DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
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#25
The issue with your Warframe example is literally that it's a function of a system that Ember probably won't have, that being extensive vertical progression.: No. Builds in warframe are not purely the result of vertical progression. Indeed the vertical aspect of warframe creates some of it, but so does the horizontal aspect. That is to say: The builds are also the result of choices between various non-comparables of what-is-meant-to-be situationally equal value. Some obvious examples-Do you go with a fire or ice? Do you go crit or pure damage? Do you go for life strike/channeling combo or do you rely on other healing methods. Etc. These types of differences are exactly what one finds in a horizontal progression system. Even without vertical progression tactical potato would still have purpose making build suggestions because builds remain relevant in horizontal progression systems.
And how complex Warframe is (along with many other aspects of it) remain a matter of opinion. Our agreement on such matters is not required for this discussion. Again, we need to move away from warframe.

Your actions in a single round of DotA, purchases included, are not the same as having a set loadout that you get at the start of every fight.: So? Whether the builds in dota or lol happen in match or pre-match is irrelevant to the actual point being discussed:customization. It is undeniable that those games do in fact have customization and what builds are optimal are decided, in part, by the circumstances.

Success: Yes, for every game that succeeds there are others that fail. That is true of every type. If that means that we cannot use successful games as an example for anything, then why are you bringing up successful games? They are illustrations. Once again, I did not say that we should follow/copy/repeat any particular games formula. I was simply referencing some for the illustration of some central points. For the record, success proves that something CAN work. No more, no less.

Again, none of these games are going to be directly applicable to all others. Nor do they need to be to have value. I made no suggestion about taking X system from Y game and implementing it in Ember. These are illustrations of general points as they appear in a great variety of different ways.

Weapon customization systems cut down on the ways in which a weapon can be readily used in a combat scenario:
No. That's putting the blame in the wrong place. Pre-built/non-modifiable weapons could just as easily be build in a very specialized manner. Likewise, in a system with customization, a person could tune a weapon to be multi-purpose. Also, how far a weapon can be pushed in any direction depends largely on the specific list of customization options. Customization comes in a great many magnitudes.


The mechanics need to fit the design of the overall product you're building and should be there to create a compelling experience that isn't outdone by a similar product. I'd suggest that the more Ember approaches the standard MMO/F2P set of systems, the more it will have to directly compete with products that have more money, and larger teams. In a market based around PvE titles, that's dangerous
Can you elaborate on what you mean by this?
In terms of world/mission design Ember is already doing something different because of it's focus on dynamic content and playing War. So that is alraedy something setting it apart.
In terms of loadouts/customization/class design there are F2P and MMO games with all sorts of different takes on that.
Ember is going mostly horizontal, which is already uncommon, but not unheard of. What do you recommend for Ember that will be more different from other games?
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#23


Let me get something out of the way. Using a successful game as example of where/how something worked, or suggesting there is something to learn there, is not the same thing as suggesting that we copy the formula. You have used some games as examples, are you suggesting we copy their formula? No. I'd wager youre just trying to illustrate something.

A game being commercially and financially successful does not mean it is without detractors or struggles. The last numbers I saw on warframes playerbase were quite impressive from a pure business standpoint. I'm sure it fluctuates to one degree or another, but it's unwise to take the out cry of certain personalities as any sign of a game falling out of popularity. Besides, this discussion is about customization. If Warframe is declining is it likely because it has a form of customization or far more likely because of things like power creep and increasing complexity in each system without tutorials to keep up with it.

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Look...Dissecting Warframe any further is not helping the discussion.
I used Warframe to illustrate how the variety of circumstances a player finds themselves in can lead to different things being useful or having purpose. The point is that what is "optimal" for a player can and will change based on the situation at hand. Obviously Warframes particular list of different situations (progression, access, objective, experience, etc) won't be the same list as every other game. Certainly Warframe pushes those differences better or worse in certain places (Access and progression are more pronounced than what is required from certain types of objectives). Not to mention that different folks have different opinions on any single aspect of that game. Not everyone will agree that the builds from update to update remain the same. Not everyone agrees that what is viable is truly stagnant. Not everyone farms the same way. etc. But this isn't a discussion about warframe. That was just an example of a central point. So let's let warframe go and get back on point.
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The overall point remains, what has use, what has purpose depends on many things. Situations will change what is optimal for a person.
Whether it be the simple choice in weapon to best counter terrain and enemy type. Or whether it be choosing a certain class to counter a certain enemy set up. Or whether it be altering the build of your armored core based on the enemy and environment. Whether some games do it better or worse. It is a demonstrable truth.

Games like Dota and LOL actually feature quite a bit of customization in the itemization of the heroes/champions. The core kit is set, but there remains room to play so speak.
Funny enough, the good/pro MOBA players often talk about changing quite a bit of their builds and tactics in match based on the opposing teams choices in character, build and placement. The way that stats can be manipulated to alter performance is not unlike a tuning system. Again - situations will change what is optimal for a person. And again we see that customization, of some form, has a place in some highly successful games. Not that all successful games do that.....

See your last paragraph in your last post makes me think we are having a huge disconnect here. There is no reason to think I'm disregarding the possibility of gameplay being a place for personality and expression when I already said " Understand that choice can come in many forms. As an example: A single weapon with multiple ways to use it OR a large variety of weaponry from which to select. Both are forms of choice. Both can potentially allow for expression. Both can be representative of a systems depth. That is what I am talking about."

In case it isn't clear, "a single weapon with multiple ways to use it", is when two people pick up the same weapon but use it differently. Those potential differences tend to be more pronounced in action games. In well designed action games this can be a part of where folks can express themselves. (and also why all possible tactics and strategies cannot be forseen even when you know all numbers) But, as I keep saying, how you build/kit/set up the character can be a place for expression as well. By choosing just one of those avenues of expression you leave out the potential of the other. That same old push and pull.

Once again-Expression is about having interesting choices to make. Those interesting choices can exist in battle as well as before it. My personal favorite systems tend to have them in both before and during.

Honestly there are tons of successful games out there with customization systems.
From the small teams that grew (LOL and Warframe) to the big boys (WOW and Diablo) and multiplayer powerhouses (COD). So there is no question that games with customization systems CAN work quite well. Just as there are games with little to no customization that have done very well. As I keep saying, both can work. It's been proven.

Simply put, there are plenty of highly successful games that have rather meaty customization. One could reasonably argue that in the case of many of those games customization was one of the reasons they succeeded. It's not the only way to go but it is a way that can work. And it's the way we are headed.
 

Joe Solo

Well-Known Member
Ember Dev
Jul 26, 2016
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401
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Costa Mesa
www.artguyjoe.squarespace.com
#1
Greetings Reapers! I know all of you are hungry for more updates/images of the THMPR. They are coming. We are looking into planning a streaming event next week so you all can tune in to watch me model.

On a personal note I would like to just take some responsibilty for the THMPR model not being completed yet. I am currently involved in launching a diet website in tandem with working Ember, so my time has not been completly dedicated to the cause. I apologize. However, it's looking more and more likely I will be able to dedicate more time to Ember in the coming months thanks to you guys!

So, fear not true believers! Though my time has been split, leaps and bounds have been made in progress. I am hoping to share that with you in some format next week be it a post, or a live event. Keep all them positive vibes comin. They keep me (and the team) goin!
-Joe
 
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