This is meant as a sort of philosophical discussion on non-specialized game modes, so not really our game mode Light & Shadow. Although it may also relate to L&S if you were able to play beyond a victory condition like "defeat enemy king" - then what?
In most Minecraft setups I've played the focus has been on building, which is of course the thing that made MC big. I've wanted to try more difficult survival, RPG, society building, etc. I know there are a few things like that out there but haven't had a chance to play on a multiplayer server. I saw but barely played the old and seemingly single player only "Yogsbox" modpack in the Tekkit launcher, which seems to have interactive NPC societies rather than the boring vanilla villagers, plus also low starting health and player advancement.
On UniCraft, the EVE University MC server I've been a small part of for years, the focus has slowly gotten more and more tech heavy, with a wide range of preferred play styles. It has been brought up that the level of tech mods almost emulates creative mode where everything is free, and all some players want to do is build. Others attempt self-imposed honor rules that restrict what's allowed in a subset of the world. Always we end up resetting the world after activity drops off. I've invited them here for ideas and feedback
I keep believing I can enjoy MC at my slow pace on an otherwise fast-paced server, but then hit a wall after I find some slightly unusually colored rock to go build up my spawn house a little - and there's a giant castle with amazing architecture and machinery way beyond my expertise that came out of nowhere That's one of the "balance" issues I'm thinking of.
In ways I feel it is "too late" for MC's heart to change much, as the general focus (or lack thereof) has been set, although I know there are a few communities out there with long-term persistent "super servers" (anybody tried something like that?) The overall MC player-base is now so wide I don't think you can ever cater to all types on one server. With the advantage of starting from scratch what can we do to balance the overall game and encourage longevity? Even if it leaves the game (mode) a tad more narrow / focused than MC.
In something like L&S you can simply set a victory condition that ends the game then play over and over. There's still some limited space for creativity in building defenses and the game length could be extended quite a while by making the map and tech tree bigger. But eventually the "round" would end and you'd reset. Unless you could transform that world into something different?
Beyond L&S our "normal" game mode is somewhat undefined and might just be "everything enabled that the player desires". Other serious game modes mentioned over time have been "Untrue Tao" (a stepping stone for factional testing with an interesting backstory) and "Steam Fortress" (more Dwarf Fortress-style gameplay). Maybe the "mainstream" game mode(s) will all usually involve those sorts of elements. The estate/holding write-up started by Brokenshakles
has some more interesting details. But either way how can we encourage player involvement, game balance between different play styles, and world longevity, as we soon begin the content/gameplay stretch toward Alpha?
Like I've long believed and talked about I think a dynamic world populated with many different creatures with their own goals is key, making the world much bigger than the player - because honestly that's all you get in MC. The world is exactly what you put in and nothing else. You build huge super structures populated by ... nobody. They're pretty and impressive though, just empty. Reminds me of my brief visit to Second Life.
Positive time sinks are important and in the sort of tech heavy MC world I've gotten used to you can eliminate near all the time sinks, thus sort of approaching creative mode. Machines take care of themselves, take near no upkeep, and usually just in the form of fuel you'll end up sourcing from other machines. Machines don't throw tantrums, or at least MC hasn't gotten to that level of tech mod yet
With creatures assisting in world progression, both on their own (autonomous societies) and with the player (pushing away some of the machines), and requiring substantial upkeep themselves (which can be done on a curve - easy at first at a basic level, progressively harder if you want to invest the time), I think that's a huge step and in our setting (voxel world with working multiplayer) still fairly novel.
Of course there's tons of other stuff needed, independent player progress, exploration (benefiting from a more dynamic world), and so on.
So what do you all think? What experiences have you had, what do you think works, do you have any good resources (articles etc) to share, and how would you like us to proceed?
In most Minecraft setups I've played the focus has been on building, which is of course the thing that made MC big. I've wanted to try more difficult survival, RPG, society building, etc. I know there are a few things like that out there but haven't had a chance to play on a multiplayer server. I saw but barely played the old and seemingly single player only "Yogsbox" modpack in the Tekkit launcher, which seems to have interactive NPC societies rather than the boring vanilla villagers, plus also low starting health and player advancement.
On UniCraft, the EVE University MC server I've been a small part of for years, the focus has slowly gotten more and more tech heavy, with a wide range of preferred play styles. It has been brought up that the level of tech mods almost emulates creative mode where everything is free, and all some players want to do is build. Others attempt self-imposed honor rules that restrict what's allowed in a subset of the world. Always we end up resetting the world after activity drops off. I've invited them here for ideas and feedback
I keep believing I can enjoy MC at my slow pace on an otherwise fast-paced server, but then hit a wall after I find some slightly unusually colored rock to go build up my spawn house a little - and there's a giant castle with amazing architecture and machinery way beyond my expertise that came out of nowhere That's one of the "balance" issues I'm thinking of.
In ways I feel it is "too late" for MC's heart to change much, as the general focus (or lack thereof) has been set, although I know there are a few communities out there with long-term persistent "super servers" (anybody tried something like that?) The overall MC player-base is now so wide I don't think you can ever cater to all types on one server. With the advantage of starting from scratch what can we do to balance the overall game and encourage longevity? Even if it leaves the game (mode) a tad more narrow / focused than MC.
In something like L&S you can simply set a victory condition that ends the game then play over and over. There's still some limited space for creativity in building defenses and the game length could be extended quite a while by making the map and tech tree bigger. But eventually the "round" would end and you'd reset. Unless you could transform that world into something different?
Beyond L&S our "normal" game mode is somewhat undefined and might just be "everything enabled that the player desires". Other serious game modes mentioned over time have been "Untrue Tao" (a stepping stone for factional testing with an interesting backstory) and "Steam Fortress" (more Dwarf Fortress-style gameplay). Maybe the "mainstream" game mode(s) will all usually involve those sorts of elements. The estate/holding write-up started by Brokenshakles
has some more interesting details. But either way how can we encourage player involvement, game balance between different play styles, and world longevity, as we soon begin the content/gameplay stretch toward Alpha?
Like I've long believed and talked about I think a dynamic world populated with many different creatures with their own goals is key, making the world much bigger than the player - because honestly that's all you get in MC. The world is exactly what you put in and nothing else. You build huge super structures populated by ... nobody. They're pretty and impressive though, just empty. Reminds me of my brief visit to Second Life.
Positive time sinks are important and in the sort of tech heavy MC world I've gotten used to you can eliminate near all the time sinks, thus sort of approaching creative mode. Machines take care of themselves, take near no upkeep, and usually just in the form of fuel you'll end up sourcing from other machines. Machines don't throw tantrums, or at least MC hasn't gotten to that level of tech mod yet
With creatures assisting in world progression, both on their own (autonomous societies) and with the player (pushing away some of the machines), and requiring substantial upkeep themselves (which can be done on a curve - easy at first at a basic level, progressively harder if you want to invest the time), I think that's a huge step and in our setting (voxel world with working multiplayer) still fairly novel.
Of course there's tons of other stuff needed, independent player progress, exploration (benefiting from a more dynamic world), and so on.
So what do you all think? What experiences have you had, what do you think works, do you have any good resources (articles etc) to share, and how would you like us to proceed?