Author Topic: Love  (Read 4924 times)

Paul Debrion

  • Highroller
  • Back again for more!
Love
« on: January 27, 2010, 06:12:05 AM »
Website:
http://quelsolaar.com/

Trailer:
http://www.youtube.com/watch?v=lS3xoik2iEQ




Love is an upcoming online game being developed by entirely by one man, Eskil Steenberg. It is currently in beta and has servers in both the UK and the US.

Love is unique to the point where it is very difficult to explain to those who haven't tried it, but I suppose I will do my best. While a lot of people call Love an MMO, this description is perhaps not very accurate as its design goes against and contradicts much of what most people think of when they think of MMO games.

Love has no leveling or stats to raise by grinding. Love is not that "Massive", with a limit of 400 players per server at most. Love has no character customization whatsoever for reasons that I'll get into. Love has no trading. Love has no "guilds". Love does not have a wide variety of equipment or weapons. Love has no PvP and is completely cooperative rather than competetive. In fact, you might as well leave just about everything you know about MMOs at the door.

So you may be wondering, if Love doesn't do any of those things what exactly does it do?



Love's gameplay is completely cooperative, more so than just about any other online game. Love is intentionally designed so there are no completely self-serving goals. EVERYTHING you do is done to serve not only you, but everyone else in your group, or in this case "settlement".
This emphasis on cooperation is so strong that it is perhaps the biggest barrier to entry for new players, who are often so accustomed to the self serving behaviors encouraged by other online games that they have trouble getting used to Love's style of gameplay.


The setting of Love is a small planet where the terrain changes and alters itself over time. These changes are controlled by procedural algorithms and are almost completely automatic. This means that areas you have explored the previous day will have changed significantly by the time you return. For example, that mountain you climbed may be gone or the tunnel through it may be blocked.
This is ever changing world made possible by Verse, a network protocol that allows graphic applications to share data in real time. Verse allows art assets, such as models and in-game areas, to be edited in real-time by multiple users as well as the game itself while the game is using them. In a way, you could say that Verse is key the piece of technology that allows Love to do what it does.

Players establish settlements in the world within which they can alter the terrain to build walls, buildings, rooms, ect. Each settlement is centered around a "Monolith" which establishes the radius within which every player in the settlement can build things.

Players try to collect "tokens" and bring them back to the settlement so they can be used by everyone in the settlement. These tokens perform a variety of functions once placed in a settlement such as provide tools, provide weapons, manufacture resources, generate power, decoration, allow for the building of transportation, energy distribution, and defense systems, and so on. These tokens are placed throughout the world and are often protected by terrain obstacles and computer controlled enemies, which as mentioned earlier are generated and periodically altered by the game's AI.

Once a token is placed in a settlement, it can be used by everyone in the settlement. Tokens provide tools to edit terrain and build things, provide weapons for combat, manufacture items, and allow for the construction if certain structures.

The settlement infrastructure system in Love involves power distribution, transportation, and defenses. Many tokens allow the construction of buildings that serve as the pieces of this infrastructure. Manufacturers and defenses such as turrets and forcefields require energy, which is gotten from power wells, generators, and windmills. Power wells occur "naturally" in the world and have to be found to be used while generators are rare but can be found and placed in a settlement. Windmills can be built using a certain token, but only provide power during certain times of day. The energy from these sources can be directed by power reflectors, stored in deposits for later use, and so on. These systems, like many others in the game, are controlled by a system of radio signals and coordinates.
On the transportation side, certain tokens allows for the construction of cable relays and teleporters that can be configured to connect to each other and transport players and items from point A to point B. Again, these are configured and connected using the coordinates put into each device and can be controlled through radio signals.
As for defenses, tokens allow for the construction of turrets, explosive traps, and forcefields that can be connected to sensors such as proximity triggers and radar, again configured using coordinates and controlled by radio signals.
There is a lot of depth to these systems that I can't really cover here without making this a lot longer than it already is. For larger settlments they can become complex enough that you can spend hours building and improving them.

The enemy AI in Love uses many of the same tools as the players and have their own settlements. They periodically invade player settlements and destroy infrastructure and tokens. They also guard tokens and attempt to prevent players from getting to them.
Players are provided with a variety of weapons and devices such as blasters, grenades, rocket launchers, chaff pods for disrupting power and communications, cable pods for overcoming obstacles and so on to combat these enemies. These weapons are provided by tokens brought back to the player settlement. Combat is more or less like a first person shooter.
Invading an enemy settlement often involves a trying to disrupt their defense systems and infrastructure, which are similar to the ones in player settlements. While smaller enemy settlements can be attacked and overcome rather easily, larger more complex ones may require players to find a way to sabotage several layers of defenses in order to have any chance of destroying them.



In many ways, you could say that Love is the complete opposite of an MMO.
Most MMOs focus on the self-serving activities in an environment with large numbers of other players. They're pretty much built around feeding the egos of their players.
Love focuses players in smaller and much closer groups who accomplish goals and perform tasks to serve each other. Love is more about the accomplishments of players cooperating as a group rather than the accomplishments of the individual. There isn't much room for big egos in Love.



I've been playing this game since Alpha and I must say I'm very impressed with what Eskil has managed to do despite being on his own. (Eskil has even been on the Teamspeak server every night for a while now to discuss the development of the game with us directly.) Even though it's unfinished I've probably had more fun in this game than I ever did in WoW or Eve Online. Of course, this game wasn't really made for everyone and I don't think everyone would like it as much as I do, though I do recommend at least giving it a try.

A word of warning however, keep in mind that there is currently a $5 fee to get into Beta to cover server costs and there are no guarentees on playability as the game is changed.
This is not because Eskil is a greedy asshole or anything like that. This was set up because there are people (myself included) who wanted to test the game so badly that they have been willing to pay to support the developer and cover the cost of their participation. If you do choose to participate keep in mind that you're literally donating your money to the development of this game and won't be guarenteed a return on your investment.
DO NOT PURCHASE A BETA KEY UNLESS YOU ARE 100% OK WITH THIS!
IF YOU HAVE ANY DOUBTS AT ALL, WAIT FOR THE FINAL GAME!
« Last Edit: January 29, 2010, 04:30:02 AM by Professor Paul1290 »
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!

Stuffman

  • *
  • We're having a ball!
Re: Love
« Reply #1 on: January 27, 2010, 08:50:31 AM »
Cooperative online game = griefer magnet. How much destructive playtesting is being done to find ways to keep this in check?

Re: Love
« Reply #2 on: January 27, 2010, 04:24:14 PM »
Cooperative online game = griefer magnet. How much destructive playtesting is being done to find ways to keep this in check?
That's why you need LOVE

Stuffman

  • *
  • We're having a ball!
Re: Love
« Reply #3 on: January 27, 2010, 06:48:26 PM »
I'm just saying, a setup like this is like a personal challenge to the Goons to ruin this game. :V

Re: Love
« Reply #4 on: January 27, 2010, 06:59:29 PM »
Well it gets an "A" for interesting I must say.

Seems like a very home grown game.

Re: Love
« Reply #5 on: January 27, 2010, 08:01:11 PM »
This sounds really cool, but it also sounds like it'd be really, really easy to grief.

Paul Debrion

  • Highroller
  • Back again for more!
Re: Love
« Reply #6 on: January 27, 2010, 08:49:12 PM »
I'm just saying, a setup like this is like a personal challenge to the Goons to ruin this game. :V

The game's initial learning curve, and general low effectiveness of lone players, and current $5 fee filter out a lot of the lesser "goons", though a few of the more persistent ones still get through occasionally.

Ways of dealing with griefers are still being looked at and tested. I remember we used to have a lot of problems with them in the early Alpha, but that has improved quite a bit. We still have problems with griefers, but not anything seriously disruptive or game breaking anymore.

Right now, griefers are usually removed using the teleporter gun, which is pretty this game's version of a three-vote ban from the settlement. After they are removed from the settlement they are teleported to the other side of the world, which usually works since players without settlements are not very effective at doing anything.

A few other measures are being looked at. I think there was talk of sticking banished players with the enemy AI team, though I think that got thrown out. However, the idea of somehow getting something useful out of griefer behavior is still being tossed around, though I'm not sure if it'll really be implemented.

It has been mentioned that gameplay will not be compromised to compensate for griefers. Use of potentially destructive tools won't be significantly reduced just because of griefing because it would seriously affect gameplay, so any measure implemented will likely focus on the quick removal of griefers rather than compensating for their activities.

When all else fails there's always the straight up ban without refund.
« Last Edit: January 27, 2010, 09:05:28 PM by Professor Paul1290 »
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!

Fightest

  • Fighter than anyone else
Re: Love
« Reply #7 on: January 27, 2010, 09:25:43 PM »
That sounds interesting, although the "sell" may be a bit flawed - many modern MMOs provide plenty of reason to work in groups and to form communities.

Slowpoke

  • Media Analyst
Re: Love
« Reply #8 on: January 28, 2010, 09:46:01 PM »
Sounds kind of like Wurm Online, although visually it looks much better, and the programming isn't bugged.

Re: Love
« Reply #9 on: January 29, 2010, 02:15:03 AM »
Quote
In fact, you might as well leave just about everything you know about MMOs at the door.
I haven't even finished reading and I already know this game is worth my time.

Edit: Finished reading. It sounds like a great game, and I'd love to join in, except I'm too broke to buy ... things.

Quote
That sounds interesting, although the "sell" may be a bit flawed - many modern MMOs provide plenty of reason to work in groups and to form communities.
The reason, more often then not, is to create an excuse to continue wasting your life doing something so boring. At least, from personal experience.
« Last Edit: January 29, 2010, 02:24:14 AM by Zakeri »

Chaore

  • Kai Ni Recipient Many Years Late
  • *
  • You Finally Did It, Kadokawa.
Re: Love
« Reply #10 on: January 29, 2010, 02:56:40 AM »
It sounds good. Obviously does not work as well in practice. Mainly because it really seems like 'COMMUNISM THE MMO' compared to everyone else's 'CAPITALISM THE MMO'.

Its relying on teamwork. That is -never- a good idea. People don't work together well -ever-, especially not in huge groups! This game sounds like it'll either have cliches and villages of small people form on it's own (Which the game doesn't sound like it is meant for) or people will end up getting too greedy on improving their own situation that they don't really contribute.

It sounds like it'd be as much of a hassle to get to work right as it is fun, if not more. Damn shame.

Paul Debrion

  • Highroller
  • Back again for more!
Re: Love
« Reply #11 on: January 29, 2010, 03:58:20 AM »
Mainly because it really seems like 'COMMUNISM THE MMO' compared to everyone else's 'CAPITALISM THE MMO'.

That is an interesting way to put it and you are right that there are some "communist" qualities at work here. Though I would hesitate to call it that because connotatively (not denotatively mind you) "communism" implies that people aren't free to do what they want.


This game sounds like it'll either have cliches and villages of small people form on it's own (Which the game doesn't sound like it is meant for)

That was what it is supposed to happen. Settlements are essentially small villages of people, and you're supposed to be playing with the same people over and over.

Though it's probably my fault for not explaining this bit well.



Obviously does not work as well in practice.

people will end up getting too greedy on improving their own situation that they don't really contribute.

It sounds like it'd be as much of a hassle to get to work right as it is fun, if not more. Damn shame.

This has been proven wrong over and over for several months now.
« Last Edit: January 29, 2010, 04:05:23 AM by Professor Paul1290 »
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!

Chaore

  • Kai Ni Recipient Many Years Late
  • *
  • You Finally Did It, Kadokawa.
Re: Love
« Reply #12 on: January 29, 2010, 04:14:35 AM »
Small villages make sense, I'll give its good to know that the designers had THAT much sense to them.

Also, its really more the 'not for yourself' thing that put me in it that way. The main reason MMOs tend to be people versus people is that everyone wants to ascend, so they gather resources and nice things only for themselves. Much like how private companies gather money for themselves, not anyone else.

Communism is however, as far as my limited understanding goes, much more on working for the society, which in term benefits you back by being part of the society. You do not compete as everyone else is part of the society, thus, by helping yourself you help others. Its literally an entirely new 'economy' for the game.

I'm pleasantly surprised to hear it is working well for you. I suppose its because there is a bit of an 'exclusive' to people joining at the moment. $5 however, won't always keep the bad out. I still have to say someone will prove my theory of 'It gets ruined! Why!', sheerly on my negative viewpoints of human nature. If it works out well though, thats pretty awesome. Its like the joker losing.

Except I don't go to Jail.

Kuma

  • Charismatic grizzly bear
  • 熊 熊 熊
Re: Love
« Reply #13 on: January 29, 2010, 04:56:02 AM »
We're all going to have our own Village, and we're going to be the best of anything ever,and we'll rock the whole world apart.
Wotters gonna' wot


Slowpoke

  • Media Analyst
Re: Love
« Reply #14 on: January 29, 2010, 08:07:27 AM »
Its relying on teamwork. That is -never- a good idea. People don't work together well -ever-, especially not in huge groups!

Groups like /v/ have had brief but great successes in simulators like eRepublik and Wurm Online. Surprisingly, they had no interest in griefing, just creating and expanding. But the fee will probably deter them from this.

We're all going to have our own Village, and we're going to be the best of anything ever,and we'll rock the whole world apart.

I might be up for that.

Paul Debrion

  • Highroller
  • Back again for more!
Re: Love
« Reply #15 on: January 30, 2010, 08:47:00 AM »
A couple nice videos I found.

A pretty time lapse of the day/night cycle:
http://www.youtube.com/watch?v=3qUYW6R9I6A

The yellow and black line on the right is part of a cable relay, which is a powered zipline of sorts. You'll briefly see a couple players ride it to the other side.The blue beam is energy being sent through a power reflector on top of the mountain.

Also, a video of what a well made player settlement can look like:
http://www.youtube.com/watch?v=nyPa8osgHHs

This one shows off the energy system more. The blue beams everywhere is energy being taken from sources like reactors, wells, and windmills and being directed to manufacturers, stored in deposits, and other places it is needed. The small "buildings" with yellow or red lights are tokens that have been placed in the settlement. The terrain has been edited by the players to create structures such as walls, towers, and other structures.

No, the game really doesn't have music. It still doesn't have sound yet at the time of this post.


Both of these are from the earlier Alpha so they're slightly out of date in a few ways.
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!