tag:blogger.com,1999:blog-11758224.post4509347115738093978..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Exploration Needs Implicit SharingCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-11758224.post-42695132267888415982014-12-11T07:43:50.582-08:002014-12-11T07:43:50.582-08:00Even aside from the tools, we need to create the &...Even aside from the tools, we need to create the "gameplay language". Everyone understands collecting wood and magically turning it into tables and armor and ships. We need that same kind of language for more diverse content.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-85309823836689752062014-12-11T07:40:23.570-08:002014-12-11T07:40:23.570-08:00The one place Minecraft has implicit sharing is on...The one place Minecraft has implicit sharing is on multiplayer servers, so it's no wonder they're so popular.<br /><br />I think the first step to sharing other content requires designers and players to step outside the total-immersion paradigm we've got going now: if the player is their character, and can only interact with the world from that character's perspective, then player-created story stuff looks like metagaming. <br /><br />And, of course, complete freedom with dev tools results in a lot of powergamers with worlds where you press a button and Steam achievements pop out. (As seen in TF2 achievement servers, dozens of cruddy Neverwinter Nights scenarios, and all those Skyrim mods.) Not an insurmountable problem (see also: all the good Skyrim mods). And of course, you don't have to give complete, direct access to dev-tools to let players build content. It can be built indirectly with building blocks.<br /><br />Which suggests to me that you're right on the money with the need to invent a tool for this.Isaachttps://www.blogger.com/profile/09981225682631417415noreply@blogger.com