Stop stealing my ideas!

The title is not serious. Not only because of what I wrote here but also because now I see ideas stolen even if noone could possibly have read them since I haven’t explained them here or somewhere else. Still, it curious because it actually happens.

Around Monday I wrote a lenghty e-mail to Psychochild to ask opinions about an idea, with this small piece:

[…]
– Realistic inventory (players will need to dress properly to not die if it’s cold, stictly limited space, so without bringing along various sets of armors and weapons). The players will be able to have mounts and charts to transfer the resources between a village and the other.

Those are the main points. All about the abstract level of the ruleset. In my mind this could still be delivered with a simplistic 2D client. The movement and combat should be capped by time to not allow the players with the faster connections to have an advantage, so moving the game toward a fast-paced, turn-based gameplay. Moving on different tilesets will slow down or speed up the movement. The limited inventory and the resource system between the conquerable regions should encourage the players to move around with carts. But the carts can then be attacked in PvP. A single objects can be pillaged and destroyed and so on.

See? Between my plans there’s this idea of conquering regions and build a resource system around them. These resources must be transported and while the “duty” can be carried over by NPCs the system is still open, factional PvP. So the caravans can get attacked and some of the PvP gameplay systems I was planning revolve around this simulation of a realistic behaviour within the world.

I write this because I actually have Brian as “witness”. Yesterday Mythic put up on the website the idea for NPC caravans moving between keeps as an hot spot to offer focus on the PvP. Hey, it’s exactly my idea! And I never shared it with anyone before writing that mail to Brian!

So it makes me smile, because it happens often. Again today I read a thread on Vanguard’s boards that says:

This, to me, would seem like a throw-back to many older MUDs and even Dungeons & Dragons – and that is not a bad thing. If you are fighting a dragon who breathes acid, you wouldn’t wear armor that protects against fire. It would be useless. Instead, you would wear gear that protects you against acid-based attacks. This only makes sense, right?

Of course, all this gear will be quite heavy, and you can’t exactly just wear layers. Unless, of course, you don’t mind not moving. This is where vehicles come in. A pack mule to carry your extra armor, with a wagon along for all the loot you’ll be getting while you go and dungeon crawl. Or if you have traveled a long way from home, your boat will most likely also serve as a place for gear and loot storage.

All of this means one other thing: gone are the days of 10 backpacks which hold 10 items each, leaving for 100 items that each weigh 5 lbs in your inventory. Inventory space and weight limits actually mean something in Vanguard, and this only serves to reinforce the need for storage space that comes with you.

But hey! It’s the other idea!

Actually this isn’t absolutely new because I already discussed Vanguard in the past. And I already underlined that this “spirit of adventure” that the game is supposed to develop is one of the concepts that also built my ideas. I’d actually to go further. It’s not just about the resource system (that I suggested in April, one year ago on Q23 boards), the caravans between the towns, the limited “realistic” inventory. There’s a lot more. It defines a general approach. A meaningful role for the night (and not just pissing off players because they cannot see) with different behaviour for the creatures, a concrete role for “fire”, with a required use of torches or other light sources. The need to bring around an horse, and maybe a chart, when planning a travel. And so on. A fantasy world, as I often repeat, isn’t just slashing monsters. It’s a lot, a lot more. And it’s not just roleplay stuff. I believe there’s really an infinite stack of gameplay possibilities to discover. If just you think to it as a world and not just as a killing spree. There’s a whole culture to discover and study to see where are the points that can be used as fun gameplay.

Another case where my ideas got magically copied was when Blizzard released informations about the quest system. It was exactly the copy of the design schema I posted on the old Waterthread (concise text, clear objectives, visible rewards, visible levels, travel time and fetch duties reduced at minimum, valuable and desirable rewards, sharing between the party and more). In this case I have also to say that I stole them ideas in the first place from Warcraft 3, for example the marks for quest givers that Blizzard carried over. Still there are two elements that I described and that Blizzard still misses. The first was about an UI that archives everything and organizes completed quests into branches (so that you can really follow the ties and “read” your personal story, like an album of your virtual life), the second was about delivering more precise informations about where to go. The idea was to display directly precise marks on the map or a sort of “treasure marks” where the zone in which to search is not precise, so marking the borders of an area where the objective is supposed to be or “pirates” marks and writings pasted directly on the player map that need to be interpreted :)

Anyway it feels strange when you read your own ideas explained by someone else. If anything, I tell to myself that those ideas were actually not bad if they finished on big games implemented in a similar way to how I was portraying them in my mind.

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