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shockwave04

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#201 shockwave04
Member since 2002 • 19257 Posts
It still doesn't come out for almost a year lol
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KnightsofRound

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#202 KnightsofRound
Member since 2004 • 5819 Posts
I remember someone posted something about achievement points in an Xbox 360 version, but an Xbox 360 version has never been publicly announced, so I'm still not sure if one is actually being developed. I'd rather play it on PC anyways.
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#203 shockwave04
Member since 2002 • 19257 Posts
I don't remember seeing achievements points for worlds.
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#204 KnightsofRound
Member since 2004 • 5819 Posts

I don't remember seeing achievements points for worlds.shockwave04

http://www.gamespot.com/pages/unions/forums/show_msgs.php?topic_id=25391552&union_id=1637

You even posted in the thread lol.

EDIT: Well achievements were never talked about I don't think, but we were joking about them in the thread.

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#205 mgmeek
Member since 2005 • 4079 Posts

^ :lol: great memory Knights. :)

i wouldn't mind a 360 version as that would make it easier for me to get but it would probably be better on the PC.

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#206 shockwave04
Member since 2002 • 19257 Posts
I see my post but still don't remember lol
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Kurushio

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#207 Kurushio
Member since 2004 • 10485 Posts

We havent even seen how it plays. It could be almost impossible to try to play it with a console controller and im sure it wouldnt be fair if they were in the same servers as people with PC's.

Also shock you only have 16K posts to try to remember lol.

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#208 shockwave04
Member since 2002 • 19257 Posts
yeah 15662 is a lot to keep track of lol
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#209 shockwave04
Member since 2002 • 19257 Posts
here is a new Concept art from GaeWorld :
http://gateworld.net/news/graphics/ancient_city.jpg
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#210 mjk1
Member since 2003 • 10309 Posts
looks nice
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#211 shockwave04
Member since 2002 • 19257 Posts
Yeah it looks real good
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#212 KnightsofRound
Member since 2004 • 5819 Posts
Have they said if they are charging a monthly fee for this game yet? I am going to be pissed if they are because I hate paying monthly fees.
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#213 mjk1
Member since 2003 • 10309 Posts
nothing yet on pricing but a monthly fee could be a possibility
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#214 KnightsofRound
Member since 2004 • 5819 Posts

nothing yet on pricing but a monthly fee could be a possibility mjk1

I really hope it doesn't. I might not play it if it has a fee. I hope they do something like Guild Wars, make it free to play online and just make a lot of expansion packs. Or just do something like Hellgate: London and make it so its free to play online, but if you pay a monthly fee you can get exclusive gear and can make more characters.

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#215 shockwave04
Member since 2002 • 19257 Posts
I wouldn't mide paying $10 to $15 bucks a month.
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#216 Kurushio
Member since 2004 • 10485 Posts
I think 10 would be the most i would be really willing to pay. More than that i just dont see me doing unless i get addicted to the game which usually does not last months ever but more like weeks.
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#217 snoopeymaster
Member since 2007 • 1081 Posts

but do u guys honestly think its going to be a good game?

i mean i cant see it being a good game man...

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#218 shockwave04
Member since 2002 • 19257 Posts
but do u guys honestly think its going to be a good game?snoopeymaster
Yes I do. But all we have seem of it so far is just concept art.
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#219 mjk1
Member since 2003 • 10309 Posts

Q & A with Kevin Balantine, Senior Marketing Manager at Cheyenne Mountain Entertainment.

2. One of the main things talking about MMORPGs is the character progression for players. Talking about that we can see 2 different models, the Ultima Online one focused in skills and the EverQuest one focused in levels. To which one will appeal more Stargate Worlds? Can you explain a little how it will work?

Stargate Worlds will have a level-based progression for characters, but there will be a variety of skill trees for each character archetype to allow customization. The system is both accessible to players new to MMORPGs and familiar to longtime players. For an example of how this system will work, let's take a look at the Soldier archetype. Each archetype has three possible specialties. For the Soldier, those specialties are command, automatic weapons and heavy weapons. Command abilities give the players access to limited healing technology and team targeting buffs, while heavy weapons and automatic weapons abilities improve the character's ability to deal damage to enemies.

3. You have confirmed that Stargate Worlds won't be a MMOFPS because you want to use a more tactical combat. Can you explain us more about it?

Our tactical combat system will be something completely new in the MMORPG segment, yet it will be familiar to anyone who has played one before. Two things that really set our system apart are the importance of cover and the capability of the AI.

Cover has to form the core of any system trying to model modern combat in any sort of realistic manner. Standing out in the open during a firefight is suicide, and that will be reflected in Stargate Worlds where even high-level characters will hesitate to take bullets from low-level characters.

4. Stargate fans are wondering what will happen with vehicles. Players will be able to use them either in planets or in space?

There will be vehicles in the game, but they will not be player controllable at launch. Player-controlled vehicles may make sense in a future expansion, but for launch we are focusing on core gameplay elements.


5. Will players be able to access ships in space and combat inside them? Something like to board the ship and gain control of it instead of having to destroy it in a large battle?

Boarding actions are one of many types of quests that can be included in Stargate Worlds. If you look at the types of quests that Stargate SG-1 handled during the run of the series, there are almost endless ideas that we can draw on, plus we aren't restricted in budget in the same way a television series is limited.

6. That last question forces us to ask the following. What will players find about teleportation? They will be able to teleport to enemy ships, or exact locations in planets? For example, my squad has been surrounded by lots of enemy Jaffas, will we able to request teleportation to a nearby allied spaceship in planet's orbit?

In some circumstances, Asgard beaming technology may be available to players and the Ring Transporters will of course also be available where appropriate.

7. In the series all the characters are using always all kind of stuff like alien devices, teleportation rings or turrets. Will players be able to use them too? Can I take control of a Jaffa turret to defend myself from an enemy attack?

The Stargate series are all about getting new technology to use in the fight against the Goa'uld and other enemies, and Stargate Worlds will reflect those goals. It's about more than gaining an edge on a battlefield, it's about the survival of your home world. Characters will be able to explore multiple tech trees to create advanced weapons and equipment that will give them a vital edge on their foes.

8. For last but not the less important. What is the actual status of development of Stargate Worlds? We will have to wait more for a first trailer or know your beta plans?

We are in full production and steaming ahead for a late 2008 launch. We currently have our first trailer in development and we'll be debuting that early next year.

SOURCE: MMOGINFO.COM

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#220 shockwave04
Member since 2002 • 19257 Posts
Woot finally a trailer.
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#221 mjk1
Member since 2003 • 10309 Posts

More images of Tollana

stargateworlds

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#222 mjk1
Member since 2003 • 10309 Posts
New Image of a castle in Worlds. Plus new Video showing an Android face.
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#223 shockwave04
Member since 2002 • 19257 Posts
It looks like something from Oblivion.
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#224 KnightsofRound
Member since 2004 • 5819 Posts
Whoa, that video was crazy!
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#225 mjk1
Member since 2003 • 10309 Posts

SGW-MP : Your team realizes the "world," but can you tell how big you're planning on making it? How many kilometers?

Josh Kurtz :Our size will be determined by the needs of our content team and how much space we feel we need to get the players from min to max level while at the same time giving them space to explore and adventure in non combat pursuits. That being said I would say that it's safe to say that we will be in the triple to quadruple digits in square kilometers. I don't want to get too detailed because we may decide to make changes based on the needs of our players.

SGW-MP : What kinds of planets/environments should we expect?

Josh Kurtz :You should expect a spectrum of very Earthlike environments; Forests, plains, deserts, mountains, snowy fields. But we will also be creating a few alien landscapes that we hope will be very cool for players to explore and adventure within. We want players to have a wealth of places they can go so that they never feel like they are in just another one of "Those" worlds.

SGW-MP : In games like Dungeons & Dragons Online or Guild Wars that most instanced the dungeons or instanced parts of a city... Will Stargate Worlds have instancing, and where?

Josh Kurtz :We will in fact have instances, we like the effects on gameplay and story that an instance can provide. I would like to save the exact details of them for now, give you something to ask next time.

SGW-MP : Will SGW have PVP/PVE, or something totally new?

Josh Kurtz :We are planning content for players who enjoy both PVE and PVP. We don't want to force players to play in such a way that they won't enjoy, we want players to be able to play the game their way. To facilitate that we have some designs that will allow players to do PVE if they want to engage in that activity and PVP if they really enjoy killing their fellow players. We even have a few designs we are playing with that will incentivize players to step outside their comfort zones once in a while.

SGW-MP : Are you in charge of the NPC's? Can you tell us more about them? Maybe some scripting like when a NPC come to me to ask me if I can escort him?

Josh Kurtz :I am in charge of non quest related NPC's; so any mob's that you would fight or vendors you would buy from or sell to and any trainers who you might gain skills or abilities from. I'm not ready to go into details but we do have a fairly robust set of tools for placing and scripting these NPC's and I am looking forward to some of the things we can do with them.

SGW-MP : Will there be housing in the game?

SGW-MP : Will we need to buy the latest, biggest computer or can we play with our present PCs?

Josh Kurtz :Sure ask me the tough ones. I can't go into too much detail on this but I can tell you that our engineering team is working long and hard to provide an engine that is scalable so that players with a wide variety of machines will be able to enjoy the game we are creating.

SGW-MP : Will Worlds work on other platforms beyond Windows?

Josh Kurtz :If I were to try to answer that question you would get a lot of Umm's and err's and me trying to sound all tech savvy when in fact the best people to answer that would be our engineering team.

SOURCE: Stargate Worlds Mondes Persistants

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#226 Kurushio
Member since 2004 • 10485 Posts
They dont say a damn thing still. I know it is still very early but surely they must have some details that are nearly a sure thing by now i would hope.
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#227 shockwave04
Member since 2002 • 19257 Posts
they did say in the coming months.
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#228 Kurushio
Member since 2004 • 10485 Posts

Yeah but i bet it will probably be the same non information they keep giving. If we are lucky we might get one more possible detail about the game. The only good thing about it is that it shows that it has not been canceled or quite forgotten.

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#229 KnightsofRound
Member since 2004 • 5819 Posts
Wake me up when there is some gameplay footage lol.
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#230 mjk1
Member since 2003 • 10309 Posts

you'll be sleeping for a long time. No gameplay footage but some more 'non information' like kurushio said

Warcry: Everyone is very happy with the team's decision to allow other playable races beyond humans. What can you tell us about some of the changes to the races that we might not have seen in the series?

Kevin Balentine: Those familiar with the series will know the Goa'uld. The Goa'uld are these parasites that enter into a host, have godlike tendencies, and even godlike powers. If you watched the series you know that late in season 9 there was an episode called Strong Hold where Baal is talking to Teal'c. Baal is on a tangent were he believes that the Goa'uld need to rethink the whole god portrayal. The Goa'uld of Stargate Worlds have followed this line of thinking. They are still megalomaniacs, and lust for power; they have just stopped pretending to be gods.

Warcry: We know that the classic races will make an appearance, but can we expect to see such races as the Ori?

Kevin Balentine: When we launch the game we are focusing on the earlier episodes, and as such the Ori would not be part of that context. Most of what the player will be part of is a pre-Atlantis setting. There has been a lot of talk about making Atlantis our first expansion pack. The Ori don't appear in the time period we have chosen, but that does not mean they won't appear down the road. We want to be clear that we are not retelling the story of Stargate, we are giving the player a chance to make a new story.

Warcry: What kind of communication do you have with the writers and team that worked on the television series?

Kevin Balentine: We have Wright and Cooper's thumbs up on everything we are doing. We send them what we are working on, and we are on the script distribution for the show.

Warcry: The big question on the lips of the fan base is, when can we see beta invites being to happen?

Kevin Balentine: We want to launch next year, so that in its self should give you an idea, but we are not announcing beta as of yet.

SOURCE: WARCRY

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#231 shockwave04
Member since 2002 • 19257 Posts
all theese interviews and they're not tell us anythink lol
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#232 shockwave04
Member since 2002 • 19257 Posts
IGN Diary #1 :  http://rpgvault.ign.com/articles/833/833616p1.html
Stargate Worlds Diary #1Cheyenne Mountain's Chris Klug discusses storytelling in massively multiplayer games and the writer's primary job
November 08, 2007 - Stargates are portals that allow people and objects to be transported instantly across the vastness of space through stable artificial wormholes. It was originally thought they had been built by the Goa'uld, who used them to conquer much of the universe and to move humans to many places throughout the galaxy. However, it turned out they were created by a race known as the Ancients, who once had surprising connections with Earth. They were allied with the Nox, the Furlings and the Asgard, but according to the last of these, they have moved on to another part of the cosmos.

Based on MGM's hugely popular science fiction universe that has entertained an entire generation of TV watchers, Stargate Worlds takes place within the early portion of the Stargate SG-1 timeline. Cheyenne Mountain Entertainment's massively multiplayer online role-playing title will allow players to explore alien worlds, encounter ancient civilizations and battle a variety of formidable enemies. Although the available races haven't been officially announced, it appears that we'll be able to adventure as humans, Jaffa, Goa'uld and Asgard. In addition, it's expected that the team will place a considerable degree of emphasis on the telling of stories as a distinguishing element.

Includes two exclusive concept images


Storytelling in MMOs

Storytelling in MMOs is entirely about establishing the structure of the player's game experience, and it is this structure delivers the emotional experience to the player.
I know for certain that structure - not dialogue - is the most important job the writer has as well as his or her primary responsibility, and this job is so important that it eclipses almost every other thing the individual has to do.
"That's a pretty bold statement there, Chris. We thought this article was going to tell us about storytelling in MMOs, not this thing you call 'structure.'"

Ah, I see then. Well, I'd like to start our discussion by asking you the following question: What do you consider to be a story?

Battle ring concept
"A story? Well a story is a series of... wait a minute, why are we even discussing story when we talk about an MMO? Isn't, by definition, an MMO a game without a story?"

Hmm, well, that depends on what you define as a story.

Just for the record, I define story as change due to conflict. Well, change in an MMO is an easy thing to effect; characters level up, they get more stuff, they grow more powerful. They change. Check that item off. However, it is the nature of the conflict within the universe in which they level up that is the core of the MMO's story. The players must feel as if the world in which they adventure is coherent, logical and fantastical - all at the same time. The story in an MMO is a dramatic one, having more in common with film or TV than novels or short stories. The heart of all successful drama is structure. Let me explain what I mean by structure.

Structure is "the arrangement of and relationship between elements in a complex whole". That's a dictionary definition, but it's one that we can use to anchor our discussion. But, I hear you saying "Why structure? If MMOs are a medium where, by definition, you can't control what the player does, how can you talk about structure? How does a writer make use of structure to do her job? Don't writers use words? Are you supposed to write the game's dialogue?"


Market concept
That's an interesting question. What do writers do? Well, most people assume they write stories using tools like words, sentence structure and grammar. That seems kind of obvious, right? Writers do things like write dialogue. Well, that's true, but it is only part of the job, and in many respects, especially in drama, the least important part. I know that it's easy to see the dialogue as an audience member because it sits on the surface of all drama... and actors are often charismatic, so they are easy to watch while they do their job, talking away like mad.

However, I know for certain that structure - not dialogue - is the most important job the writer has as well as his or her primary responsibility, and this job is so important that it eclipses almost every other thing the individual has to do. I know this statement is probably even bolder than the one I led off with, so let me explain this a little further.

"The only thing they really pay you for is structure." William Goldman made that statement about screenwriting. Arguably the best screenwriter of the last 40 years (his famous films include Butch Cassidy and the Sundance Kid, All the President's Men, Princess Bride, Good Will Hunting - yes, he really did the re-write on GWH that he denies doing) he is also the author of some of most well-known dialogue ever to grace celluloid ("My name is Inigo Montoya, prepare to die"; "Follow the money") is essentially claiming that his main job as a writer is to create the structure of a film.

What does this mean, exactly? We'll dive into that question in the next installment.

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#233 mgmeek
Member since 2005 • 4079 Posts

well now that the writing lesson is over, can we get some info about the GAME! :| for some reason i was reminded of mel gibson when reading this, oh yeah...

General: And being that we are all big Mel Gibson film fans, we thought maybe you could help us.
Mel Gibson: Aww, my nipples they HURT! They hurt when I twist them.
General: Yes, umm, I don't suppose you have any creative ideas how to fight these terrorists.
Mel Gibson: How 'bout this. You have that video tape that the terrorists made right? Well maybe if you did a background check on that video tape you might find somebody who doesn't belong. Somebody who doesn't fit in Imaginationland. (twists nipples) AWW!
Lieutenant: Hey, that's not a bad idea.
General: Yeah. Say what you want about Mel Gibson but the son of a b*tch knows story structure. Get the video tape and do a background check on everyone in it.
Mel Gibson: (twists nipples) AWW! Yes!

South Park "Imaginationland"

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#234 mjk1
Member since 2003 • 10309 Posts

I was reading an article on stargateworlds website about some charity/auction thing they are doing where you have a change to win beta keys for the game, which i thought was cool and i read on....

"For Stargate Worlds, it's a chance to win one of 10 beta keys for the upcoming game, due to be released in the fourth quarter of 2008."

so my question is when is this game coming out ? if the beta keys are released in Q4 08 will they still have time to release the game in Q4 08 or is it more likely to be released Q1 09 ?

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#235 Kurushio
Member since 2004 • 10485 Posts

I was reading an article on stargateworlds website about some charity/auction thing they are doing where you have a change to win beta keys for the game, which i thought was cool and i read on....

"For Stargate Worlds, it's a chance to win one of 10 beta keys for the upcoming game, due to be released in the fourth quarter of 2008."

so my question is when is this game coming out ? if the beta keys are released in Q4 08 will they still have time to release the game in Q4 08 or is it more likely to be released Q1 09 ?

mjk1

I think you misunderstand. The GAME is due to be released on Q4 2008. The beta would probably be in late Q2 2008 so probably around August or so. Obviously the game and beta could be pushed back and wouldnt be too surprised really if it does.

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#236 shockwave04
Member since 2002 • 19257 Posts
Obviously the game and beta could be pushed back and wouldnt be too surprised really if it does.
Kurushio

Yeah all games get delayed nowadays.
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#237 mjk1
Member since 2003 • 10309 Posts
oh i see, thanks for clearing that up, i was thinking the game was getting pushed back and like you said its a possibility that this could happen :~
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#238 shockwave04
Member since 2002 • 19257 Posts
10 new pictuers : http://www.gwn.com/screenshots/thumbnails.php/game/32196/Stargate_Worlds.html
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#239 shockwave04
Member since 2002 • 19257 Posts
Stargate Worlds Diary #2 The Creative Director on Cheyenne Mountain's online project discusses scenes and their role in conveying a story
Stargates are portals that allow people and objects to be transported instantly across the vastness of space through stable artificial wormholes. It was originally thought they had been built by the Goa'uld, who used them to conquer much of the universe and to move humans to many places throughout the galaxy. However, it turned out they were created by a race known as the Ancients, who once had surprising connections with Earth. They were allied with the Nox, the Furlings and the Asgard, but according to the last of these, they have moved on to another part of the cosmos.

Based on MGM's hugely popular science fiction universe that has entertained an entire generation of TV watchers, Stargate Worlds takes place within the early portion of the Stargate SG-1 timeline. Cheyenne Mountain Entertainment's massively multiplayer online role-playing title will allow players to explore alien worlds, encounter ancient civilizations and battle a variety of formidable enemies. Although the available races haven't been officially announced, it appears that we'll be able to adventure as humans, Jaffa, Goa'uld and Asgard. In addition, it's expected that the team will place a considerable degree of emphasis on the telling of stories as a distinguishing element.

Includes an exclusive concept image and an exclusive render



Scenes


In our last entry on storytelling in an MMO, we left off with a note from William Goldman where he says, "The only thing they really pay you for is structure."

What does Bill mean when he says that, exactly?
Having every scene in a story deliver the same emotion yields a very boring story overall. You need to intersperse the funny with the sad, the thoughtful with the action-packed.
Any discussion about dramatic structure must begin with the old chestnut from Aristotle about three Acts - every dramatic story has a Beginning, a Middle and an End. "Well, that's pretty obvious," you say. "Big deal." Well, yes, it sorta is a big deal because the majority of the artfulness of writing drama comes through the juxtaposition, ordering and choosing of smaller elements within those three acts.


Castle throne room concept
These smaller elements are called scenes. A typical three-act, two-hour film contains approximately 40. Each of them, to be effective, must serve multiple masters. They must, in no particular order
a) be entertaining,
b) advance the plot,
c) reveal something new about the characters, and
d) evoke an emotional response in the audience.

Most of time taken when writing a screenplay is spent on choosing which scenes to include and which scenes to exclude, and creating the order in which those scenes appear. In fact, many screenwriters first work in an outline form with index cards, positioning them on a wall using thumbtacks, arranging and re-arranging these scenes, adding and subtracting as they try out different combinations.

In the MMO business, of course, we don't write scenes. Ee create encounters, missions and tasks for the player to do. We call these small sequences of events 'beats'. We spend a great deal of time constructing the order within them. We can't always control the order in which the player chooses to do each beat, the order within any one, and what the beats are... and we worry about this quite a bit.

Why would we spend so much time doing this? For an answer, let's take a closer look at the last master item scenes must do above, "evoke an emotional response in the audience." Dramatic structure is the artful sequencing of scenes; the order is designed to evoke the most intense emotional reactions from the audience. When the progression is correct, audiences are like puppets. They will do what you want them to do - laugh, cry, get an adrenalin rush, scream in fright, etc. All these emotions are evoked in an audience because of the sequencing of the events.

While having the audience empathize with the characters and writing creditable entertaining dialogue both help, these are but modifiers that aid the basic creative effort, which is to arrange the scenes in your work in order to evoke the most powerful emotions possible. The reason this is your goal as a writer is simple. People come to feel something; they don't come to THINK. In essence, they come to be emotionally manipulated, and the writer is the architect of that manipulation.


Jaffa building render
Think about telling a joke. There are people who have trouble doing this. Most often, their difficulty comes from not understanding the way the joke is structured (setup, reversal, punch line). Both the timing and selection of all the elements must be in place for the joke to be funny. It is the same with the structure of stories.

On the surface, this all seems like a simple task, right? If the film is a comedy, you want each scene to be funny. If the film is a tragedy, you want each scene to be sad, right? What did you just say? You, in the back row. Stand up, now. I can't hear you. What? You're saying that if every scene in the movie was sad or they were all funny the movie might get boring. Really? Wow. That's pretty smart of you. Did you take a playwrighting ****in college or something?

The young man in the back row is right. Having every scene in a story deliver the same emotion yields a very boring story overall. You need to intersperse the funny with the sad, the thoughtful with the action-packed. You need variety when you figure out the scenes. This diversity can't be random; it has to be chosen so that each scene augments and reflects on each other. And, to make this all even more complex, Eisenstein's work on 'montage' (en.wikipedia.org Soviet montage theory) proves that three identical images, each with a different emotion, viewed in different orders will evoke multiple different emotions in the audience. So, to make sure your story 'feels' right, you need to get the sequence absolutely correct.

What our writing staff does is build this artful story structure into our MMO. They build the sequence of beats for our game. As I mentioned above, what this means in our terminology is a combination of missions, tasks and conversations the character might have.

How do we do this? That's the topic of the next installment.

Chris Klug
Creative Director, Stargate Worlds
Cheyenne Mountain Entertainment
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mjk1

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#240 mjk1
Member since 2003 • 10309 Posts
they do look good
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#241 shockwave04
Member since 2002 • 19257 Posts
Yeah I hope the game looks like the concept art.
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#242 mjk1
Member since 2003 • 10309 Posts

Yeah I hope the game looks like the concept art.shockwave04

lol yeah

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#243 mgmeek
Member since 2005 • 4079 Posts

[QUOTE="shockwave04"]Yeah I hope the game looks like the concept art.mjk1

lol yeah

isn't that always hoped for but rarely attained.

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#244 shockwave04
Member since 2002 • 19257 Posts
Some game do do it.
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#245 mjk1
Member since 2003 • 10309 Posts
according to gateworld the first trailer of this game will be shone on Jan 04th when the new episodes re-start
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#246 smokeydabear076
Member since 2004 • 22109 Posts
I can't wait to see how it turns out.
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#247 shockwave04
Member since 2002 • 19257 Posts
Its a MGM/CM/SciFi Channel thing, so I wonder if you UK guys will get it...
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#248 smokeydabear076
Member since 2004 • 22109 Posts
They probably will get the game eventually if not at the same time the US does.
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#249 shockwave04
Member since 2002 • 19257 Posts
I was talking about the trailer.
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#250 mjk1
Member since 2003 • 10309 Posts
i doubt it, but their always youtube