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Questions for PAX Panel

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Doctor Tyche
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Questions for PAX Panel

This Sunday is the PAX panel we are sharing with Valiance Online and Ship of Heroes, so if there are any questions you would like to ask, I'll be happy to forward them to our moderator.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Interdictor
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Oh Valiance Online is going

Oh Valiance Online is going to be there as well? I thought they weren't able to make it. Cool.

Are these questions for CoT specifically or should they be directed at all 3 projects?

Lothic
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Well I guess I could start

Well I guess I could start off with the obvious ones: Will there be any updated word at PAX on when any open beta testing for CoT will start for either the standalone Avatar Builder or the main game itself? Asking for fixed dates for those things is probably still too much to hope for but will you be able to at least reconfirm some details you've previously mentioned like whether the Avatar Builder is still on track to launch first well before the main game itself?

CoH player from April 25, 2004 to November 30, 2012

Lin Chiao Feng
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Interdictor wrote:
Interdictor wrote:

Are these questions for CoT specifically or should they be directed at all 3 projects?

Questions directed at all three would be best.

Has anyone seen my mind? It was right here...

Lothic
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Interdictor wrote:
Are these questions for CoT specifically or should they be directed at all 3 projects?
Questions directed at all three would be best.

OK... When will the betas of all three games start? ;)

CoH player from April 25, 2004 to November 30, 2012

Radiac
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My big questions for all

My big questions for all three projects:

In a world that already has Champions Online, D.C. Universe Online, Marvel Heroes Omega, and a plethora of fantasy and sci-fi titles like EVE, Destiny 2, etc etc, what makes your project so different that it stands out?

Assuming that all three projects actually come to fruition and we get three new games to play, why should I play yours?

Three separate projects, all claiming in some sense the mantle of "CoX spiritual successor" seems like reinventing the wheel not once but three times. Assuming all three games come to fruition, why remain separate? Why haven't at least two if not all three of the projects that are making some claim as "CoX's spiritual successor" found enough common ground to just merge with each other by now? Failing that, why hasn't at least one if not two of the projects simply decided not to bother, given that the "CoX spiritual successor" niche seems to be likely filled nicely by one or more of the other two projects.

And finally, why shouldn't you be worried that you might get taken to court over copyright infringement or other legal issues by any of the big comic book companies, or for that matter, NCSoft, which still owns the rights to City of Heroes/Villains?

R.S.O. of Phoenix Rising

Amerikatt
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Radiac wrote:
Radiac wrote:

And finally, why shouldn't you be worried that you might get taken to court over copyright infringement or other legal issues by any of the big comic book companies, or for that matter, NCSoft, which still owns the rights to City of Heroes/Villains?

Why would there be any sort of copyright infringement litigation? The three projects are spiritual successors to CoH and do not contain any characters or other intellectual properties from that franchise.

My questions for the panel would be:

Amerikatt wrote:

What is planned for the launch of your game, and what plans are there for support and game expansion in the first 6 months/1 year/2 years/etc.?"

Amerikatt wrote:

"What plans are in place to help make your game as immersive and unique as possible for the players, as well as taking into account the various gameplay styles of your audience?"

May The Great (Cat) Mother smile upon you, my dear Devs!

*slinks in a Figure-8 pattern around the ankles of the Devs*

*purrs soothingly to inspire her dear Devs*

Want a dance song that will get stuck in your head all day?This is my jam!
Huckleberry
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At what point do you decide

At what point do you decide that this is a real business venture and hire full time resources and office space?

Potential Titans:
Trap Spider - the little spider rides a big robot
Thunderbird Priest - conduit of the Thunderbird spirit
Lovebot - programmed to love man, gives tough love to mankind
Schwarzchild - singularity-manipulating time traveller is lost

Lothic
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Radiac wrote:
Radiac wrote:

Three separate projects, all claiming in some sense the mantle of "CoX spiritual successor" seems like reinventing the wheel not once but three times. Assuming all three games come to fruition, why remain separate? Why haven't at least two if not all three of the projects that are making some claim as "CoX's spiritual successor" found enough common ground to just merge with each other by now? Failing that, why hasn't at least one if not two of the projects simply decided not to bother, given that the "CoX spiritual successor" niche seems to be likely filled nicely by one or more of the other two projects.

I know what I'm about to say will sound harsh but when any one (or maybe when -all- three) of these games FAIL the main reason will likely be related to the points you've mentioned here.

Ever since I learned there was more than one "spiritual successor" for CoH I have been relatively skeptical of the entire situation and I have found myself wondering just how much effort is being wasted between their collective efforts to as you say "reinvent the wheel" multiple times.

Now I get that we're dealing with many different people and the circumstances for how they all came together and decided to even try to make their own games are all different. Still I lament the fact that even trying to get one successful "spiritual successor" going will be a minor miracle and it would have been amazing had all these collective people gotten together to make one solid game instead of potentially several lesser competitors.

This is why with all due respect I've always "favored" CoT over any of the other projects. I commend our Devs here and those involved with the other projects for their willingness to remain "friendly" with each other and everything being equal I sincerely hope that all the projects manage to find some measure of success. But the life-long cynic in me tends to expect in the end there will only be one left standing and for what it's worth my money (literally) is on CoT to be that one.

CoH player from April 25, 2004 to November 30, 2012

Doctor Tyche
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We did try to keep it one.

We did try to keep it one. But, you know who had to decide on making her own, and expecting everyone else to jump onboard.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Lothic
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Doctor Tyche wrote:
Doctor Tyche wrote:

We did try to keep it one. But, you know who had to decide on making her own, and expecting everyone else to jump onboard.

Oh I'm aware of at least some of the notable history (and personalities) involved. I actually understand the "getting everyone to work together on one single project" idea was always more of a pipe-dream fantasy that's not worth seriously worrying about at this point. I simply contemplate it from time to time as a hypothetical "what-if" idea. Even you might agree for instance that if all the people currently working to create costume items for all three projects were working on a single unified game they wouldn't all have to make all their own versions of the "basic" items and they could collectively create perhaps up to three times as many unique costume items in a given time. There's just so much wasted effort going on.

Again for what it's worth I commend your desire to keep things "cordial" among the various existing projects. If nothing else it may be providing a certain degree of "friendly competition" to keep you all motivated.

CoH player from April 25, 2004 to November 30, 2012

Radiac
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For clarification purposes,

For clarification purposes, some comments from me:

1. I posted the questions above because I would want them asked at the panel, out in the open, and responded to by the panel members publicly. I have asked similar questions before on these forums and gotten responses from MWM people in the past, and I am not disparaging MWM's efforts, or their communication of that, or demanding different answers. I would just want those issues articulated again at PAX for the sake of the public forum that PAX is and the fact that the statements made there may be heard by more people than just the few CoT forum regulars here. I mean, it's not lost on me that MWM has a responsibility to make a game like they promised their Kickstarter supporters, so at this point they'd be well-advised not to just throw their hands up in the air and say "to heck with it, we tried, thanks for the money, but there will be no game, sorry.". On the other hand, I'd like to know what the motivation is for the others though, because I don't monitor their forums at all. If a person that's on a project in its nascent state decides to leave citing creative differences and then decides to make their own game out of greed (i.e. they just want to be the one that makes all the money) or out of spite (i.e. "I'll show you all, I'll make my OWN game and it'll be WAY better than yours, you'll see...") then they should have to somehow explain that decision in public to the people awaiting the release of their game.

2. To respond to Amerikatt, the simple fact that you've done nothing wrong that anyone could legitimately sue you over (and actually have winnable case) doesn't stop people from suing you in the first place. I mean, that basically happened with CoH when Marvel, from what I can piece together, had allegedly gotten people to make CoH characters that looked like Marvel characters with the same names, and then tried to sue CoH over it. CoH won the case, but it wasn't free to get the lawyers to work on it up front. A lawsuit like that, even if it had practically ZERO real merit in a court of law could probably still bankrupt a small firm trying to get a game started, even if you KNOW you'll eventually win. For that matter, once a given one of the "big three" games goes live, what's to stop one of the other two from suing over something equally frivolous?

R.S.O. of Phoenix Rising

Interdictor
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At the current point in your

At the current point in your respective developments, what are some of the big issues/problems you have overcome (or not overcome), and have these issues modified your initial plans?

notears
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Radiac wrote:
Radiac wrote:

For clarification purposes, some comments from me:
1. I posted the questions above because I would want them asked at the panel, out in the open, and responded to by the panel members publicly. I have asked similar questions before on these forums and gotten responses from MWM people in the past, and I am not disparaging MWM's efforts, or their communication of that, or demanding different answers. I would just want those issues articulated again at PAX for the sake of the public forum that PAX is and the fact that the statements made there may be heard by more people than just the few CoT forum regulars here. I mean, it's not lost on me that MWM has a responsibility to make a game like they promised their Kickstarter supporters, so at this point they'd be well-advised not to just throw their hands up in the air and say "to heck with it, we tried, thanks for the money, but there will be no game, sorry.". On the other hand, I'd like to know what the motivation is for the others though, because I don't monitor their forums at all. If a person that's on a project in its nascent state decides to leave citing creative differences and then decides to make their own game out of greed (i.e. they just want to be the one that makes all the money) or out of spite (i.e. "I'll show you all, I'll make my OWN game and it'll be WAY better than yours, you'll see...") then they should have to somehow explain that decision in public to the people awaiting the release of their game.
2. To respond to Amerikatt, the simple fact that you've done nothing wrong that anyone could legitimately sue you over (and actually have winnable case) doesn't stop people from suing you in the first place. I mean, that basically happened with CoH when Marvel, from what I can piece together, had allegedly gotten people to make CoH characters that looked like Marvel characters with the same names, and then tried to sue CoH over it. CoH won the case, but it wasn't free to get the lawyers to work on it up front. A lawsuit like that, even if it had practically ZERO real merit in a court of law could probably still bankrupt a small firm trying to get a game started, even if you KNOW you'll eventually win. For that matter, once a given one of the "big three" games goes live, what's to stop one of the other two from suing over something equally frivolous?

This is actually a good point.... maybe we should be trying to get volunteer lawyers.... though I have heard that you don't really need a lawyer, you can represent yourself if you wish to.... then you wouldn't have to pay for a lawyer at all, and these other companies could easily bankrupt themselves by hiring lawyers should one of the other two of "the big 3" try to sue us. If that where the case it would be more of a case of who could spend the least.

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What will separate your game

What will separate your game from the other two?

Lifeless object alive.

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Do you feel positive about

Do you feel positive about the future of your project? If the answer is "yes" (it's probably going to be a "yes", but there may be a "no" in case of temporary difficulties that affect your present vision negatively but with a chance to still overcome those in future), would you be able to say why you feel positive now, what do you think is going in the right direction and you like so much that makes you have high hopes?

Enthusiastic devs make me excited for their games more than anything else and I'd bet that each of you knows the parts of the project you love more and it could surprise us. If you don't know what you specifically like more, than this question is the excuse to find out for yourselves too, and find new strength within^^.

I'm interested in the stand alone char-creator too, is that still going to happen in your actual plans?

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What are each of you most

What are each of you most excited to create next in the development process of your respective games?

Planet10
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1A.) When one of the three

1A.) When one of the three projects becomes the dominant product, will that team attempt to absorb the competition?
1B.) Alternately, when one of the three projects fails, will that dev & support group join forces with one of the other two projects (or one of the other successors not on this panel) to help make them successful?
2.) What is your business plan once you get servers up running live code?
3.) What do you see as the lifecycle of your spiritual successor project?
4.) Why are you committed to creating a super-powered MMO?
5A.) What is your definition of success for your project?
5B.) Why do you think your project will be successful?
5C.) Why do you think any of the other spiritual successor projects will be successful?

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Do you aim at the same king

Do you aim at the same king of player ?
What was your commercial studies and what did you make you think you can create a super hero MMO game which will work well ?

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1. All three of your

1. All three of your projects have been referred to as spiritual successors to City of Heroes. Were there elements of City of Heroes that you considered essential to honour in some fashion in your game, and if so what were they? On the other hand, in what ways have you decided to innovate and evolve in order to create a game that is new, fresh and distinct?

2. Many City of Heroes players have expressed difficulty in finding another game in the market today that caters to their needs, suggesting that there is a significant gaming niche in which several games could thrive. Your collective presence at Pax West speaks to a sense of friendship between your projects. How do you anticipate the community for this segment of the gaming population and the relationship between your games to evolve in the coming years?

3. Many City of Heroes players have similarly expressed a deep hurt from the loss of their "home," a world in which they had invested significant time and emotion. Should a time ever come that you are no longer able to support your game directly, what provisions will you have in place to ensure that the community will be able to continue the game's existence in some fashion?

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Q:

Q:
Which game engine is each project developing their title for, and what is your project's relationship and history with the developers for that particular game engine?

Specifically, City of Titans started out developing for Unreal Engine 3 before switching to Unreal Engine 4 and is understood to have a somewhat close working relationship with the developers of Unreal Engine 4 that "works both ways" but which set back the development timetable for City of Titans as a result of making the switch in game engine foundations. For Doctor Tyche, can we get an update on how this relationship is working out for Missing Worlds Media ... and for the other projects can we hear more about their game's relationship with the developers of their game's engine core, both past and present (and presumably future)?


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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1. Sustainbility- What do you

1. Sustainbility- What do you know about the demise of CoH? What makes a your game more sustainable than CoH? Than the other projects?
2. Do plan to surpass what CoH did to the genre of superhero mmos? If so, what ideals and tangible steps are you considering?
2a. Follow up... How (if at all) do you plan to surpass the support and development of CoH's wonderful gamer culture?
3. Can anyone here making a pledge that the game they are designing will have absolue zero "pay to win" elements? e.g. You can get everything in game in a reasonable time frame, if you choose.
4. Can anyone here make a pledge there will be zero predatory elements in your game? e.g. cash store packs with "rare" items that encourage what amounts to gambling. How might you define predatory gaming? I would ask that you provide your understanding to foster clear communication.
4. Good luck to everyone on all their projects. I appreciate the spirit and hard work you have all demonstrated in stepping up to create spiritual successors to CoH.

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What aspects of your game

What aspects of your game would you call innovative or unusual in a good way, compared to other popular MMOs of today? Of course this could be anything in the game, but feel free to include aspects of your exterior business framework such as tech support, advertising plans, or funding model. Please distinguish whether those innovations are planned for release, versus post-release additions.

Would you please introduce us to a part of your game's lore that highlights what your game is about, and helps us see the unique world you're making? Perhaps it's a current or past event that drives a major conflict in the game, or information about a group of supers who have inspired (or terrorized) the people within your game world, or some current political/moral/scientific debate among the people of your world that will shape the future...

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Can you explain how difficult

Can you explain how difficult is a pet class? How much more design work goes into it, how many server resources are used by pets?

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Pyromantic wrote:
Pyromantic wrote:

1. All three of your projects have been referred to as spiritual successors to City of Heroes. Were there elements of City of Heroes that you considered essential to honour in some fashion in your game, and if so what were they? On the other hand, in what ways have you decided to innovate and evolve in order to create a game that is new, fresh and distinct?
2. Many City of Heroes players have expressed difficulty in finding another game in the market today that caters to their needs, suggesting that there is a significant gaming niche in which several games could thrive. Your collective presence at Pax West speaks to a sense of friendship between your projects. How do you anticipate the community for this segment of the gaming population and the relationship between your games to evolve in the coming years?
3. Many City of Heroes players have similarly expressed a deep hurt from the loss of their "home," a world in which they had invested significant time and emotion. Should a time ever come that you are no longer able to support your game directly, what provisions will you have in place to ensure that the community will be able to continue the game's existence in some fashion?

These.

I would add

Much of the development - in some cases nearly all the development - on your game so far has been a volunteer effort. To what extent will that model be able to continue, leading up to and following release? Do you anticipate post-launch development to continue on a largely volunteer basis, or as a volunteer & full-time staff mixed model? How does this impact your game's ongoing viability after launch?