So many of us are asking ourselves the same questions: "What would TU turn up to be at the end of it all?" How will space be reintroduced? What role will player made worlds have? Will they return in all their glory? And so on...
These questions are yet to be revealed, even to our own developer I believe. TU has taken an entirely new direction. A direction which, if done correctly, will be the correct one. If players start as we start now, they will face a stage of progression. But where will it all lead to?
Mit mentioned not so long ago that Chapter 12 will contain space. We already know the traditional TU where players visit other worlds by the means of their spaceships. A great concept which in the end didn't do so well. Why? New players seemed lost when suddenly they were dumped into an area which maybe was too big for their first experience. They would eventually quit as the massive amount of information they'd need to register would be too high.
I was talking to jmoyet not so long ago, and we reached a conclusion. At this stage, nothing can be determined. But a general direction can be seen. What if, players start on Chapter 1, just as we did, and progress through the Chapters, slowly but steadily. They would inevitably learn much of the game. They would progress onwards till reaching Chapter 12.
And here is where it all comes to. This is the peak moment. Chapter 12 will be decisive. At Chapter 12, players are given the option of flying a space ship, a rocket, or some other flying machine. A craft which will reveal them a game, which seemed smaller. They will suddenly realise that TU is much bigger than it seems. They are suddenly flunged into space and a much bigger game is revealed. They discover that there are many worlds to explore, vast star systems and trade networks. Suddenly they realise that the game is much bigger than they though it was on say Chapter 5.
They advance through the ages, through the Chapters and finally realise that there's more game in store for them, filled with player made worlds waiting for them to land and explore.
This would be motivating for any new player. The revelation of a much bigger enviroment then they though is always something which will motivate them to keep them playing. When they realise that they have many more worlds to explore, apart from the ones they discovered in the Chapters, I tell you they will explore them all, and play within them. Because the excitement will provide a great amount of motivation.
So, maybe this is the correct idea. Summing it all up, Chapter 1 to 12 being us on a single world, then at the end of Chapter 12 that new player flies into the heavens to discover there's more game to be seen.
A general insight on the current state of TU.
Thats not far off the general thinking, and aye, I don't know exactly how it will end up. We'll see what works well, what you guys want, what i have time to code and what fooli has time to model, what world-builders can come up with, etc etc.. Building it and seeing where it goes is all part of the fun, hopefully
The progression for new players later down the line is part of the big picture, though they won't experience things exactly as you do now. (Again, part of the process and fun is working out what works and refinining it). 6 months down the line, new players will probably start off on a 'chapter 1' which will be simple and primitive but definitely not as slow and devoid of things to do as the one we're currently doing. (Most likely they'll start on what we'll see as chapter 2). Multiple concurrent universes will allow the game to scale differently, so while you guys are all busy exploring chapter 12, a new bunch of players may be developing primitive civilisation in a parallel universe.
At some point i'll post the general chapter outline, but worth highlighting that chapter 12 isnt the end.. Chap 12 is the beginning of primitive solar system travel, with a limited range of destinations and probably pretty basic ships. From 12 to 26 you'll be developing and discovering new technologies (stardrives, weapons, ships etc) ultimately leading to a final showdown where the fate of that particular universe is decided.
Oh and the chapter numbers are just an outline plan.. chapters may be added or removed depending on how things progress.
The progression for new players later down the line is part of the big picture, though they won't experience things exactly as you do now. (Again, part of the process and fun is working out what works and refinining it). 6 months down the line, new players will probably start off on a 'chapter 1' which will be simple and primitive but definitely not as slow and devoid of things to do as the one we're currently doing. (Most likely they'll start on what we'll see as chapter 2). Multiple concurrent universes will allow the game to scale differently, so while you guys are all busy exploring chapter 12, a new bunch of players may be developing primitive civilisation in a parallel universe.
At some point i'll post the general chapter outline, but worth highlighting that chapter 12 isnt the end.. Chap 12 is the beginning of primitive solar system travel, with a limited range of destinations and probably pretty basic ships. From 12 to 26 you'll be developing and discovering new technologies (stardrives, weapons, ships etc) ultimately leading to a final showdown where the fate of that particular universe is decided.
Oh and the chapter numbers are just an outline plan.. chapters may be added or removed depending on how things progress.
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
I like the direction the game has taken. It probably isn't moving so far as fast as some would like it, but those are most likely aren't going to be the same that were around the past few years to witness this big decomposing mass of potential wither away . I'm excited to see how things go over the next few months once 'the ball gets rolling'. I've seen some crappy games net in subscribers by the hundreds that don't have near the diversity of gameplay as TU.
Sure, some other games may have a big staff of developers coding on top of eachother, but the way this is set up, the coding is more coding the engine, and we that create the planets handle the content of each planet/game as we see fit for our brainchild of a game concept within the bounds of the engine. That alone leaves a wide open door for a huge array of game in one central package. There is no reason, if things are approached properly, that The Universal cannot be just as successful as any successful (albeit far more inferior) multiplayer game.
I've seen quite a bit of talent surface from this game. Modeling, art, etc. In regards to Mit's comments about progress depends on his coding and Fooli's modeling, I don't see any reason that the modeling side should ride solely on Fooli's shoulders when there are others fully capable and willing to making content for use ingame. The coding, on the other hand I can understand. I'm willing to help in any way my limited but fairly capable skillsets can see fit to be of help.
Either way, If I were going anywhere it would have been a long time ago. If money will make things chug along, I plan to 'donate' more than just the membership cost when I can. I'm very interested in seeing what lies ahead.
Sure, some other games may have a big staff of developers coding on top of eachother, but the way this is set up, the coding is more coding the engine, and we that create the planets handle the content of each planet/game as we see fit for our brainchild of a game concept within the bounds of the engine. That alone leaves a wide open door for a huge array of game in one central package. There is no reason, if things are approached properly, that The Universal cannot be just as successful as any successful (albeit far more inferior) multiplayer game.
I've seen quite a bit of talent surface from this game. Modeling, art, etc. In regards to Mit's comments about progress depends on his coding and Fooli's modeling, I don't see any reason that the modeling side should ride solely on Fooli's shoulders when there are others fully capable and willing to making content for use ingame. The coding, on the other hand I can understand. I'm willing to help in any way my limited but fairly capable skillsets can see fit to be of help.
Either way, If I were going anywhere it would have been a long time ago. If money will make things chug along, I plan to 'donate' more than just the membership cost when I can. I'm very interested in seeing what lies ahead.