our recurring Mage game, as well as the eponymous building from The Dreadful Secrets of Candlewick Manor.

We'll see how it goes.

Comments

( 7 comments — Leave a comment )
[info]daedius wrote:
Jul. 5th, 2008 02:20 pm (UTC)
Sounds like fun
I've touched with opensim before on the possiblitiy of an MMORPG. The platform is ripe for gaming. Also, where is this Mage game being setup at? My wife and I are heavily into SecondLife and huge old world of darkness fans ;)
[info]dynet wrote:
Jul. 5th, 2008 11:59 pm (UTC)
Re: Sounds like fun
The Mage game is our long-recurring tabletop campaign. It is presently on hiatus; I'm mainly building it in OpenSim because I long ago worked out some of the layout. Even assuming I do more work on it (it presently consists of a lot of "dummy" buildings), I'm not sure it'll ever actually be used for the game itself, but we might use it for a side session or something.

All of the stuff I'm building is on my private OpenSim grid. It's mainly private due to hardware limitations; my router doesn't support NAT Loopback, which is needed for opensim to work properly on a LAN. I'm looking for workarounds, but at present people have to use my VPN to connect to it unless they are physically on my LAN; either way, it's not really a solution for public access. If I ever get it working, I'll most likely be hosting regions on OS Grid.
[info]traumwind wrote:
Jul. 5th, 2008 04:10 pm (UTC)
Great minds :)
Hey, you seem to have been mulling much the thoughts I have... and arrived at very much the same conclusions ^^
Sadly I don't have as much "to show" as in actuallyhaving done much. But I've been into 3D worlds and GameEngine SDKs for very much the reasons you outline here...

Second Life does have one benefit though: The shear amount of people you have 'already inside'.... that might not be a big deal if you want to get an exisiting RPG group into your 3D environment... but it defnetly helps with content creation and sourcing props (a lot is already available)

OpenSim - esp of it matures ev en more - does have the promise of being able to 'port over skills' you (or the artists you can work with) already have developed...

One thing OpenSim will always be way ahead of SL is this: the ability to script/program/run NPCs. To have NPCs in SL (that use a himan avatar) you need an account for each, and usually also 'someone' to play the NPC... much like in a LARP... in OpenSim I can ver easily iagine a far more flexible way to have NPCs... all the way from AI sctipted avatars to a specialized viewer that allows to control several avatars at one time etc...
(Actually you /could/ do that in SL with bots etc... but you would always be in a gray zone there I guess)

I could go one for ages, can you guess? ^^

[info]dynet wrote:
Jul. 6th, 2008 04:57 am (UTC)
Re: Great minds :)
Indeed, there is a scripted bot that comes with OpenSim. Nothing much; it's just for stress testing, I believe, but it'd be a start.

I did intend to ultimately use OpenSim for my personal tabletop stuff rather than a larger public-RP setup, so the greater potential for being more private is a benefit for me.

The large number of content creators (and content) in SL is certainly a plus for people who don't wish to build stuff themselves. I count myself among the creator crowd in addition to wearing a GM hat, so I sort of enjoy doing it myself, though it can get tedious if there's a lot to do. And of course I'm not all that great at some things, like clothes.
[info]traumwind wrote:
Jul. 6th, 2008 09:29 am (UTC)
Re: Great minds :)
"of course I'm not all that great at some things, like clothes"

Hmmmm :) I see collaborative possibilities here... I've been dabbling in clothes, skins, body painting/tattoos etc. I've recently added AvPainter to my toolset (having been a professional being a Photoshop user in a former 'lifetie')
[info]dynet wrote:
Jul. 8th, 2008 02:27 pm (UTC)
Re: Great minds :)
Certainly. My goals for VWORP are, after all, primarily centered around collaboration, out of necessity.

I can do a little bit of everything, myself, but I'm best at building.
[info]sirogit wrote:
Jul. 10th, 2008 02:34 am (UTC)
If I had to describe what stops me from enjoying VWORP, it would be primarily issues of Social Dynamics, I.E, there's rarely active forces pushing people to act in ways that would enhance the Sim (acting with Verisimilitude, involving the sim in story-lines, resolving conflicts sensibly without browbeating) and some issues of Interface (Cohesive ways to run NPCs, Frame scenes).

I would be interested in pursuing solutions to those issues within such a 'community' as you describe.

If your projects ever need some programming help, make a notice because I'd like to get involved.
( 7 comments — Leave a comment )

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