station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Development Discussion Archive
Sign In  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · »  |  Next Page
 
Game vs. World Simulation
Options    Options  
Helios_SOE
Dev
Posts: 787
Registered: 08-18-2004



Reply 1 of 555

Viewed 11575 times


So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game.  As there may have been some misunderstanding, I'll take a minute to clarify.
 
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life.  This generally only works well if the simulation is extremely accurate.  A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
 
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond  the processing power of any computers available on the free market today.  As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance). 
 
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems.   In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are.  Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play.  I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations.  Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible.  Only nature itself is truly random.
 
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment.   A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
 
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
 
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world.  Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG. 
 
 
03-26-2006 07:41 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation   [ Edited ]
Options    Options  
Kaneba
SWG Lieutenant
Posts: 368
Registered: 11-08-2003


Kaneba

Reply 2 of 555

Viewed 11280 times




Helios_SOE wrote:
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game.  As there may have been some misunderstanding, I'll take a minute to clarify.
 
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life.  This generally only works well if the simulation is extremely accurate.  A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
 
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond  the processing power of any computers available on the free market today.  As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance). 
 
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems.   In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are.  Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play.  I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations.  Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible.  Only nature itself is truly random.
 
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment.   A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
 
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
 
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world.  Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG. 
 
 



thanks for the insight, i honestly never looked at SWG in a real-world view... i just like a challenging games that takes skill and techinique, doesnt have to be completely relistic. The nge turned this game from chess... into tic-tac-toe....

 

Message Edited by Kaneba on 03-26-200607:53 PM

Click here to support Glzmo's great Visions to save SWG!
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
03-26-2006 07:44 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Armorbuilder
SWG Lieutenant
Posts: 76
Registered: 09-13-2003


Armorbuilder

Reply 3 of 555

Viewed 11206 times


Say what you like it dosen't change the fact that the pre-cu world was more fun to play in than the nge. Simple as that.

[url=http://profile.xfire.com/armorbuilder][img]http://miniprofile.xfire.com/bg/bg/type/2/armorbuilder.png[/img][/url]
03-26-2006 07:48 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Duragoth
Wing Commander
Posts: 3471
Registered: 10-03-2004


Duragoth

Reply 4 of 555

Viewed 11190 times




Helios_SOE wrote:
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game.  As there may have been some misunderstanding, I'll take a minute to clarify.
 
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life.  This generally only works well if the simulation is extremely accurate.  A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
 
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond  the processing power of any computers available on the free market today.  As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance). 
 
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems.   In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are.  Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play.  I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations.  Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible.  Only nature itself is truly random.
 
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment.   A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
 
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
 
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world.  Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG. 
 
 


LOL I was working on a thread for tomorrow called this.

the only thing that concerns me is "GAME" without a definition applied it could mean anything. This "GREY" use of the word might (probable will ) cause rumors and speculation to cover the front page of these forums.

03-26-2006 07:48 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Acheron5
Squadron Leader
Posts: 928
Registered: 06-20-2005



Reply 5 of 555

Viewed 11168 times


Thanks for the clarification.
03-26-2006 07:49 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation   [ Edited ]
Options    Options  
Supachickamoulaka
Wing Commander
Posts: 741
Registered: 08-25-2004


Supachickamoulaka

Reply 6 of 555

Viewed 11138 times


Sorry I take back what I said you guys are doing an awsome job I was just having a bad day... Sorry

Message Edited by Supachickamoulaka on 03-27-200608:30 PM

03-26-2006 07:50 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Afetor
Pilot
Posts: 755
Registered: 06-25-2005



Reply 7 of 555

Viewed 11045 times




Helios_SOE wrote:
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game.  As there may have been some misunderstanding, I'll take a minute to clarify.
 
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life.  This generally only works well if the simulation is extremely accurate.  A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
 
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond  the processing power of any computers available on the free market today.  As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance). 
 
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems.   In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are.  Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play.  I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations.  Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible.  Only nature itself is truly random.
 
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment.   A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
 
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
 
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world.  Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG. 
 
 



This is basicly the train of thought that ruined the game for the pro pre-cu camp.  

SWG has no risk no reward and very little thought required to play.  There is no real learning curve to join in and play.  Why don't you just make it so you start out lvl 90 with only 4-5 weapons to choose from for each class.  If you are going to take the realism out of the mmorpg and just make it a game just go all the way. 

Those of us that are looking for a MMORPG with depth that require thought and time to reach the endgame content will find another game soon enough.

 

03-26-2006 07:55 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
gRampz
Squadron Leader
Posts: 1859
Registered: 06-16-2005


gRampz

Reply 8 of 555

Viewed 11046 times


Nice save SoE...?

______________
(gnn[[[[[[[[[[]nnnWX9
03-26-2006 07:55 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Kcocemag
Descrambler
Posts: 1130
Registered: 07-11-2004


Kcocemag

Reply 9 of 555

Viewed 10933 times


I really feel that there could and should be some sort of compromise here. I thik the quests for advancement was a step in the right direction from a certain point of view, but the utter demise of everything that made th game interesting from a social and economical standpoint is just wrong.

I think I can speak for a majority when I say that we do not need bells and whistles as much as we need a myriad of reasons for people to play something other than Bounty Hunter and Jedi. Medics need a purpose, and that purpose is to heal..........not fight. Entertainers need a purpose, and that purpose is to inspire and entertain.......not fight. Crafters need a purpose, and that purpose is to create useful products for the other classes.............not sell loot.

 The quicker the steps are made into making this a better game on the social and economic standpoint, the quicker the game may begin seeing a resurgence in numbers.

 

 

 

 

 

Oh and bring back target lock and double row toolbars!!


...................
= Rups Kcocemag =
...................
=Clubbing baby Ewoks since 1985=
...................
If you can read this, then you don't need glasses.

03-26-2006 08:01 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Supachickamoulaka
Wing Commander
Posts: 741
Registered: 08-25-2004


Supachickamoulaka

Reply 10 of 555

Viewed 10908 times


The only thing we need is for you (SOE) guys to listen to us! Just open your eyes and read what we have been posting since day one of CU .. Im not even gonna say it because I know ill get banned but you guys KNOW what we want why not just deliver
03-26-2006 08:02 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
zaush
Wing Commander
Posts: 1571
Registered: 09-20-2004


zaush
PA: LSEC
Server: Naritus

Reply 11 of 555

Viewed 10864 times




Helios_SOE wrote:
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game. As there may have been some misunderstanding, I'll take a minute to clarify.


In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life. This generally only works well if the simulation is extremely accurate. A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.


Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond the processing power of any computers available on the free market today. As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance).


World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems. In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are. Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play. I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations. Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible. Only nature itself is truly random.


As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment. A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.


This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.


That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world. Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG.







of course if you are talking absolutes, but we are not. Obviously a 100% accurate would sim is not feasible. However, the orginal game came as close to it as possible while still having a good combat system and a direction for the game. What many of us are stating, is that the NGE has pruposly removed most of what we felt was immersive, decay, BF, Wounds, meaningful crating system, profession interdepence, downtown, etc.

It is clear that you have mearly skimmed what people are tlaking about, instead of activly looking though each post and understanding what we are saying. If there are to mnay of them, then don't post and let someone more qualified answer these directly tomorrow.

You have already done enough damage this weekend.

I find your lack of pants disturbing.

I cannot teach him. The boy has no pants.

Your pants, you will not need them.
03-26-2006 08:05 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
ThreeTimesOneMinusOne
Jedi
Posts: 15077
Registered: 10-25-2003


ThreeTimesOneMinusOne

Reply 12 of 555

Viewed 10831 times


Isn't the Sims 2 the best PC selling game of all time? Isn't the closet to a World Simulat then any game has ever gotten?

03-26-2006 08:06 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
Talto
SWG Petty Officer
Posts: 23
Registered: 07-23-2004


Talto

Reply 13 of 555

Viewed 10780 times


Nice cover.?

It really doesn't matter what you or your fellow devs say now anyway. You have all lost all credibility and show that you either devised this course from the beginning (meaning you lied to us) or you are susceptible to sudden redirection in your path with the game. (meaning you are unpredictable and not a constant dependable)

Either way I don't like any of the possible answers. I wont react to words now. I want to see actions.

Talone Karde - Master Shipwright (retired Smuggler) -Bria
Taltos C'Boath - Master Bounty Hunter - Bria
03-26-2006 08:08 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
ThreeTimesOneMinusOne
Jedi
Posts: 15077
Registered: 10-25-2003


ThreeTimesOneMinusOne

Reply 14 of 555

Viewed 10743 times




Talto wrote:

Nice cover.?

It really doesn't matter what you or your fellow devs say now anyway. You have all lost all credibility and show that you either devised this course from the beginning (meaning you lied to us) or you are susceptible to sudden redirection in your path with the game. (meaning you are unpredictable and not a constant dependable)

Either way I don't like any of the possible answers. I wont react to words now. I want to see actions.




Well Smed fired off his "Fix The Game" move, but it glitched and didn't active and now he's waiting down it's three year cooldown timer.

03-26-2006 08:10 PM  

Report Abuse to a Moderator
 
Re: Game vs. World Simulation
Options    Options  
TookyG
Jedi
Posts: 732
Registered: 07-05-2003


TookyG

Reply 15 of 555

Viewed 3043 times


I never looked at the game as a simulation thought I can see how some people may have seen it as such...but barely.

Your skill at forum posting has increased by 1!
03-26-2006 08:11 PM  

Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · »  |  Next Page