The Elder Scrolls Online

Denaut

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People are experimenting all over the place. Hell, my company has internal tech prototypes of a procedural MMO.

I don't think you understand how procedural generation works, you aren't storing whole zones on disk, just the "pieces" of the world and an algorithm for constructing it. Those pieces can either be very cheap (Minecraft sprites) or very expensive (Diablo 3 zone pieces). The actual disk size can vary wildly. Those 2 games are actually excellent examples of just how different procedural generation can be.
 

Abefroman

Naxxramas 1.0 Raider
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People are experimenting all over the place. Hell, my company has internal tech prototypes of a procedural MMO.

I don't think you understand how procedural generation works, you aren't storing whole zones on disk, just the "pieces" of the world and an algorithm for constructing it. Those pieces can either be very cheap (Minecraft sprites) or very expensive (Diablo 3 zone pieces). The actual disk size can vary wildly. Those 2 games are actually excellent examples of just how different procedural generation can be.
Can we have betaz?
 

Denaut

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Can we have betaz?
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Just a tech demo. The design concepts are awesome though, I know because I helped write them
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Anywho, we have a ton of projects in the works so it probably won't see the light of day. Generally speaking you work on projects you get paid for, right now this isn't one of them. I think, by the time we got around to it, that ship will have sailed and it would be competing against Trove, EQ Next and probably other stuff we aren't paying attention to. Especially those 2 big ones will have had a much larger budget and more development time.
 

Ukerric

Bearded Ape
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You can't generate mid game for a flat game because things have to tie together and you need the entire map fleshed out.
And yet, funnily enough, that's what a game like Minecraft does. In Minecraft, your game world is generated in 16X16m chunks whenever one player comes close to an empty area. Each of those 16X16m areas connects with the four adjacent squares (including those that don't exist yet and will be generated next) with a perfectly normal geometry (without an addon to display the chunk borders, you can't guess where they are), and you have extensive cave areas (that span hundreds of yards - multiple tens of 16x16 areas), villages, biomes, whatever. And, barring version changes (when the algorithm that generates the world gets changed because of new features), that works. It generates a map that is potentially 4 million km by 4 million km (yes, that wide) in 16x16m chunks at a time.
 

Tuco

I got Tuco'd!
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Exploring vanilla generated minecraft worlds was great for a few days but once you see a dozen underground chasms (learned the 'don't dig downward' lesson when I nearly fell through the first chasm I found) and a couple dozen mines the exploration becomes very boring. That's where player (or server admin) generated content comes in and the game changes to be about making structures and exploring other's structures.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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This just in...

Blackwulf said: "Glad to see whoever over at Zenimax that was super anti-nameplate has either caved or been silenced."

And... it was Paul Sage. Big shocker.

Paul Sage was the one who forced them to turn nameplates off because "wow has nameplates"...
Now if they could alter the rest of his bone headed decisions, or fire him, delay the game a year... Nah, that won't happen.
 

a_skeleton_03

<Banned>
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And yet, funnily enough, that's what a game like Minecraft does. In Minecraft, your game world is generated in 16X16m chunks whenever one player comes close to an empty area. Each of those 16X16m areas connects with the four adjacent squares (including those that don't exist yet and will be generated next) with a perfectly normal geometry (without an addon to display the chunk borders, you can't guess where they are), and you have extensive cave areas (that span hundreds of yards - multiple tens of 16x16 areas), villages, biomes, whatever. And, barring version changes (when the algorithm that generates the world gets changed because of new features), that works. It generates a map that is potentially 4 million km by 4 million km (yes, that wide) in 16x16m chunks at a time.
The difference with that is that there is nothing fluid about that landscape. It is literally just cubes all over the place. that is easy to randomly generate and easy for the client to load because it has all the blocks.

Think about an MMO with towns/cities/smooth landscape/rivers/lakes/roads interconnecting/etc ....
 

Ukerric

Bearded Ape
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The difference with that is that there is nothing fluid about that landscape. It is literally just cubes all over the place.
Actually, the Minecraft landscape is a cubic approximation of a completely smooth Penril noise function. If, rather than generating cubes, you create meshes at a 4-inch resolution, you'd get your smooth terrain (otherwise completely identical to the 1x1 metric cubes).
Think about an MMO with towns/cities/smooth landscape/rivers/lakes/roads interconnecting/etc ....
Actually, Minecraft does generate those. It has a library of structures it uses to populate outdoors, make mineshafts, fortresses, etc. There's nothing special about those, and if you really want it, you can have those structures pre-designed on your client, and then the procedural system places them wherever. Which is basically how the hand-crafted zone folks work: they simply cut and paste from a library of props.
 

a_skeleton_03

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Those structures are pure blocks though. They just sit on top of a generated flat area.

I am not disagreeing with you by the way, I think I am just trying to explain why I don't think it is anywhere near ready for an MMO to launch like that.
 

Denaut

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Those structures are pure blocks though. They just sit on top of a generated flat area.

I am not disagreeing with you by the way, I think I am just trying to explain why I don't think it is anywhere near ready for an MMO to launch like that.
I mean, it depends. An MMO can be anything, Minecraft could be an MMO, Diablo 3 could have been an MMO (it almost is techincally). Both use procedural generation. They are just different.
 

a_skeleton_03

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I just got that. I'm afraid to think about what that says about me.
It says worse things if you follow the advice of somebody named Troll.

Anyways I don't think anyone here is arguing. The reality of an EVE type fantasy MMO would be something we would all like to try we are just discussing how easily one aspect of it could be done.
 

Denaut

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It says worse things if you follow the advice of somebody named Troll.

Anyways I don't think anyone here is arguing. The reality of an EVE type fantasy MMO would be something we would all like to try we are just discussing how easily one aspect of it could be done.
I meant your name :p

And I agree we are having a discussion, not an argument. I know that is rare on discussion boards, but it happens from time to time. I don't think biggest challange on an EVE style fantasy MMO is the world building, it is dealing with the network traffic.
 

Gecko_sl

shitlord
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I meant your name :p

And I agree we are having a discussion, not an argument. I know that is rare on discussion boards, but it happens from time to time.I don't think biggest challange on an EVE style fantasy MMO is the world building, it is dealing with the network traffic.
I think this is only an issue if you don't use instancing and truly follow the EVE one giant server model which would be cool. Even then you could do phaseless instancing of areas and circumvent the bandwidth caps server side. Network traffic shouldn't be an issue, I wouldn't think as long as you aren't too draconian with how you handle client offloading of data files and have a good memory monitor in place server side.

The bigger problem would be solving the 'procederual generation' and empty areas design problems listed above that EVE suffers from in it's current incarnation. Exploration of rocks and hills ain't very exciting and is why so much of the MMO landscape is themepark nowadays, even if it's simply the lesser of two evils.

/armchair design hat off
 

Ukerric

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I don't think biggest challange on an EVE style fantasy MMO is the world building, it is dealing with the network traffic.
It's already a challenge in space-based EVE
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A fantasy-based MMO that has the same room and pop as an EVE-universe will probably have to use the same basic tricks: hard zones, zone population caps, quick process migration between servers in your universe cluster, net-buffers concentric bubbles (you get clustered updates the further away from you something is). And time slowdown in the end when all else fails.
 

Mr Creed

Too old for this shit
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Half of those problems stem from the fact that EVE greatly encourage a numbers race through pvp, that might be less of an issue in our fictional fantasy-EVE It would certainly help to encourage people to spread out instead of clustering up like EVE does (PVP obviously, but the spread of lvl4Q20 agents had the same bad effect in PVE before they started spreading people out). If you have a vast landscape, the first thing to do is improve loot/xp/rewards on anything that's been alive longer.
 

Denaut

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When someone says an EVE style game, I generally assume they mean the hundreds of people fighting in a single zone thing, which is the challenge. If you divide people up into instances and cap those instances like you guys said it does mitigate the problem greatly, but then that being "EVE Style" is debatable. We probably all have slightly different definitions in out head about what that means.

Memory management and data off-loading to clients doesn't help the network traffic issue. Broadly speaking any MMO has 3 major constraints: Client Processing, Network Traffic, and Server Processing. Network traffic is the hardest to deal with because of physical constraints completely out of your control (worldwide network infrastructure, the speed of light, etc). You can think of the network traffic limitation as a "total player action interactions per second" problem.

Traffic has a roughly n^2 curve, with n being the number of players. There is essentially a hard cap on that you can't change, so you get creative and try to minimize that portion of the game design/tech design. There are lots of ways to do that, but they all involve sacrificing one constraint for another (e.g. faster game-play but fewer total players).
 

Gecko_sl

shitlord
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When someone says an EVE style game, I generally assume they mean the hundreds of people fighting in a single zone thing, which is the challenge. If you divide people up into instances and cap those instances like you guys said it does mitigate the problem greatly, but then that being "EVE Style" is debatable. We probably all have slightly different definitions in out head about what that means..
See, when I see 'EVE style' I think of one server and no shards for all players, but not necessarily hundreds of people in close proximity.

That said, with converged 10GIGE adapters and multiple throughput's server side, the limitations of bandwidth right now are far less than they were just two years ago. The part that is muddy for me is how do you draw all those clients and keep them synced, like you said player interactions altogether.

Seems like we need a John Carmack 2.0 to come along and figure out how to make MMOs really massive.

Creed, I like the idea of more people in a big city setup, personally. Also, huge battles are a big draw to me also. If they can do this in a seamless EVE style one server setup with a minimum of instances that'd do a lot to build community.
 

Ukerric

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When someone says an EVE style game, I generally assume they mean the hundreds of people fighting in a single zone thing, which is the challenge. If you divide people up into instances and cap those instances like you guys said it does mitigate the problem greatly, but then that being "EVE Style" is debatable. We probably all have slightly different definitions in out head about what that means.
Usually, when I talk about an EVE-type game, I mean "a single-world PVP game based about territorial control of resources".