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Warhorse - A Lesson in Cartography
Dan Vavra from Warhorse has a new blog post about map size and scale in RPGs, pointing out some of the resulting absurdities from the "compression". The article also reveals that Warhorse plan to use real-world locations for their CryEngine 3 RPG and discusses some of the compromises they face. First, a lengthy snip from the intro:
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This game sounds better every time I read about it. Using CryEngine 3 to make an RPG sounds to good to be true. Can't wait for the final product.
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This is the first time I've heard anything about this game. Sounds promising though.. at least with their outlook on modern RPGs and what they would like to avoid. I can't seem to find any information about the game itself though.
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They've outlined much of my problems with modern 3-D RPGs. The technology and development resources available don't match the scale of the developer's ambitions. Why don't they just set their games in sparsely populated frontier areas? Gothic is a good case in point. The settlements, society and population levels make perfect sense for an isolated penal colony. Oblivion is a bad case in point. The Imperial City? Seriously? Is this supposed to be the capital of a continent spanning Empire? Morrowind worked much better as it was a relative backwater.
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I've been following them for a while but very little information is available. They are a very new studio (I think this is their first game as a studio). The only negative I see is that the developers previous work did not interest me; but it was non-rpg games. Here is the link to the studio:
http://www.warhorsestudios.cz/index….boutus&lang=en - Given the folks involved I suspect they will take chances (non-conventional game play) in their development. This is not a bad thing but no guarantee it will work. This is the +/- of small studios (larian, Arkane Studios, trump studio, …). They have the freedom to try new things but sometime the elements work and sometime they don't. So I am looking forward to see what they derive but it is not a guarantee it will be a slam dunk. |
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They took a huge dump on Bethesda RPGs a while back not realizing that shortcomings in those games are also the result of many compromises. |
The environment design is exactly what I love and want. I have always wanted to explore a real environment, and this may be it.
And the 'precisely' comments were quite funny. :D |
This article was really entertaining, as were the previous ones. I wish more developers wrote like that.
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It's funny, i don't know one thing about this game. But, i'm already looking forward to it.
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Daggerfall, still the uncontested champion for largest world award.
They present the topic to validate their own design choices. While they speak about space compression, they forget to mention time compression. Travelling involves both time and space. When they speak of the two castles separated by 20km, they forget to mention that time compression could change the travel between the two and the empty forest thing. On foot, walking, it is 3~4 hours, jogging 2~2 and half. Too short a time length to fill in naturally with events. Compress time by ten and crossing the 20km space requires 30 to 40 hours, more suitable to fill in gameplay events. More than by this feature, large universes are constrained by narration, narrated stories. Narration creates the urge to move from one point to another point. Hence a tedious relation to travel. Travelling has to be shortened because it is a thorn into the flow of the story telling. Narrated stories seriously limit the validity of large universes as ultimately, a story only requires the places where narrative events take place. But large universes are needed to provide with situations to role play a character in certain fundamental actions. Large universes can support food and water needs (a large universe or selective settings like post apocalyptic world [food and water is a problem everywhere] or a remote place, poorly connected to the rest[local scarcity]) Hard to tacle the incompatibility. Only games with a questing approach (like in medieval adventure romances) can make good use of a large universe. The questing approach allows that no urge to move from one point to another to discover the plot is introduced. The travel is the source of the adventuring material, giving space to a large universe. |
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