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headlight

Crowfall Features Similar To Other Games

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Here's the game: find something similar between Crowfall and any game.

 

ONLY material that has been announced. Source it with either a dev quote AND thread reference  -or-  a web page reference to an interview or official Crowfall source.

 

Game features of shadowbane that are not in Crowfall are not in the spirit of the discussion. Of course any game out there would have more things not in common with Crowfall than with (hopefully).

 

For the shadowbane players returning that think this will be Shadowbane 2 (doubt there are many of you) here's why it won't be:

 

 

On April 13, 2012, Chinese gaming company Changyou announced it had acquired the intellectual property rights and source code to Shadowbane with the intent of developing a new version of the game, which would be titled World of Shadowbane.[8]

 

http://en.wikipedia.org/wiki/Shadowbane

 

That should be reason enough alone, but for those who mistrust wikipedia:

 

Crowfall is not Shadowbane 2.  The the universe isn't the same.   The technology isn't the same.  The design isn't the same.  

Crowfall is probably better defined as "the game that I wanted to make, before making Shadowbane. "

 

Todd

ACE

http://community.crowfall.com/index.php?/topic/1273-012715-introducing-the-legionnaire-faq/page-15#entry29963

 

So, that's put to bed.

Edited by headlight

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Centaurs lol

http://crowfall.com/#/archetype/legionnaire

 

Creation points

http://crowfall.com/#/faq

 

Creation runes

http://crowfall.com/#/news/character-creation-runes

 

Promotion classes

http://crowfall.com/#/news/character-creation-reveal

 

Siege

http://crowfall.com/#/news/city-siege-concept

 

Templar

http://crowfall.com/#/news/champion-concept

 

Guild ranks (not proven that's what they are but the titles are similar to a military charter

http://crowfall.com/#/news/hierarchy

 

Territorial conquest (Realms)

A system for strategic territorial conquest

http://crowfall.com/#/news/universe-economy-raph-koster

 

Open-ended economics (primitively)

"Open-ended economic systems are tough to pull off. The closest model to ours is probably Eve Online, though you can see the ways in which it ties to ideas that were originally surfaced in Ultima Online, Star Wars Galaxies, and Shadowbane."

http://www.mmorpg.com/gamelist.cfm/game/1214/feature/9325/Crowfall-Building-Upon-Star-Wars-Galaxies-Crafting.html

 

That's it for now. Will add more when I think of it or see it on this thread.

Edited by headlight

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Did you just moderate yourself?

I sure did. It wasn't on topic and wanted you to continue the fine work you've set out to do.

 

I really think it's best to just direct people here instead of rehashing the Crowfall += SB2.0 debate.

 

And instead of it being one sided. Maybe you all can find out how much it really does or doesn't have in common.

 

These subforums I tend to not venture into anyway. Hint hint.

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I sure did. It wasn't on topic and wanted you to continue the fine work you've set out to do.

 

I really think it's best to just direct people here instead of rehashing the Crowfall += SB2.0 debate.

 

And instead of it being one sided. Maybe you all can find out how much it really does or doesn't have in common.

 

These subforums I tend to not venture into anyway. Hint hint.

It really is the ghetto. Even the cops don't come here!

Edited by affy

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I sure did. It wasn't on topic and wanted you to continue the fine work you've set out to do.

 

I really think it's best to just direct people here instead of rehashing the Crowfall += SB2.0 debate.

 

And instead of it being one sided. Maybe you all can find out how much it really does or doesn't have in common.

 

These subforums I tend to not venture into anyway. Hint hint.

 

After seeing J. Todds post up in the new update thread, about how this is basically the game he wanted to make before Shadowbane, I wish he had the below quote up there with it:

 

Here are some other random inspirations that you can see scattered throughout the narrative and design:

 

- the character creation system was heavily influences by Gurps.  Especially the point-driven customization system, and the Talents & Traits, our take on an "advantages and disadvantages" system.

 

- the combat system was heavily influenced by Rolemaster, which was one of James' favorite pen & paper game systems.  James is brilliant at this stuff, and his combat still kind of amazes me.  He is, IMO, one of the the best systems designer in the world.  

 

- The idea of procedurally generating the world/terrain was born partially out of "this is cool" and partially out of the fact that we didn't have enough artists to build the world by hand.  We implemented it about the same time as Star Wars Galaxies, and it's interesting that they ended up having a lot of the same benefits and headaches that we did.  

 

- This type of world generation has been largely left behind in MMO design, because WoW showed everyone how amazing custom-crafted zones can be, and so everyone lost interest.  and then along comes Minecraft.  Everything old is new again, right?

 

- The original plan was to use the procedural generation system to make each World unique.  That turned out to be a nightmare, so we fell back to one world for launch.  and even getting that done was a mess.  

 

- We also planned to have dungeons at launch.  the system didn't work, so we cut it.  on retrospect, "dungeones" is kind of a big feature to leave on the cutting room floor.

 

- The Aracoix (bird men) race was created because we thought the birdmen in Flash Gordon were cool.  We gave them bird heads, though, because... I dunno, why not?

 

- The Minotaur race was not particularly important in the lore.  Ubi had the right to make the cover art for the game, and they decided to put a minotaur on the cover and have him wielding Shadowbane (the sword), which makes absolutely no sense in the backstory.

 

- Centaurs made the cut, because I think Centaurs are cool.  Especially when they are wearing plate or heavy horse barding.  Truthfully, I lifted the idea from Shining Force, and I've used it in ... well, every game that I've every done, actually.

 

- The Greymen and the Templars were inspired by the Wheel of Time series.

 

- The idea the World being broken and Heaven being closed was engineered to give a narrative reason for why player characters respawn -- there is no afterlife, and the worlds are basically "limbo", an eternal battle.  Cool idea, right?  Meh.  As it turns out, players don't care at ALL why their avatars respawn.  So, I chalk this one up to "cool idea that pretty much only Meridian and I knew or cared about."

 

- I came up with the idea of giving the different realms/shards names like "Mourning" and "Vengeance" because I thought it was cooler than a bunch of random fantasy sounding names like "Teregonia."  I still think it absolutely was the right call.  The names were cooler, more easy to remember, went a long way to reinforcing the vision and personality of the game.

 

- The Irekei, the desert elves, really took off because the community decided to invest in them.  I'm not even sure why we cooked up the idea of desert elves, originally.  but it was one of those ideas that you throw out there and it just resonates and before you know it, it's a major part of your game.  So we started to cook up more content for them.

http://community.crowfall.com/index.php?/topic/378-wpsbg-dev-ppl/

Because in that list of ideas you can see where some of the ideas here came from: examples here in CF the starting Runes they call advantage and disadvantage, it is on this list just implement a different way, he basically uses Centaurs in every game, the references to Game of Thrones for both games.

Edited by gauis

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