05-10-2016, 01:42 PM
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Petrification of a Newbie
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Join Date: Dec 2002
Location: Dortmund, Germany
Posts: 1,375
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"He's dead Jim". I want to open my reply with a small quote, I guess I don't have to bother about trying to explain it.
I think the state of GK just reflects the state of overall PC Graal. The game always relied on a big workforce of willing Developer-Players. iPhone and Facebook Graal have been released, but sometimes it seems to me, that no efforts are being taken to put anything back to it.
One thing I have to admit: I don't get why, even if I try to see the topic out of an economic perspective. To me, Graal was a good Indie-Game before that topic even got big. With some effort and investment on infrastructure and devtools Graal could be easily marketed as a 2D MMORPG SDK.
Only a small list of examples:
- Broken Serverlist
- No solid Devtools, Lacking pool of assortative Graphics to allow easy development, aside of the oldskool Pics1 and some free forum stuff
- No possibility to make money for good development, which probaply kills the MMORPG Aspect
- Dead Community
- Missing Marketing, no active marketing as powerful MMORPG SDK
If I put the general situation aside, Graal Kingdoms was always an eternal construction site. From the beginning, GK always felt a bit incomplete as the mudlib was never well connected to the game itself. Most elements were never implemented on GK, yet still actived in the mudlib and caused curious problems and bugs. Old players will joyfully renember random alchemy, or when trade tables allowed easily plat generation: you could just place on the table at very high prices, cast alchemy, and sell the created gold which now roughly had the value earlier set at the trading table. Quickly after 2002 GK became a economic simulation, that circled roughly around gear and event items. I renember players making hundreds of dollars just by selling their event gear, as the game - let's put aside some decorational additions - was just about who had the best stuff - or the highest level. Quickly, after some players slowly reached level 20 or 30 playing a fair game, more and more bugs were found to level in insane ways. A popular way of leveling for example: Trying to use the more or less broken "Stealing" skill on Bosses... After that the "engine" was more or less nonsense to me. Which caused gear to become even more important...
If there is any development at all, I hope, people are trying to create a fresh start without mudlib... |
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