SOE Live 2013: EQNext Landmark Panel Takeaways
Goals, voxels and more were discussed during the 2013 Landmark panel.
Here are our takeaways from attending the SOE Live 2013 EverQuest Next Landmark panel!
Creating a World
- Use core principals from the EverQuest franchise
- Bring a product that can't be found anywhere else
- Landmark is intended to appeal to players who want to interact with the world
- Longevity is important
- Kicks off the integration of content for EQ Next
- You're in "Our" World Now - creating a world together and Landmark is the beginning of this
- Building upon a completely constructable and destructible world
- Break the mold by going back to the roots of a game like Dungeons & Dragons, where everyone is part of the game and has fun
- Tiers of content and the game must be fun
- Destructible and constructable world (dynamic)
- Constructable world: modular world using LEGO sets as an example
- Construction goals: blocks, props, materials
- Use a geometric style in the world (supports underlying tech for game and allows the world to embrace its look)
- Materials needed to look natural and realistic; created a library of shapes
- "Iksar area" mentioned when talking about the world
- Halas mentioned when talking about the world
- Everyone from the team was able to contribute to building the world
- The devs hope to see the same inspiration put into building on Landmark
- Focused on making an organic terrain with voxels
- Voxels in the new engine are very small
- Data is stored for each voxel: its location, material, and contouring information in regards to smoothing (and "other stuff")
- Huge world + tiny voxels = LOTS of voxels = HUGE data problem!
- To solve the data issue they created a "procedurally generated world"...
- This uses "noise algorithms and textures" to generate the base terrain so it is not stored as data
- The procedural state allows the team to customize with voxels (custom voxels use data storage)
- They can heal the terrain, so that voxel data is removed and reverted back to the original
- "Mesh generation" that generates meshes with voxel data, which is actually what's rendered; also allows for smoothing and blending
- "Really awesome landscapes" are achieved by the level of detail generating lower resolution meshes as it is moved and "blended" further in the clipping plane
- Physics of destuction: devs have tools that allow them to evaluate the physics behind destroying the terrain
- Talking about how harvesting is different due to a destructible world...
- The world is made out of resources
- Natural resources are where you would expect to find them; "you find copper where you think copper might be"; rocks on mountains, wood in forests, "dirt can be found pretty much everywhere"
- Harvesting temporarily destructs that bit of world; the world heals and the resources may move a bit
- There will still be some game-specific nodes found via exploration.. example given is maybe some mithril will be in snowcapped mountains
- There's not only surface harvesting, but also harvesting deep within the world
- Tools: expect basic harvesting tools but also some specialized ones (not elaborated on yet)
- Harvesting encourages exploration
- Everyone is a crafter in Landmark! "On the frontier everyone needs skills to survive."
- System will be "easy to use and accessible" but there will still be things for "the hardcore guy"
- Players will create most of the items
- You can harvest items not just to collect and use them, but also because they're made of resources, so they themselves can be harvested if desired
- You can build outside of your plot for navigation purposes; this area can heal and revert to its natural state
- Limited tools to use when building outside your plot
- Any building within your plot is permanent; can "store your treasures"
- "Really powerful tools" for building inside your plot; same tools as devs
- Tools: should be obvious what it does, have consistent behavior and feel natural to use
- Tools: related functions are grouped together
- These tools remove the tedium of making small changes to your build
- Go above and beyond other games with features sure as smoothing and copy & paste
- Fun to use - it's still a game!
- Keep things looking like it belongs in the world
- Things are moved around with animations, sounds, particle effects - but these are intended to not be overwhelming
Q: Inventory space, how to organize?
A: Expect decent size inventory, can also store some stuff in your claim (plot)
Q: Can I dig under and collapse someone's plot?
A: They want the game interesting and intuitive but there will be some limitations. We don't know for certain right now.
Q: Will system requirements be similar to Planetside 2?
A: Too early to talk about minimum specs, but trying to get it running as fast as possible on many types of machines.
Q: How do you keep the world from "not looking like the surface of the moon" after 20+ people are harvesting in an area?
A: World healing should feel natural; current limit is five minutes
A: The world won't end up looking like swiss cheese, will discuss more later
Q: Mine resources from player-made objects?
A: Not talking about PvP right now
A: There will be "an extremely robust permission system" so you can control in Landmark what you want other people to do with you creations
Q: Any risks while harvesting?
A: Not talking about death currently but yes, there's risks (example given: lava is dangerous!)
A: Some items might circumvent dangers
Q: Best way for me to satisfy that person's need to grief others?
A: Will try to give players a way to PROTECT against griefing
Q: Scaling up/down, would it cost more resources... can you scale up and down?
A: Yes you can scale; building something larger would likely cost more resources
A: Two systems being discussed here... building with voxels: you can do some scaling with voxels and that will cost more resources since each voxel costs a resource; props: creation of a prop costs a set amount of resources
Q: How big can we expect EverQuest Next to be?
A: "The biggest."
A: "Very large."
A: Limits haven't been defined or reached yet; there are technical limits but they haven't reached those yet
A: More hardware and processes should scale the world larger and larger; not testing how big it can get yet
Q: Do voxel materials have a mass or hardiness? Wall of stone harder to blow up than a wall of dirt? Will it sound different
A: Plan to have audio attached to materials...
A: .. and different physical strengths.
A: Hardier materials can make it easier to harvest lower tier things
Q: Craft or create props that allow more efficient movement?
A: Sounds like fun but too early to say!
Ann "Cyliena" Hosler, Senior Content Manager