Pheta

joined 1 year ago
 

Mabinogi announced they're in the process of developing an engine update. A quick excerpt from the article introducing the Eternity Project by Min Kyunghun:

That means there's a lot of work being done right now--too much to give a meaningful estimate of the actual progress we've made. What I CAN tell you is that we're either working on the following tasks now, or will be soon:

  • We’re planning to redesign our server structure and logic to improve stability.

  • We need to not only recreate all of Mabinogi's existing content in the new engine, but also ensure it all works as you've come to expect.

  • As we do that, we'll be revising the game’s data and scripts, improving them as we convert them over to the new system.

  • Every map and instance and the countless components that go into building them must be improved in quality or faithfully recreated in the course of migrating them to the new environment.

  • In the asset migration process, we may discover that some original pieces of artwork or design elements we need have been lost to time...which is understandable, given the many years the game has been in operation. While we work on redrawing and recreating any such material, we'll need to write up new design documents for content that needs attention and polish to bring it up to modern standards.

  • Beyond these specific things, there are many other areas that will need work as we bring the whole of Mabinogi into this new environment.

There's several articles you can read up on the site. It appears they're going for a complete graphical overhaul using Unreal Engine (no indication of if that's UE4 or 5). Either way, exciting stuff!

[–] Pheta@kbin.social 2 points 1 year ago

What a treat of a read. Always nice to see a new story like this pop up, thanks for sharing!

[–] Pheta@kbin.social 2 points 1 year ago (1 children)

Typed out a whole thing because I didn't really agree with you that it's not just the people up top, but also this perpetual growth, zero sum game most C-suite level people seem to think the world operates on.

Most of my points ended up agreeing with you, but I do want to add that profit seeking isn't a bad thing, but that the constant desire for more profit, 'growth' is where the real evil lies.

[–] Pheta@kbin.social 10 points 1 year ago

I think that's where his point kind of lies tho. Don't get me wrong, I share the same sentiments, but scale doesn't necessarily translate to production costs. Larian has been in the CRPG genre for a while, and they have engines, proprietary tools, and design philosophies based off their past successes and failures. Other companies won't really have that edge, and will likely make many of the same mistakes that earlier titles did, which is what Rami Ismail is probably fearing.

There aren't many other ideal solutions to deal with this tricky problem. Capital like engines and tools aren't really built so easily, and even when they are built, there's tons of tiny little details that CRPGs make, ranging from camera to how dialogue is handled, to control schemes, character building (I don't think Larian got away with utilizing the 5E system without a hefty licensing fee) and plot.

Not to say all these things need to be at quality and comparable to BG3, but that due to it's popularity and success, it will be a frame or point of reference when thinking about another CRPG, and thus when a game doesn't do anything new or drastically different, it'll be framed as a 'lower quality BG3' because it won't have anything to help it escape that direct comparison.

As for doing something different, using a different TTRPG system, or other unique quirk that set it apart drastically enough to free itself from that looming shadow, that's a pretty hefty risk for a TTRPG or studio to take up, with no guarantee that the game itself will come out okay. You only need to look at Shadowrunn Returns, a CRPG for Shadowrun a cyberpunk fused fantasy world. Sounds like a great time, no? Well, I wouldn't say it did badly, but that it didn't do well enough for the people making or funding to entertain the risk of a sequel, and thus the 'tightening of the noose' that he's referring to.

With a step down in price, or for new entrants to enter a market, we'll either need to understand that new games likely won't have the same polish or quality of current ones, but they will still need to earn a profit from these games. This either translates into enough sales (which I doubt people would do as people generally don't care about things unless they're incredibly passionate, which naturally limits the quantity of people) or a high enough price to still make a profit with a lower amount of sales, which means that smaller scale 20-30$ CRPG is just not feasible if they don't have some other way to raise funding or keep costs down. You'd basically be looking at maybe 5-10 hours of gameplay for that kind of price, and the quality still would not be the same, missing a lot of things we take for granted in a AA or AAA setting.

It's not really about consumer interest in a genre or style of game, it's more to do with people's flawed perspective that games are constantly getting better, and while it's not to say new ideas aren't being tried, and those can be done with indie teams, they just need to be either completely distinct when compared to it's competitors, so the flaws aren't fixated on, and accepted as a form of the medium, or reinvent the wheel in a way to subvert the genre they're currently in. I could go on all day, but this is already a wall of text, and you get my point.

[–] Pheta@kbin.social 18 points 1 year ago (3 children)

If you're not careful, that'll incentivize competing companies to collude with or acquire suppliers to drive up prices for competitors. I know that wasn't the thought behind the suggestion, but there's always someone there to break the spirit of the law, if not the word. And there's always people breaking the word of the law.

[–] Pheta@kbin.social 3 points 1 year ago (1 children)

It's not about paying to not see ads. Anyone with an adblocker could understand that much. The point is to support an app you personally like, and appreciating what comes with an app that has an income stream.
Part of that comes with understanding that all things come at a cost. Like many have said above, FOSS comes at the expense of the time and money of the developers of the app themselves, and some of that cost is passed down to the consumer (anyone who uses FOSS without contributing to development is a consumer in the end, after all).
The consumer has to bear the cost of slower, more infrequent updates that are entirely dictated by the developers schedule and whim, with less focus or effort put into the design or other features. And honestly, if a consumer can't tolerate that, that's totally fine, that's what dedicated teams and people who do these things for a job are for.
If you're one of those people who doesn't mind slower, less intuitive, or buggier software, then go ahead. But until you can actually prove that a FOSS offers better services than a marketable service, people are really just going to dismiss you as someone who can't think for themselves.

[–] Pheta@kbin.social 0 points 1 year ago (1 children)

Sounds like a statement I can get behind. I don't know who Banksy is, can you point me in the right direction?

[–] Pheta@kbin.social 1 points 1 year ago (1 children)

I played the heck out of it too! The base building mechanics are pretty satisfying. I do like how they've set up exploration, and I can't wait to see some of the location designs, plus once they build up combat, it may create a pretty fun loop. The underdust is a pretty cool location too, hopefully it gets more than the one variant soon. That being said, I do think the roadmap is a pretty achievable one, and it'll keep people coming back when there are major updates.