The reward for any instance from the Foundry is that fact you created it and you can share it with your friends. DnD is about sharing and having a lot of fun doing it. Not every old school dice play session was intense combat or super hard monsters to beat up. There were "roleplaying" times where you had no combat or trivial combat to tell a story. This game offers the first real link to DnD since NWN in the ability to design your own mini-story for your friends as well as impress random folk with whom it is shared (I do not know all the details on it, nor do you
). Gearplay is a WoW idea, the story has always been a DnD idea... even before they had that shiny A in front of it and after they took it back off. I am sure in the future the top notch content fans make will make it up the ladder to include harder content, like a flagged by the devs for being spectacular story or a limited time tweaked instance. For right now though, enjoy the fact it is going to be there and have fun in your friends imaginary world in well some other dude's imaginary world!
Even the older DDO was a fun game playing it without spending a dime. The voice acting was horrible on purpose... it FELT like a DnD session. The combat was horrible, graphics decent and such but irrelevant to the fact it was fun due to the story.
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Foundry folks are paying for the "priviledge" of providing gaming content also known as Intellectual Property in the real world, directly to the people who are just sitting back and... letting people pay to provide content.
I say again, 'HUH?"
We won't pay anything for foundry access. Yes, we do the developers' work, but seeing as this is one of the few MMO's where we can, we should be happy and thankful
No harm, no foul. Take the time to really read it though and you might see what I am meaning. Cheers!
This thread is about a Foundry Author's Own UGC being a Reward itself unto those who embrace it as such. It is not about one's job or love life.
Thanks,
Zebular, PWE Community Moderator
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The foundry for me will be a tool to supply people with roleplay content, but it will also be a reflection upon the ideas and plans of my guild. Is a mission or piece of lore seen as rubbish? We can take a look at it, discuss and improve.
Along with that it's of course awesome to see people enjoy something you made. We've been enjoying MMO quests for years, now we can see if us whiners can actually do better or as good as the developers ; ) (I think we're all in for a surprise. I expect only a few players able to create the true gems and I'll probably walk into a 'skill-wall' pretty quickly. ^^)
Ummm gearplay is something decades older than WoW. WoW was not the originator of everything in MMOs it just copied most things from games before it.
On to creating in the foundry:
For me, the Foundry is a way to tell a story. Hopefully people enjoy that story (which includes fighting and the acquisition of gear as well as the story itself) if I have done my job right in my opinion. For me the creating and telling the story is equally as important as the enjoyment of the people participating in the story. One without the other is hollow
Yes, but it is a fine usage as an example!
Being able to recreate some or all of old adventures in quest, dungeon or instanced areas would be great. I would use it to pay tribute to my friends of years past and DnD itself. That would be a nice touch to run your friends through that old spoken and daydreamed world fleshed out!
IRL I'm an engineer, and don't get to do creative writing too much (writing scientific papers doesn't count ), so it's good to have a way to coalesce all the random ideas I've come up with over the years into something others can play and enjoy. Having tools that are accessible (and don't need me to spend 8 hours doing 3d modelling to build a tiny room) is a big plus, having my content in a game that I actually play and enjoy is an even bigger plus!
Ultimately though I'd say it's very important to get the feeling that others are playing my content and are (hopefully) enjoying themselves. I like criticism too, since it's important to keep improving my skills.
Getting good content to players in the Foundry - challenges and solutions
Handle: @zaphtastic
Whether it be heavy story, heavy lore, heavy combat, wide open spaces, dungeon crawl or something completely new and rarely experienced. Being able to bring that experience to a player base who, for the most part, enjoy some or all of those same things gives me a great deal of satisfaction.
I am a huge fan of the dungeon crawl experience. Discovering an old forgotten dungeon hidden deep in the back of a cave that has been hidden from mankind (or the "civilized" society) for decades. Crawling with the spirits of the inhabitants who built it and has parts of it who are now home to new creatures who will protect it at all costs is one example of what I feel captures the essence of D&D.
Exploring places not because someone hired you to find their sister, or to kill an evil person that without you would destroy all we know, or to kill 10 boars and collect 5 tusks, but because you have an adventuring oat that needs sowing so you go out and find these places with the curiosity of what creatures stir within, what wondrous things you can uncover and of course the prospect of the riches it could hold.
That's the type of UGC you can expect from me most of the time, although I do have several complete story driven campaign series written out on paper, my main focus will be dungeon crawls.
It just wouldn't be a D&D campaign if you did not kick up some long forgotten dust and kick the teeth in of a Beholder who is guarding a gem studded iron bound door that may be hiding your weight in gold, or the flames of a mad wizard. But you just have to know what's behind that door. You just have to.
For some, making a story is just as much fun as playing through one- add to that having others play it, enjoy it, etc...
This is as much a part of NWO to me as doing main quests- I consider it playing the game, so I see no reason I'd complain about it... I am thankful for it, really, because it's something I've wanted from alot of games.
Nice quote.
WOW understood gamers were still stuck in arcade mode and that 90% of EQ players were grinding...and doing so in that narrow, rather dull way to ensure maximum return and minimal risk. They figured out, people LOVED the reward, weren't so keen on risk or challenge but were bored and needed coaxing to explore and needed a little something to make them feel their characters were accomplishing something.
So they refined a quest system, which EQ was always AWFUL at. They made those quests fun and fairly easy. I remember the first ever time I logged into WOW (late 2004 I think). I was STUNNED by the amount of quests around me. I walked 5 feet and suddenly there were over a dozen things for me to do! That was actually, at the time, fairly revolutionary.
Also, it's very, very hard to die in WOW PvE, you have to make big mistakes! That's an important thing. Because for all the talk that gamers love "hard core", the metrics of any game will tell you, that's largely a lie. If those gamers do exist, they seem to inevitably gravitate to EVE. (Of course they do exist, and not all go to EVE, forgive the simplification there).
WOW figured out, people liked fun more than dying. And liked doing DIFFERENT things rather than the narrow methodology EQ forced you into. There only challenge after that, was people would consume the content so fast, they'd hit level cap. So they began this, "the game begins at level 60" thing, which as you say was about repeating content, over and over to get better gear. Ironically, at the end, WOW became much like the EQ methodology, that it annihilated.
People loved it. People still do. To most players XP = points and end-game gear = "super bonus points". The more that gear glows, spins and has phallic spikes all over it, the better. They are called "shinies" for a reason.
There's nothing wrong with playing that way. None at all. It's put RPGs on the map, made RPGs main stream. WOW is on Super Bowl commercials selling pick up trucks for crying out loud!
But, those players are going to two things with the Foundry.
1. Look for exploits. At a minimum learn about missions that are easy but provide solid rewards.
2. Dislike the Foundry and rarely play it because they can't find item 1.
The idea that some of us look to the Foundry, not for the gear or in-game rewards, but rather to collaborate, tell stories and enjoy creative expression is foreign to these players. (See the "Huh?" post that immediately follows the OP, that player is clearly intelligent, but simply can't understand how the Foundry can be its own reward. It's like we're speaking a different language). That's all well and fine, because quite frankly, I have NO idea how WOW Raid parties can stand it. I think the DULLEST thing I've ever done in a game is gone on a raid. It boggles may brain, some guilds repeat the same Raid over and over again, once a night for months.
Frankly, I'd rather eat the lint in my navel. But so what? They play the way they want to play, I play the way I want to play.
The Foundry is a bone to those of us, who aren't really deeply into XP. Sure, it's nice it gives us some XP. Sure, it's nice to get a little prize at the end of it. I don't want that to go away, it's a nice perk. But for some of us, it's the perk and not the real motivation of designing and playing within the Foundry.
Check out SHADOW on YouTube!
We the players absolutely do not do the developers work. I don't think you understand the work it took to design and code the foundry. To claim your work in the foundry is your own "Intellectual Property" is like making a poster of clip art you found on the internet and claiming it as your own original work.
You don't have to model, UV, texture or code. That is professional work. Needless to say, the satisfaction of sharing your dungeons should be enough reward. Any extra reward will only encourage people who don't love to create, which will result in the community receiving unnecessary low quality content. If they are worried not enough people will use the foundry, I seriously doubt that will be a problem at all.
For me, creating works in the Foundry lets me tell the stories that either I never got to tell in my PnP Campaign, have been wanting to tell but haven't gotten to them yet, or are adventures that happened in my PnP Campaign that I'd like to re-tell. I've been DMing the same Forgotten Realms Campaign, with almost all the same players, for almost 20 years now. I have so many untold and told stories as well as ideas that never made it to paper. I even have the prologue to a novel I started to write based upon the most influential player character in my Campaign. I love telling stories and sharing my imagination with others. The Foundry is a tool that will allow me to do this aside from my PnP Campaign.
I've always loved drawing and designing dungeons and underground realms and entire worlds. Even before I knew about D&D, I was drawing underground caverns and passages, creating whole towns and dungeons with legos, and playing a sense "D&D" with my G.I.Joes, He-Men, and Legos - which were three allied factions against the two allied factions of the Vipers and my sisters' Barbies
So yeah, having a dungeon building and adventure creating tool all in one in an MMORPG, is something I crave and look forward to using to continue to tell the stories from my PnP Campaign.
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When I played Neverwinter Nights, I was in middle school (11-14 years old). There was nothing I loved more than creating content in the tool set. I by far played with the tool set more than the actual game. The reward of people experiencing my content was more than gratifying. I really hope that rewards that can be used playing in game are not giving out for creating foundry content.
If anything, extremely popular and successful foundry authors should be given access to more flexible, in-depth, advanced tools to further create even better foundry content. I don't mean to limit foundry authors starting out, but that the most successful foundry authors should be given tools Cryptic would typically reserve for themselves, and then Cryptic can review that advanced content. The idea would be that Cryptic would only have to review the content of only a handful of the most dedicated foundry authors.
In a perfect world at least.. pun intended
"The real reward for content creation, is for the people who like to create content"
Everyone posting here, is getting mentally "geared" up and excited about working on and creating stories. This bodes well, because this means the game has a chance to be successfull, post-release. Please don't take that as a slight Cryptic, I enjoy the story you placed out there already, but once I finish it, I will need more, endlessly more, cause it is "gear" for the mind to create. But you will never convince gear motivated game people, that it will be the other way, and I quite fine with it.
In the essence that we will find better items in game, I would agree that from what I have seen in the beta, there will be a pretty relevant magical gear section, but I dislike the direction of color coding it "Magical". Not all weapons in DND are magical, and more of the time the best weapon to use, is the class, not the gear. I guess this is really what the selling point should be to gear stricken people.
A warrior of any class should be able to pick up a finely crafted normal two handed sword and split a melon in two as good as "Super-Awesome Magical Sword of Death" however a truley excellent warrior should be able to do the same on horse back, in the rain, at night, blindfolded. Because they are skillful, not because they have the orange weapon listed above.
We can thank EQ, and WOW for this mainly. Instant gratifiction of increasing a players stength based on item, is far supierior and faster, then honing ones skills in practice.
I hope that our "wells" for creation is only shortened by ourselves and not the engine, but right now, even though I am a founder, I am hoping for quick growth in tools, and heavy emphasis placed on class attributes, so I can create to my story telling satisfaction.
More like writing a book and using clip art as the pictures.
Unless you are creating a hackfest with no story, the IP is the story.
Oh and I think I can find a few oh, ten thousands of authors that will tell you writing the story is professional work.
You have perfectly summed up exactly why I want to use foundry in this setting. I loved the fact that I could create adventures in pnp when i was little.
I agree.
But my point is, the reward you gain from the foundry should be the satisfaction of sharing your creation. That also applies to story telling.
During the last Beta, I made around 20,000 AD in just tips from over a hundred people playing my mission. Knowing that people were enjoying my Campaign so far, is great! To get in-game tips to compliment that, was awesome! Indeed.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Are Astral Diamonds used to buy in-game items for your character?
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I have never played STO, but I'm assuming by "mission" and "campaign" slots, then you mean there are a limited amount of quests you can publish and by acquiring more AD the author can then publish more adventures.
That is a fantastic idea. In fact, I love that feature. Though, I wonder what items you can buy with AD...
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Very nice indeed. One quick question about spanning my ideas into the game. In the way that the foundry works say for instance a boss or the boss of the instanced mission is defeated. Do they have to be killed? Can they escape, yield or be captured and expanded upon in further stories? I have several recurring characters that I used over the years that were more of a for hire type. They were not good or evil, they were gold. Real gold motivated them. When it got horrible they were not fanatics and would and quite often did retreat to return at a later time.
Is this possible currently? If not, any rumors of in the future?
Thanks!
"hey, where did you get that sweet spider mount?"
"Oh this? I bought it with Astral Diam- oh, I mean I had this epic battle with giant spiders and after I prevailed, I was able to tame one with my adept animal empathy!"
I mean it would be more fun if I didn't have to lie to role play.
Not a bad idea, though I doubt it would change it. I tried changing to a thumbs up icon and that didn't take.
(Insert Diety Here) gave me the money to buy it.