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Why are small minimalist overworlds deprecated?
I have always liked overworlds that were simple and small and I really don't know why they aren't being taken advantage of more often. Not just that but the over detailing of levels causes players to go around unnecessary obstacles. It seems like everyone wants to have a huge overworld even through it is extremely unnecessary for a wide variety of reasons.
Now on to the second part of my question and reasons why it's ridiculous, over detailing of levels. I don't know why everyone feels a need to throw random grass indentations or raise the grass in every level, make dirt paths that go absolutely nowhere, a bunch of random tiles to fill up blank areas. This sorta coincides with the point I made about Pointless Content. Sure you can't just leave the level blank but you shouldn't fill it up 5000 tiles, maybe a few things of tall grass here, a rock, a few bushes. I have the same problem when it comes to making levels but I have been trying to stray away from it. I personally think classic has an overworld that is easier on the eyes than anyone currently in existence. I think more developers should take after how classic levels were designed and ditch the whole 'lets make a level and throw cliffs and jagged paths and things to block the players everywhere.' Ok, enough about this because I'm sure this whole section has been covered multiple times by multiple people. Now for my original question. Why are small minimalist overworlds deprecated? Could anyone explain why a 10x10 overworld with simple level detail tends to be looked down upon. I have a feeling that even if the overworld was one of the prettiest things on graal that It would be denied for classic status just for it's size and lack of level detail. What I don't think everyone understands is we don't have 1000 people on each server so why create 4000 pointless levels? |
I agree with what you're saying, functionality over quantity is the way I look at it nowadays.
The simple answer is this: most LATs are clueless. I'm not gonna act perfect, I suck at overworlds. For a perfect example of what an overworld should be check out Atlantis (I think Crow did it). There was a time when gmaps didn't exist and levels were actually made by hand. They weren't generated and thus less levels were filler and more served a purpose. Older servers were like this, even UN. UN's current size is due to the conversion to a gmap. This added a ton of useless filler levels that never needed to be there in the first place. This is not to say that these servers had great maps before, no, but the levels were more likely to be useful than a gmap filled for the sake of being filled. I think a lot of focus has always been placed on individual levels. To create a good map is very different, more difficult, and much more time consuming. That's why a lot of LATs, like me, suck at making overworlds but excel in individual/clumps of levels. The LATing community as a whole is kind of on stand still, if not going backwards. Good to see such threads. |
Personally, The development community itself for graal is at a halt itself. I also agree with you cubical.
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What can I say.. agreed!
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I agree completely with everything you just said Cubical.
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Hi, you sent me a link to your post in a PM so I figured I would go ahead and provide some feedback. I am replying to your post as a leveler that is sure some people accuse him of overdetailing and as an experienced player that has been playing Graal for years.
I believe a major reason people might prefer a larger overworld to a smaller one is that they associate a larger overworld with more (or more capacity for) content. It's logical for people to think that a big place has more room for stuff to put in it. Obviously, more room does mean more stuff to put in, but most people know that just because the overworld is big doesn't necessarily mean there is or will be a lot of content in it. You already mentioned ways a small overworld could be added to to introduce more content. I think your arguments promoting a small overworld are pretty valid. Especially for an under construction server when development work is the most important aspect, and taking on developing a large overworld might not be the best move. But if you're trying to achieve the hosted section, I could see how a larger overworld might promote the image that your server has a great deal done and has plans for getting a great deal more done. I can't say a whole lot on the issue about new players finding their way around. I exclusively play Unholy Nation and Zodiac and have for years; therefore, I know my way around those servers well enough. Any new player is going to have some trouble navigating around an overworld they're unfamiliar with. A smaller one would be easier to find one's way around, but signs could also help point people around, as can maps. A bit on the socialization aspect you mentioned. Yes, socialization is a big part of the Graal gaming experience. The problem you stated about large overworlds being non-conducive is ameliorated to some extent by the playerlist and PMs, as well as toguild messages, toall messages (do any servers still use these?), and chat systems that various servers have now implemented. They might not be the same as seeing what another player is doing and commenting in real time, but they do serve a big purpose in communication. Some servers have warping items to help players get around larger overworlds so that it isn't necessary to walk through so many levels (most of the time) to find someone to hang out with "in person". Finally, a bit on over-detailing levels. A couple times in your post you mentioned over-detailing blocking movement: "the over detailing of levels causes players to go around unnecessary obstacles" and "'...block the players everywhere'". What I believe this issue really boils down to is leveling style, which is the primary factor in all disputes about leveling. First, when I make (and "over-detail") my levels, I do not include many tiles that block player movement. Tiles that do this (hedges, fences, trees, mushrooms, small stones, rooshes, etc.) are kept off to the sides of a level or grouped together in areas throughout the level that players can easily see and navigate around. The tiles that would cause people to say my levels are over-detailed are completely passable. I also use cut bush tiles and underneath rock tiles much more often than I do the actual bush and rock (those that can be picked up) tiles. It's true that (at least ideally) dirt paths should only exist to lead players from one area to another area (with some sort of content in both places). I personally dislike the more simple leveling styles I remember from playing Classic and prefer more interesting (less predictable) levels that I can explore or look at (especially when I and players like me idle). All the same, it is important for things in a level to be conducive to player movement and exploration, but remember that a great deal of what goes into a level is dependent upon the leveler's style. Hopefully you find my feedback useful in your wondering. If you have any questions about things I mentioned, feel free to contact me. |
I agree.
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I couldn't agree more, I would hate to make 100 levels when I know for certain that players will only cluster around 2 or 3 of the levels.
But I do enjoy exploring big maps, so I guess large overworlds can be justified in that sense (aslong the exploration isn't meaningless!). Perhaps it's an issue of ego, a "my sword is bigger than yours" kind of thing... |
When is the last time an overworld has been released? I wouldn't say that they're deprecated just that people really haven't been making over-worlds at all lately, and the last overworld I saw (Noct.) was pretty small.
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Meeeeh, I've argued this so many times, and it can be such a lengthy argument :(
edit: Okay, time to elaborate. First off, smaller overworlds will not be a breeding ground for social interaction. People will always clump in specific levels regardless of how small the overworld is. Look at UN. People are always at Town Center. That has nothing to do with the size of the overworld. You could crop UN down to just Town Center as their whole overworld and people would still be clumped outside of OSL, thus the rest of TC is equally as 'useless' as the rest of the overworld. However, like I said I've argued this a lot so I'm going to simplify things: Making an overworld small is not going to magically fix the problems you mentioned. It has nothing to do with the size or content of the overworld but the attitude of the developers. The only way a large overworld would be a waste is if it was poorly planned and executed... and surprise, that's exactly what happens! UN's overworld isn't what I'd consider huge, but it's a ****ing maze to navigate through and mostly empty/unfinished. You can't just go from one town to the other, most of the time you'll end up at a dead end. Most UC servers will start with a huge overworld, simply with the intention of 'wowing' players with the size. They'll never have the manpower to fill it. There are countless other examples that back up what you say, but I don't agree with the real problem being the size of the overworld, but the developers behind them. I'm not condoning 50x50 gmaps and such, but I'm against the idea that overworlds should be a max 10x10 because people think it will magically make the server better. Better planning and execution will make the overworlds and servers better. |
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Before I say anything else I'd just like to note that this is not a thread bashing larger overworlds but trying to figure out what the obsession is with them and the show the benefits of creating a smaller overworld. I see more pros than cons of creating a smaller overworld which is what compelled me to make this thread. Also I would like to figure out why no one has got a server with a small overworld to classic status.
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edit: The levels attached is just personal preference of how I like my levels to look. I prefer the plain look to the random tile fill look. |
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As for it being easier on the development staff, it is and it would probably cause your staff to create higher quality work because
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I sort of lost track of what I was talking about in half of those comments I just made because I'm talking to a friend on the phone before I leave but hopefully it doesn't confuse anyone. If there is any confusion please let me know. |
i personally enjoy large gmaps for the sole purpose of exploration. What i use to love about GK was that me and my friends could jump on a boat and go to other islands, where I have never ever been and have fun. I know small gmaps can achieve this in other ways, but it requires more work
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I agree for the most part, especially if you look at it from a UC standpoint (plus the lack of developers across all specialties). You can always go back and add more to an overworld needed to fit gameplay content as you go.
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I sort of scrolled to the bottom after reading a little bit of your posts. But its this simple. How many of you stick to one area on your favorite server? All of us. The only reason we leave these areas is to go to a certain spot we need to, and come back to the main location (Unstick, Bomboria, Spar, Event Lounge, etc). So yes I agree keeping a playerworld small in one area is a good. Although I dont think it really affects playercount or decides wether or not someone will play the server or not, you know what I mean?
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Dare I say it? Size doesn't matter. Content and playability does. This is why no UC server, large or small has made it to Classic status in a long time. They have a hard enough time producing enough playable content to stay on Hosted.
I personally don't care how many levels a server has, I rarely spend the time to explore each individual level while inspecting. I want to see if a player can log on and play the game without getting annoyingly frustrated in the first 5 minutes over bugs, broken npcs and an inability to figure out what to even do. I also don't want to see a carbon copy of another server out there. If the first server is struggling to survive what makes people think a clone will do any better. |
I prefer small worlds on Graal. However, I remember playing a PS2 online MMORPG and it was great to 'explore' the world. That had a lot of pointless space, but it made up for it with purposeful locations dotted around, however that worked better being 3D allowing you to see on the horizon!
But generally I would agree a smaller overworld would be my preference. |
Having overworld sections that go together would look so much better. For example separate towns with wilderness areas, normal areas from spooky areas, and those from icy areas, from lava areas, etc. Use caves more in combination of walking through forests, etc.
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I guess it depends what you're going for, really. As Graal has evolved I've noticed that a lot of developers, myself included, are aiming for realism over functionality, and hoping to fit enough content into their miniature world to make them not seem like "wasted space". At least, that's the effort I've been putting in. I never liked how you could be in one level, a grassy town, then if you go Left a level, Up a Level, then Left a level, you're in some snowy castle.
Graal back in its day was simpler and as Crono said, with the introduction of gmaps, developers have almost been forced to favor a more realsitic image. |
Disable any kind of map. And have that be ok.
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I see what u mean if gmaps were small u have to pack the content like era when they first release it was small gmap but now days if u dnt have alot of content pwa will just say not enough content an have to add so people make alot of content if i was doing a over world i would make seperate gmaps of just the towns an between each town then script it to connect it all i actually have a server that was made in 99 that had 13 towns an level 6 sword my brother an his friend made it
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Like I said in my example, a grassy town is not gonna be right beside a snowy land castle. Not in todays Graal. Back then it could pass but if you compare level design today to 10 years ago, it doesn't even look like the same game. The state of "realism" I'm talking about is more like, if theres snowy land, it's probably up on a mountain, or up north somewhere, and that forces people to create a bunch of empty levels to get from point A to point B. Talented LAT's are able to fill these voids, but most, myself included, often find it difficult to stay the course and find the motivation for such daunting tasks. |
As Stefan so wisely said, "There is a point to everything." Gmap generators were made to help developers rapidly make an overworld. That does not mean that you then don't go back over those levels and personalize them for your server. A solid forest may separate two towns but you may go through and carve a small winding path to lead you to that town for example. Maybe add a few hidden nooks to sit and chat in. While there is always the central core of a server, many people prefer to find some far away spot to sit and idle now and then.
The PWA does not deny a server based on its size. The problem usually lies in the development of that area. We've had applicants try to use a completed overworld filled with blocked and empty buildings. They might add fishing or mining to fill the "play for an hour or two" requirement but whats to keep players coming back? If there are no quests, no jobs, nothing to explore, would you come back? I doubt that. Most times when I've turned down a server I've asked the staff to do one simple thing. Reset yourself and go onto your server pretending to be a noob. You know nothing about the server other than what you can see and do. See if you actually find the server fun to be on. We don't care if its 'realistic' or not, its a game. We cannot turn back time to what once was. We can use what we have though and make a new way of life. I could go on but I will save you the pain of a wall of text. I think you get my point. |
Bell my point about gmaps isn't that I'm against them. It's that 3/4 of the levels are fillers which serve no purpose. They're more like unnecessary obstacles. :(
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A few filler levels aren't a problem, there is a problem with servers like GK where 98% of the overworld go unused by players and 90% of that 98% isn't even used for anything. Not just because all that content took ages to develop, or that all that content was developed without any plans of putting anything there but that work could have been put into creating other content that would stand a purpose and occupy some more of the players time. A lot of levels on servers with Classic status have absolutely no reason for players to visit them more than once and that's just to see what is in that house.
If kingdoms were to be made by say Dusty or just some random person, it would have never made it past hosted in the state it is currently in with the type of content it has right now. Although I'm sure Dusty would have done quite a bit better of a job with the server I was just throwing a name out there of a good developer. The only thing that kept me playing GK for thousands of hours was the allure of trading. If I had had to actually pay for my gold I would have stopped after my first 3 months ran out. GK has close to no content and everything could be downsized. I can almost guarantee the player count would rise if it were to make everything a bit closer than it is right now. |
Don't get me wrong, I don't particularly care for gmaps myself. My point is that we have to live with them so its up to us to figure out a way to work around the problem and utilize them to the best of our ability.
All servers that have been around since pre gmap eras seem to have the same problem. Too many years of various developers adding their own things to make it 'their' server which in the end results in a cluster..mess of broken or useless stuff. That doesn't mean that the server should just be summarily trashed though. |
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Edit: bigmap.txt also worked similar to gmaps but I guess people just couldn't figure out how to use it. |
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I don't think that an inability to use bigmap.txt was that much of a problem. I just feel that in Stefans vision of Graal, gmaps were the next phase of the project to replace them. |
Answer to the question in this thread: Most Graalians lack the imagination to actually create something small but useful. Instead they make huge over worlds so they don't have to worry about making things useful, so in turn they can just randomly place things and label them as they go. "Oh, an unused house? Well that's simple, make it into someones apartment!".
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You'll have to forgive Crono every time he's given a gmap he fills in the empty levels with MASSIVE CLIFFS that just piss off the people that have to work with it. =p
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