Let’s talk about chatting. Yeah, it sounds bad, I know.
Disclaimer: Freaking big article ahead; no kidding, those lacking patience to go through all of it should at least read the TL;DR version.
Today, I’ll talk about a most important issue for most online games, which is communication between players. It may seem rubbish in face of other stuff, such as how much damage should a ballistic cannon deal (and let’s face it: it’s hard for anyone to communicate with a big barrel pointed at their noses), but allow me to point out that what defines online games is indeed the ability to interact with someone else. And despite being possible to communicate through symbols and actions, there's nothing like a truckload of words to hasten it; sure, those who liked Endless Forest can throw rocks later on. This possibility of exchanging information is paramount to any society, including the virtual ones, and is one of the driving forces behind the so called “emerging gameplay” (we’ll talk more about it at a later time).
Cutting to the chase, when it comes to getting players together and killing each other, few things can hold a candle to a good chat engine – which is precisely where I wanted to get. The following are the most popular patterns for chatting in online games/applications (each one with its own advantages and disadvantages):
CONDENSED CHAT (Plain chat, with filters) |
INSTANT MESSENGER (IM) |
INTERNET RELAYED CHAT (IRC) |
TL;DR
Now you have the distinct opportunity to influence Taikodom’s development and leave your mark in the project by discussing and voicing your opinions. We seek answers specifically for the following questions:
- Which of the aforementioned models would work best for the game?
- Which elements are most important and what are superfluous?
- Regarding IRC, in particular, is it necessary for fixed channels to exist, or should they all be created by players?
- Which Channels or sources need to existe as “fixed”, despite the template we chose? Corporation? Global? Local? Any other?
- What other elements you’d like to see incorporated to Taikodom’s chat??
Our time is short on this one: less than a week left. Explore the possibilities and its consequences. Your arguments weight heavily in the decisions that will be made by the development teams.
Ciao!
Malachi
*The original title in Portuguese "Quem não se comunica..." (something along the lines of "He who can't communicate...") is a reference to the catch phrase of a deceased Brazilian TV Host. Creepy as it may seem, the original quote - one of his many aphorisms - implies that people who can't communicate ultimately fail.
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I cannot start taikodom but i have already downloaded it. If u can help me please do.
seanybob99 08/02/10 - 21:56
Funny you should mention IRC as a game communication system. If anybody's old enough to remember, Ultima Online had one of the worst chat systems ever, it's one major failing. We were FORCED to use IRC to get any kind of decent chat going. And it was cumbersome, to say the least.
Remember, too, that modern MMOs, particularly ones with a heavy PvP emphasis, now increasingly use external VOICE chat systmes, like Ventrillo or TeamSpeak. For myself, the chat window with tabs is still the best method of in-game written chat. The ability to set up a tab for, e.g., clan+local, team, combat, global (spam) and pop-up tabs for private messages has worked best so far, in my opinion. Stick with the standard for chat and work more on the actual game. Don't bother including an in-game VoIP either, as most folks will opt for the flexibility of external voice chat systems anyway, and it will save you many headaches.
Xix Freesun 02/02/10 - 00:51
this is not a comment so much as a question.1st i cannot get into forums.2nd is there any english speaking or bi lingo corps accepting newbies .if so could i get a web address please.I live in the USA and time's are different so trieing to catch any one on when i'am is difficult to say the least'Thank you
Johny Torch 05/12/09 - 18:05
what kind of vidio driver are you using for taikodom
pepaso2 04/12/09 - 07:33
jest tu jakiś polak ? This is any poland?
subzero50 01/11/09 - 17:42
test
hasz2009 06/10/09 - 04:27
@streetkickz : you have to log on a target and wit till its 100% logged in, THEN you can push "Q" to fire the missile - but this is totally off topic!
@darteye : till its internationally launched ^^
@Topic:
I would like the IRC stile as a chat system, but it should be in the side tab where it currently is AND be expandable to a full window like the market window. Also the user images could be removed.
The current chat is very laggy and it takes long till its ready for input ( long is relative) - nether the less it should be instant in every case.
One of the great advantages of an irc based system is that i can chat with ( registered !!) players that are not online in the game but have an irc client running.
The default channels should be : System (aka Log), Party, Corp and General or Help for direct GM access ( ok the GM's will go crazy because of the same noob questions there again and again - so you should include a help page link on top of the screen so everybody knows where to get this info instead of asking ).
Additionally CEO's ( ~not everybody ) should be able to create a certain amount of new channels, so channels across in-game-corps can be created.
But most players, especially the ones that are already in a corp use Team Speak or other voice chat programs to communicate - thats the best way for an action based game. For my corp on the other hand the chat function is very important because its quite hard to understand all the different English "dialects" of all our members around the world.
I hope you can read my "Denglish" ( = English with German grammar )
LoMp 11/09/09 - 12:02
Hi, I have a question for you. I am new to game and i have a problem. I want to know how do you use your missile...cuz the button that they i have to press is not working at all in da game. so i want to know what should i do?
streetkickz 08/09/09 - 09:12
why its always message box appears English version under construction how long it will takes ??
darteye 07/09/09 - 06:35
maza 31/08/09 - 03:30
maza 31/08/09 - 03:22
E3, hamsters, miniskirts
If this article had taken a little longer to come out, I'd probably end up writing one about both E3 and GDC (Austin's). And it'd end up being even lamer than this one, because GDC nowadays is more of a seminary than an entertainment event. This is not to say that lectures and round-tables are bad, but I'd rather go party, attend to shows and hang out with booth babes - and the previous two incarnations of this text had so many booth babes that it looked more like a model agency's catalog than anything else; naturally, it'd seriously upset the guys in charge of editing e elas acabaram sendo cortadas em sua maioria.
In order to avoid offending sensitive imagination (and because Camões is "démodé" - lame joke that only a handful Brazilians born before the 80s are going to understand), in this version, I've swapped the event's innocent ladies for cuddly rodents; put 'em back yourself if you deem fit.
Anyway, Electronic Entertainment Expo is a crossbreed of the Academy Awards and an amusement park (no need to wear black-tie, but you won't find cotton candy either); it's also western's biggest event about electronic entertainment and, quite probably, the single most expressive example (another idiomatic joke about figurative language it's unlikely you'll get) of the kind. Truth to be said, it's been rather boring in the previous couple years, because there weren't chinchillas, but throughout its history, E3's always been the nexus where one could see, firsthand, the latest advances in gaming industry, the very glimpse to the future.
It's no surprise, therefore, it is also the main reference and the most anticipated moment to (almost) all of those (who spend way more time staring at a screen than could be considered healthy - plasma and LCD are less harmful, but remember it's still necessary to blink now and then. In 2009's edition, besides the hamsters' comeback (by the way, if you noticed any mishaps in our server in the last few days, it's because we're out of hamsters - ours were abroad), there's another piece of particular interest (to us): Taikodom in E3.
"Holy shit! That's cool, man!" C'mon, haven't you heard? I mean, it's been in our website for a couple weeks now. But yeah, this is it; it's also a reason for jubilee among developers. "Amen, we made it!"
To those who haven't been following the website, Hoplon's made a deal with K2 Network for Taikodom's international publication (9 languages, 31 countries); they were our hosts in the event (although, oversight of the oversights, there wasn't a single squirrel in our booth). Our stand was crowded for as long as E3 lasted (to the point our two-member staff had little or no time to go to the restroom) and reviews have been great.
Now, allow me to anticipate a likely brazilianwise remark: "Baaah, 'gringos' must have played something else! I've already watched the trailer in the website and it's very different from the game I play!"
Well, sorta (and one of these days, just so you know, I'll write an article about that little quoted word up there). The trailer really does have elements that the current version of the game lacks. Our agreement with K2 includes the polishing of certain aspects of the game (many already pointed out by the current public), which is good to all of us. Some of the discrepancies in the video relate to scheduled changes and weren't implemented yet due to the necessary setup to make said improvements.
This is yet another point that must be clear: it would be irresponsible to risk breaking the service we've been providing providing with partial changes and implementations. In other words, both the update of features and translations might take a few months. I advise you getyourself either a punching bag or a guinea pig (the real thing) while we wait.
We're pretty confident we're doing the right thing, but there's the well-known feeling of having a long journey ahead; we've achieved a milestone - a meaningful milestone, but just a milestone nonetheless. What comes next depends on our efforts and your participation. I apologize if it sounds cheap, but it's the plain truth.
'Till then, the soothing feeling comes from our small victories and the cute little rodent. Speaking of which, I'm trading a dozen guinea pigs (or a cook book - yet another historical joke) for a booth babe. Anyone interested?
--Special Note on the english version--
I'm deeply sorry for the wait guys; getting english reviews here's been quite hard and I'd rather not publish crappy text for you to read. A nasty flu also kept me home for almost a week, which further delayed this entry. ;/
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If you interesting translate Taikodom to Russian I can to help you. If this interesting you can e-mail to me black_cat(at)tut.by. In mail you must ask me about something or send to me txt-files with English(!) text to translate. Also if need you can mail to me requirements to translate.
cKOT 22/09/09 - 21:00
Hi, I have a question for you. I am new to game and i have a problem. I want to know how do you use your missile...cuz the button that they i have to press is not working at all in da game. so i want to know what should i do?
streetkickz 08/09/09 - 09:12
maza 31/08/09 - 03:30
maza 31/08/09 - 03:22
LEIN 02/08/09 - 06:33
hamsters and miniskirts... sounds like fun
Bonez 09/07/09 - 09:09
More details on "miniskirts" please ;) ... if i must choose of the 3 categories here :P ohh yea and E3
LoMp 21/06/09 - 00:32
Still going on about our little trip to the past
- ENGLISH-ONLY DISCLAIMER -
Yup, I know this one took longer than expected... And, just to make things worse, this is just a "bum rush" translation, since I couldn't run a proper review (and, quite honestly, I'm bone-tired). Please, bear with it. =P
---
So... since we hade so little feedback on previous article (shame on you, "guise"!), we'll see a tiny bit of each and everything - it's your loss.
Anyone who's a bit more interested in games than what's deemed healthy knows the this industry has many similarities with the movies'. Both rely on highly specialized professionals, make heavy investments in technology, inovation and creativity and both thrive, even in the worst crysis - particularly the gaming industry, that's surpassed its older sister when it comes to money-making not so long ago (1, 2, 3).
Wanna know what else is similar in both industries? The blue screen...
Yeah, it must be the worst literaly hook ever. I'm this lame.
Anyway, Taikodom's humble beginnings were more or less like that, at least 'till we'd fully implemented the first interface. We used a blue matrix to define layout (blue screen, see?) and a whole lot of placeholders on top of things to have an idea of how things would turn out to be when fully assembled.
A few weeks later, the layout got some color, new itens and some other improvements. The "Inside station" you should already know from previous blog entries (the one with the kitten in the backround). The map got a new background and even some bugs to brag about - for those who know something of the first versions, notice the ship isn't placed at the start of the trajectory. "Lulzworth".
Still during the first half of 2005, we published the first prototype of the game (2005's closed beta). Most people didn't understand how the "3D map" worked. This map was one of my favorite features, along with ejectable containers and the self-destruct button - this last one, weird as it may sound, is to this day one of the favorites of players from back then.
Late in 2005, the interface got a new face. It was much "darker", "cooler" and we had fantastic ads in space! V lots of iconographic changes (weapons got proper symbols, instead of having their plain names written in the screen like on former versions u.u). The other highlight from 2005 was Shark. Of course, very few people remember her from her first name (do not mistake her for the Sharkwhale or the Dark Killer Whale), so let's see her picture, shall we? What was so special about this thip? "Shark" eventually became visual reference for thereafter's Taikodom.
Between September 2005 and the first half of 2006, Taikodom's inside station was more or less like this: 1, 2, 3. In the second half of the year, it went through a "revamp", just like the rest of the interface, very much ub tge sane direction suggested by the Shark já no rumo que indicara a Shark (now branded "Bullfrog"). Also, in 2006, we abandoned static inside station and conduced some trials with the so called "Conquest station" mechanics - and the first capital ships of the game. Such was the complexity of the feature, that we decided to finish it later on, in favor of more pressing issues.
2007's Taikodom was already very similar to the one we have today. Art, generally speaking, was pretty much the same; Bullfrog-like, but much "shinier" thanks to the improved render engine. Node "Earth" had an air ogf "high atmosphere" many people disliked, yet I couldn't help but love. In this year were also included "transparency effects" in the portal; alas, we couldn't keep both sides synchronized, as per the original plan, which would likely "fry" physics simulation. Interface itself got much more transparency-loving, albeit remaining a bit "square".
2008's Taikodom you already know. It's been through many small cosmetic modifications and through a lot of internal ones... The most noticeable were the interface (comprised of windows and collapsible panels) and the introduction of avatars.
What lies ahead? Bene, tha's the subject of next issues. :P
- EXTRA -
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Hi, I have a question for you. I am new to game and i have a problem. I want to know how do you use your missile...cuz the button that they i have to press is not working at all in da game. so i want to know what should i do?
streetkickz 08/09/09 - 09:12
maza 31/08/09 - 03:30
maza 31/08/09 - 03:22
LEIN 02/08/09 - 06:33
Yea there where several cool things in the past that i mis very much in the current version.
The "move all to storage" button was very useful too ! with one click you could move all to your station storage (that was 50.000 Units back then !!!) . That way you put all your mined ore in the station in one click :)
You may also show some ss of the old oni/career window ... you know the robot girl that was floating in space and was following your mouse pointer with her eyes and head ! :)
[quote]Node "Earth" had an air ogf "high atmosphere" many people disliked, yet I couldn't help but love [/quote] .... god dam that was a VERYYY pretty sight .... i started to play tkd at that tiem and i loved that sight MUCH more than the current simple one ... The one where the earth was rendered in the background and actually turning was also cool.
I hope the next blog is about the international version of TKD ! I want to know more than the information in the news ! :D
LoMp 05/06/09 - 10:36
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