DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#9
I don't understand how "MASSIVE PLANETARY WARGAME" is not "Massively multiplayer online game".
Essentially, all that "MMO" means is that there is a game where a-lot-of-players-do-stuff-in-an-open-world.
So is Em-8ER going to be a game where a-lot-of-players-do-stuff-in-an-open-world? Absolutely.
However the reality is that there is a difference between what words technically mean compared to how many people understand them.

When people hear or read "MMO" many of them will automatically add on the expectations for a variety of specific features and mechanics on top of simply "a-lot-of-players-do-stuff-in-an-open-world". Certain common things in the "MMO genre" have created a set of expectations, for better or for worse. Expectations based on several other games they may have played that are called "mmo's". Those expectations can lead to confusion and/or disappointment if and when the game in question does things very differently. The reason Em-8ER is called a "Massive Planetary Wargame" is to create a different set of expectations from the very beginning for everyone involved.

So when we say "We are not making an MMO", we are effectively saying "do not apply the variety of expectations you may have about what features/mechanics MMO's should have on to Em-8ER. This is something different. Check it out."

If I understand correctly, you want to create compilation of:
  • big scale shooter (huge map, capturing checkpoints, vehicles, minimal MMORPG elements),
  • RTS from soldier point of view (player is only one part of huge machine, base tech tree, getting resources and developing base with other players, global goals).
This is the opposite of 99% of MMOs, where 95% of time you are taking care of your character (exp, progression, gear) and only 5% on game community. This is very risky, because most players are egoists and mostly care about their prestige in community. If they put much effort and don't get satisfactional reward (ex. unique title, warpaint, vehicle), they could leave. This works perfect in Firefall - buying another vehicle or glider only for unique look or spending tens of hours for time-limited event titles. This and few other factors create bound between players and game which survived long after destroying (launchning) game.
If what I wrote above is not completely wrong, I understand that F2P would be a suicide.
There is a way that what is best for the player and what is best for the overall war effort work in concert.
Eventually more of that will be explained. Please stay tuned.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#1
Hello,

Since we renamed the game, please update your bookmarks to https://forums.em8er.com as forums.emberthegame.com is depreciated and is no longer used. You may experience odd errors if you continue to use the old address.

Also, we've updated our credentials to the new URL, so that Google, Facebook and Twitter logins should now work properly. If you have issues with these logins, please post here so we can fix the issue. Make sure you are using the new https://forums.em8er.com address when you test!

Thanks!
 
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Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#25
but still kinda would seem like you are getting punished for dying.
Yes, in a sense. You would prefer no punishment for dying?

in an action based game such as FireFall you don't have the tank to keep the damage off you... so you are always slowly dying.
This digs into two different subjects. I'll avoid getting into what role options there can be in an action game and instead focus on the end point. Try not to think of it as "always slowly dying", as you have every ability to prevent death when you play. In an action game, where skill matters, you can succeed in combat by skillful play, smart choices, and solid preparation.

Hmmm... is this going to be like Path of Exile where you take your party in to an instanced area?
We are still looking at open world like area's, it's just that we arent going with the standard designs one would expect from an MMO. Unlike an MMO our focus is on a persistent, simulated war. That is why we call Em-8ER a Massive Planetary Wargame not an MMOFPS.

-----------------------------------

Let's be frank, in such games....

...And to answer your question regarding death to gear: I'm neither for or against gear breaking to the point of no use.
Right on, I understood you correctly.

One of the things we are acutely aware of is that while we definitely want to build systems that are good for the economy, an economy is only good for the game as far as it improves the overall experience and doesn't hinder it. Being frank, repair systems can be quite painless or excessively intrusive depending on how they are designed and tuned to fit in with the rest of the systems and overall intended pace of the game. Some games get this right, some games get this wrong. Firefall's various economic models were controversial to say the least. So I don't blame people for having concerns about how we are looking to handle it. That is why I am here asking questions and looking to see what it is they want to avoid. I believe the end result will be enjoyable for the vast majority of players.