Shards Online: Player-Run MMORPG

The Shards Online website shows off plans for a sandbox MMORPG from Citadel Studios, which includes former Ultima Online developers (thanks Ant via Slashdot/Polygon). There's a recent interview on the topic on Stratics, discussing the twist that this will be a player-run game, as they describe on their website:
Shards is a sandbox RPG in development for PC by Citadel Studios. In the multiplayer online game players can fully customize their experience. Collaboration will determine how the world evolves.

Explore an ever-expanding universe with deep lore and dynamic environments.

Employ Shards' unprecedented modding capabilities. Connect servers, create and run your own MMO, set your own rules, and play how you want to play.

Shards will change the face of multiplayer role-playing games and give players more power than ever before.
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 18:10
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Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 18:10
Mar 31, 2014, 18:10
 
OldTimber wrote on Mar 31, 2014, 15:49:
Wow sounds like they just finally finished watching Sword Art Online and decided to rip the Seed concept.

That thought vaguely occurred to me, only in SAO, the World Seed became freeware. Shards doesn't look like it's going to go that far. Least not yet. What I'm curious about if whether or not shard "owners" (I thought about calling them "Shard Masters," but figured that was too easily corrupted by Rule 34) will be able to bring their own assets into the shards that they're running.
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 15:49
13.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 15:49
Mar 31, 2014, 15:49
 
Wow sounds like they just finally finished watching Sword Art Online and decided to rip the Seed concept.

12.
 
Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 15:39
Vio
12.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 15:39
Mar 31, 2014, 15:39
Vio
 
If it's anything like a UO shard then none of this is applicable since all characters and economy will be local to each individual shard.

All that said I'm extremely keen on this, I seriously miss the old UO sandbox style mmo - no xp, no quest; just a bunch of game systems given to the players and a friendly please play to your hearts content
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 14:44
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Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 14:44
Mar 31, 2014, 14:44
 
I was thinking about the basic issues of having multiple untrusted servers and dealing with the issue of one server granting you a ton of XP for no good reason, or servers gifting you gold. I wrote this on slashdot but copy/pasting here.

XP and gold can be treated as a universal currency. All servers are assigned XP points based upon the users % spent on their server. So you have a central authentication system that knows user Z spend 40% of his time this month on server X and 60% of his time on server Y this month. Server X in total is slightly less popular and given its 1000 users and their time spent gets allotted say 4000XP, and Server Y with its more 1200 users who spend more time on it gets allotted say 8000XP.
Those servers can have their own internal economy and XP distribution systems, but when you leave the server the server has to decide how much XP and gold to give to this leaving user. It can give it 0, but nobody will use this server, it can give that one user all 8000XP of its monthly allotment but then would piss off the rest of the userbase . Upon entering other servers that new server can have a conversion factor in the universal XP that user came in with to their local XP. Now I guess the real issue would be how to stop cheating servers that suck away a users entire XP and never give any back. I guess a universal rule that new servers can't take away XP, and trusted servers can't take away more than 10% of a users XP. Maybe special authentication system for when I user wants to voluntarily give away more than a certain amount to the server they are entering into.

So basically you have local economies mixed into a world economy, with a central bank granting countries the right to print their own money but defining the conversion factors would be set by the countries but require backing in a central conversion mechanism.
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 14:37
10.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 14:37
Mar 31, 2014, 14:37
 
Ex UO devs? I'm interested!
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 14:16
9.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 14:16
Mar 31, 2014, 14:16
 
Really depends upon what their economic model is. If they expect users to pay them $10 a month its a rip-off. If that $10 a month gets shared with the runners of the most popular servers based upon usage models, maybe that could work.
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 14:00
8.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 14:00
Mar 31, 2014, 14:00
 
Atomic wrote on Mar 31, 2014, 13:01:
Creston wrote on Mar 31, 2014, 11:06:
It is a good idea, and I'm curious to see how it will work out. However, the cynic in me just thinks that this is nothing but a dev who wants to make cash off an MMO without having to spend time making actual content...

Wow, glad to know I'm not the only one who thought that.

That's a good possibility, their website certainly looks like it is waiting for someone else to add content.
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 13:58
7.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 13:58
Mar 31, 2014, 13:58
 
I'm deeply curious to see how it works out. I'm not quite as cynical, but I'm wondering if they're going to be producing content in terms of objects, character meshes, and textures to add into worlds instead of the traditional expansion packs and such.
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 13:35
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Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 13:35
Mar 31, 2014, 13:35
 
Solid idea. Something different in this space. If they can make it great is another issue. Lets hope.
Avatar 17232
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 13:01
5.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 13:01
Mar 31, 2014, 13:01
 
Creston wrote on Mar 31, 2014, 11:06:
It is a good idea, and I'm curious to see how it will work out. However, the cynic in me just thinks that this is nothing but a dev who wants to make cash off an MMO without having to spend time making actual content...

Wow, glad to know I'm not the only one who thought that.
"We don't stop playing because we grow old; we grow old because we stop playing."
-George Bernard Shaw
Avatar 2718
4.
 
Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 11:30
Cutter
 
4.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 11:30
Mar 31, 2014, 11:30
 Cutter
 
Sharts Online.
"If you're going through Hell...keep going."
- Winston Churchill
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Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 11:17
3.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 11:17
Mar 31, 2014, 11:17
 
Glad to see the original UO devs involved in a new twist to try to get the stagnant MMO games a kick in the innovation direction.
Yours truly,

Axis
Avatar 57462
2.
 
Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 11:06
2.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 11:06
Mar 31, 2014, 11:06
 
It is a good idea, and I'm curious to see how it will work out. However, the cynic in me just thinks that this is nothing but a dev who wants to make cash off an MMO without having to spend time making actual content...
Avatar 15604
1.
 
Re: Shards Online: Player-Run MMORPG
Mar 31, 2014, 09:28
1.
Re: Shards Online: Player-Run MMORPG Mar 31, 2014, 09:28
Mar 31, 2014, 09:28
 
An interesting idea. Player run servers could be more specialized, so if you like PvE group based play, everything in game could be specifically tuned to that. Implementation will be everything of course, but at least the idea is good so far.
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