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MWO Community Arc: A Lucid Drawing


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#1 Thomas Covenant

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Posted 06 March 2012 - 01:16 PM

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#2 Ghost

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Posted 06 March 2012 - 01:18 PM

I don't know, if I were you I'd put communication in as the keystone. Or maybe FUN in all caps.

#3 Garth Erlam

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Posted 06 March 2012 - 01:36 PM

Communication is phony major, Lobchenko learn nothing!

#4 Thomas Covenant

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Posted 06 March 2012 - 01:39 PM

Heres actually an earlier rendition.
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#5 Sarah Dalrymple

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Posted 06 March 2012 - 01:41 PM

I like the earlier rendition better. The Devs and Players are the bases and communication IS the KEY stone that keeps it all together.

#6 Thomas Covenant

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Posted 06 March 2012 - 01:47 PM

View PostGarth Erlam, on 06 March 2012 - 01:36 PM, said:

Communication is phony major, Lobchenko learn nothing!

My time playing mechwarrior 4 has not sufficiently prepared me to be insulted[complimented?] by you all battletech style.

View PostGhost, on 06 March 2012 - 01:18 PM, said:

I don't know, if I were you I'd put communication in as the keystone. Or maybe FUN in all caps.

Posted Image

#7 Paul Inouye

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Posted 06 March 2012 - 01:48 PM

I can communicate!

p.s. Nice sig Sarah!

#8 Thomas Covenant

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Posted 06 March 2012 - 01:49 PM

View PostSarah Dalrymple, on 06 March 2012 - 01:41 PM, said:

I like the earlier rendition better. The Devs and Players are the bases and communication IS the KEY stone that keeps it all together.

Interesting, but are you willing to admit that what we are all doing developers/players/everyone, it actually to make a community, more so than the game itself?

#9 Orzorn

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Posted 06 March 2012 - 03:07 PM

View PostPaul Inouye, on 06 March 2012 - 01:48 PM, said:

I can communicate!

Paul, you have literally the minimum required amount of brain power required to speak. I'm surprised there's enough left for you to even breathe.

Or maybe you have to use the resource wisely and have to stop breathing just so you can type.

#10 CeeKay Boques

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Posted 06 March 2012 - 03:08 PM

Dude. When you breathe through your mouth you can get WAY more air in your brain.

#11 Thomas Covenant

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Posted 06 March 2012 - 03:37 PM

I just got back from class. I have some thoughts on community and how free to play will affect it.

As we go forward we must be aware the short comings of F2P.

Putting designers and Players into one Group: The Community, only a portion of the "community" can add content. It puts a load on them to add content we want and to "represent" us. Compare this to a Mod community, which anyone can add content, there is more power dispersed evenly. BUT, being the way it is and something that we get for giving up that flexibility is that we can altogether have a group experience(in BattleTech) together.

Luckier still we have all attracted ourselves to a theme that is inharently flexible. (Mechs can customize weapon loadouts, players can play entirely different mechs,and we can all fight on the field of battle for different reason and in many different forms. Or custumizabilty plus that of others makes for a deep pool of experience that can be garnered from a player of this creation.

We must consider how can we overcome the short-comings of this F2P community model though. The dev team is enthusiastically developing content, if the groundwork other ways to introduce content are put in place aswell then we could all get a lot more out of this community.

#12 Nick Makiaveli

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Posted 06 March 2012 - 03:42 PM

View PostPaul Inouye, on 06 March 2012 - 01:48 PM, said:



p.s. Nice sig Sarah!


Ditto :)

#13 Orzorn

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Posted 06 March 2012 - 03:47 PM

View PostThomas Covenant, on 06 March 2012 - 03:37 PM, said:

We must consider how can we overcome the short-comings of this F2P community model though. The dev team is enthusiastically developing content, if the groundwork other ways to introduce content are put in place aswell then we could all get a lot more out of this community.

Are you suggesting a system like how Team Fortress 2 uses to help the community get content recognized by the developers? It worked well for TF2, although I'm not sure how PGI would feel about mech models not created after the designs of Flying Debris.

#14 Thomas Covenant

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Posted 06 March 2012 - 04:05 PM

View PostOrzorn, on 06 March 2012 - 03:47 PM, said:

Are you suggesting a system like how Team Fortress 2 uses to help the community get content recognized by the developers? It worked well for TF2, although I'm not sure how PGI would feel about mech models not created after the designs of Flying Debris.


This is exactly what I want to provoke.

#15 Sarah Dalrymple

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Posted 06 March 2012 - 04:11 PM

View PostPaul Inouye, on 06 March 2012 - 01:48 PM, said:

I can communicate!

p.s. Nice sig Sarah!

View PostNick Makiaveli, on 06 March 2012 - 03:42 PM, said:


Ditto :)


Thanks guys!

PS. If anyone else wants to join Team Trolololol, let me know and I can link you the sig!
PPS. I totally did not ask for this sig because Paul is funny or anything... :lol:

#16 Thomas Covenant

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Posted 06 March 2012 - 04:39 PM

This relationship between developer related content and player created content is a gradient.

The more you go to one side or the other you look what is up for grabs, how will this affect the quality of the content? How will this benefit the game itself?

What are the rules?
there are only certain mechs that make sense, but how they should look is the creative part. What about community polls over community designs for these mechs?

If there is an artist employed to do so, they can take those designs and rework them.

I am reminded of an episode[17:00] of reading rainbow. The maker of a mary go round had children design the animals for the ride.

But perhaps at a point, if the dev team moves on any artists and 3d moders can submit ideas and polls can run to add that content. This is the other side of the gradient and the choice is how self perpetuating do you want to let this become and what would be the reason not to do so or wait for 'x' amount of time to start. Now this is all horribly early do any of this before the game can even be released, yet it is NOT too early to think about it and see how it might play into things, and how could we allow for it.


I really don't care how crazy, or pompous I sound. I am asking these question and I am getting answers and I am going to share it.

I will say the community aspect of this looks to be wonderfully and inherently flexible(as far as role playing your pilot) ex: Faction ranks, player made Merc Corps, ect. So we are good there far as I can see now.

And for anyone who invalidates my argument for citing a children's show as inspiration I'll just have to name an Assault Mech the "Reading Rainbow" and make you taste the rainbow.

#17 nubnub

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Posted 06 March 2012 - 04:53 PM

View PostThomas Covenant, on 06 March 2012 - 01:47 PM, said:

...Posted Image

I don't like this model because it means the devs are going to have as much fun as the players!

#18 Alex Iglesias

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Posted 06 March 2012 - 04:55 PM

View PostOrzorn, on 06 March 2012 - 03:47 PM, said:

Are you suggesting a system like how Team Fortress 2 uses to help the community get content recognized by the developers? It worked well for TF2, although I'm not sure how PGI would feel about mech models not created after the designs of Flying Debris.


yeah seriously, i gots bills to pay

and theoretical kids to feed

#19 Sam Slade

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Posted 06 March 2012 - 05:10 PM

You didn't put money in there anywhere? Your archway needs a scaffold while it's being built you see.

Edited by Sam Slade, 06 March 2012 - 05:10 PM.


#20 That Guy

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Posted 06 March 2012 - 05:11 PM

so where does the trolling fit into this model?





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