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    Create Your Own MMO with Namaste's Storybricks

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Create Your Own MMO with Namaste's Storybricks Empty Create Your Own MMO with Namaste's Storybricks

    Post by Shu Sat Oct 01, 2011 5:15 am

    Staff Writer Paul "LockeColeMA" Cleveland learns all
    about Storybricks, an upcoming MMO that will put the power of creation
    in the hands of players.


    Create Your Own MMO with Namaste's Storybricks 206467

    “I could make a game better than this!”
    “Really? That's it? Well now what do I do?”
    “I just saved the village and villagers still make me pay for a room at the inn?!”

    I would wager that since the advent of
    video games, players have muttered one or more of these questions and
    comments to themselves. It seems that no matter what video game
    designers give to us, it's either too little or too poorly done.

    A new company, Namaste, agrees; and their upcoming game Storybricks
    seeks to put the power back in the hands of the players. While the game
    is still years away, they revealed a prototype at Gen Con this year,
    and I had a chance to talk to Community Manager Kelly Heckman about the
    plans for Storybricks and check out the demo. Keep reading after the
    jump for all the details!


    Namaste
    is a relatively new company that began working on Storybricks just this
    past November. The goal was to make both a game and a toolset for
    players to contribute to the game. According to Kelly, “Our CEO Rodolfo
    Rosini was a hardcore World of Warcraft raider and went through all the
    content (he was injured for a while). He hated running out of content
    because he loved WoW, but he also hated the fact that he could kill gods
    and god-like beings and still have to pay for water. He wanted
    meaningful NPC interaction in his games, so he founded Namaste. This
    gave us two problems to solve: content and NPC interaction.”



    The goal of Namaste is not only to
    provide a new MMO to players, but to work directly with them and give
    them the tools to create new games and content outside of what the
    company itself can provide. But before any of that could occur, the
    company had to make sure there was an actual market for this. Rather
    than releasing a full alpha or beta, Namaste made a basic prototype of
    Storybricks and unveiled it at Gen Con. The feedback was immediate:
    players loved the idea.

    Create Your Own MMO with Namaste's Storybricks 206468

    The "brick" portion of Storybricks' toolset allows players to create relationships, interactions and quests.

    Storybricks' name gives an idea to how it
    works: players can make "bricks” and “chains” to flesh out NPCs.
    Additionally, NPCs come with basic traits and moods; for example, nobles
    naturally acts “like nobles” in that they have money and power, and act
    according to that state.



    “But,” says Kelly, “imagine you have an
    NPC and you want to define that NPC as a prince. How would you do that?
    Normally, you'd put on clothing and then define a bunch of text. Imagine
    if you could just say, 'Noble wants fame; Noble wants order,' and the
    rest was filled in - what 'noble' 'wants' 'order' and 'fame' all mean in
    advance." It saves players the extra typing to fill out how a noble
    would act... because what is a prince but a noble with more power and a
    sense of order?

    The idea, according to Kelly, is to make
    the toolset quick and easy for players; and not players with experience
    coding and designing, but the average gamer. “My 12- and 14-year old
    sons easily understand this and explain it to their friends,” Kelly
    laughed. “We don't want coders, we want Joe Roleplayer. People who tell
    sophisticated stories but with less computer experience than the average
    video gamer.”



    To this end, Namaste is working directly
    with players every step of the way. The interface is pretty easy to
    understand. Players select an NPC, input their relationship to the
    player or another NPC, and a desire. So, say you have a citizen who
    innately is friendly to the player. The block sequence would simply be
    Citizen → Feels Friendly → Toward → Player. Easy, right? But that's just
    the beginning.


    Staff Writer Paul "LockeColeMA" Cleveland learns all
    about Storybricks, an upcoming MMO that will put the power of creation
    in the hands of players.


    Create Your Own MMO with Namaste's Storybricks 206130

    An example of the (very) basic world from the demonstration at Gen Con.

    Storybricks isn't only about the player,
    it's primarily about relationships. “NPCs have relationships,” says
    Kelly, “so the actions you perform with NPC B affect not only your
    relationships with NPC A, but the interactions that then become
    available to you with NPC A.”

    In the demo that I was shown, for
    example, the captain of the guard wants to fall in love, but when we
    first approached him he was upset. Why? Not because he's lovesick, but
    because a brigand was standing nearby. As the definition of a captain
    of the guard includes him wanting “order,” having a “chaotic” character
    like the brigand around made him inherently stressed. If the player
    scared away the brigand, the captain of the guard would probably go
    from neutral to friendly with the player; but the brigand might go from
    neutral to hostile and attack the player. Meanwhile the citizen from
    before might see the chaos in town and be worried, and change from
    friendly to neutral, potentially barring the player from quests.

    Kelly detailed a scenario similar to this:


    “In the past, a Kill Ten Rats quest went
    something like this: Kill Ten Rats and Bring Me Ten Rat Tails. With
    Storybricks, the quest goes like this: I am the Alchemist and I need Ten
    Rat Tails.

    The NPC no longer has to define how
    to solve the quest, only what the quest is. But because each NPC has
    traits, desires and moods, one has to take into account the
    relationships between the Alchemist and the method of gaining the Ten
    Rat Tails. Why? Well…

    1. If you set traps for the rats, the
    local rat catcher may become angry. Why? Because one of the definitions
    of a tradesman is that he will want to protect his trade.

    2. If you buy the rat tails from
    shopkeeper A, you could anger shopkeeper B. Why? They are shopkeepers.
    The definition of each will be that they want riches and you will be
    choosing one over the other.

    3. If you persuade the rat catcher to
    give you the rat tails, you could anger the rat catcher. Why? Well, it
    depends on your persuasion technique. Threatening (as the most common)
    rarely puts you in another's good graces and the rat catcher will have
    relationships with other NPCs.

    4. If you barter with a friend for the
    rat tails, you could anger anyone. Why? What's the relationship your
    friend has with the rat catcher, the shopkeeper, the alchemist or anyone
    else for that matter?

    Notice I didn't mention killing for the
    tails. At this point we're not sure if we're even considering combat
    because that option is what players are so used to they may not consider
    anything else (or the repercussions).”

    Create Your Own MMO with Namaste's Storybricks 206137

    The sequences can be simple statements or stretch out for hundreds of chains. Above is what a "friendly" NPC would look like.

    The ending quote is one of the key issues
    I see potentially for players. Right now, the developers are leaning
    toward not having any sort of combat option for the players. The idea
    instead is to have the players focus on realistic relationships and
    situations. Sure, in real life someone might complain about the
    neighbor's dog barking, but you going over and shoving a sword down its
    throat likely won't help the situation too much. Instead it makes
    players think: I can't just kill the dog, so what could I do? Confront
    the neighbor, call the guard, find out why the dog is barking and taking
    care of the problem... the possibilities are huge.

    “If we make combat available, players are
    so used to it that it becomes the choice of default,” Kelly said on the
    topic, so instead they want players to think up more creative solutions
    based on interaction.

      Current date/time is Fri Nov 22, 2024 7:52 am