INTRODUCTION OF AN IDEA:Plan9 was born, initially, more than 25 years ago while I was reading science fiction books and in the Air Force. I had the concept of using simulation training via computer to reduce training exercise damage to equipment, accidents, breakdowns, used fuel and ammo, as well as to prevent injuries and deaths (all of which occur during live training exercises regularly.)
So I thought about how that could be done. You have to bear in mind, this was 1983, actually when the idea began to take on serious shape. There was, as of yet, no Internet. It was still ARPA net for a few more years. Networking was in it's formative stages and visual graphical displays? Not really. But I knew it was coming.
At the same time, I had been working on my gameworld,
P'arn`Nath for about 4 years by then. The idea from training simulation to gaming platform seemed, to me at least, a natural fit. My only real mis-step through all this was saying, "What have you got in electronics?" Instead of saying, "What have you got in computing?" When I joined the USAF in 1981. Since then, the technology has made my ideas not only possible, but have now put me behind the knowledge curve. I'm a game designer, not a programmer.
WHERE THINGS ARE HEADED: I'm changing that. I am going back to school for a degree in Game Design and Programming. Meanwhile, Plan9 (just a working title) is intended to be a toolset/game creation application that performs in accordance with principles I have espoused over the course of my online life (since about 1988 or so) and have promoted somewhat vigorously these last 8 years or so.
I want a toolset that allows me (or anyone else competent with it) to create any Genre or Milieu of RPG experience. If I want Sci-Fi Action, or Modern Day Horror, or Spy vs Spy, Medieval Fantasy or Modern Magic, Steampunk, etc. I should be able to gut, rip out, change, modify or add to the rules set as I see fit, and as fits my requirements.
If I have a modeling program that allows me to make sufficiently detailed (and/or) animated models, then I want a rendering engine that allows me to convert to the game format from most , if not all, of the major professional modeling packages, some of the cheaper ones and even a few of the free ones that emulate the others. Why would I want this? Flexibility and power to add content is the key component to something like this. If there aren't any groups that make science fiction models such as you deem necessary, make your own, find a friend who can, etc, and don't worry about having to spend thousands of dollars (or looking over your shoulder from jacking an application) to get your assets into the game.
If I can make it possible to slap in a Database -- a real one (and I can,) not just 2das, then I now have literally unlimited power to modify and control the assets, scripts, AI, NPCs, Creatures, whatever I want, with a true Structured Query Language that will allow me to input tables of rules, data, weather, you name it. I can make it as complex or as simple as I can manage to have it and still have a working game. That's the power to determine the look and feel of your game, your way.
All this, from the same platform, the same engine. This application is designed, from the ground up, to be able to be Multi-Player and Single-Player compatible. In this fashion, you can make games for either segment (or both,) or another entirely of the gaming niches for RPGs. The same interface that allows you to start and launch a game, is also the same interface that determines whether you're playing offline or online, and whether you're playing, building, DMng or something else. Those will all be controlled at launch.
Essentially, through access and permissions masks, the game will know if you're going to be playing, building, DMng, Admining, etc and whether you have the permissions to use only a tiny fraction, major portions, or the entire shebang of the toolset, because, for all intents and purposes, the toolset and the game are One.
Modularly constructed so that new plugins and modules can be added onto the game engine allows for changes in Physics Engines, Runtime Libraries, Rendering Engines, DBs, you name it. This allows the engine to remain the engine and still be able to roll with changes in technology. It should also allow for backwards compatibility so the new changes and additions won't invalidate your old favorites someone else made. It's also built in longevity and stability of the platform as well as leaves it open to continued improvement.
THE "PEP" TALK:Sounds pretty bithchin' huh? I think so. Like I said, I have the vision, but not the technical chops to carry this off. It's being done as a Community Volunteer Project. It's intended to be Open Source, with the provision for generating "For Profit" licenses and agreements such that the toolset would always be available for free, but assets, games (or Adventure Modules, if you will) could be freely distributed or sold for a reasonable price.
We all want something for nothing, but the sad truth is, we all would also like to get rich making things we enjoy and love making. I see this Plan9 project as a way to bridge that gap. Sufficiently capable teams and indy units could license the technology in the design to create games for profit, while the majority of builders and creators would simply be making modules (like now with NWN and NWN2) for free to share with our peers.
If you make assets, your models, while not protected any better than what's out there now, will at least have markers and identifiers inserted into the model structure such that you could prove "ownership" which allows the content creators to engage in the same level of free to share or pay to use (and there's a crapload of legal wrangling to get that sorted, but let's not go there just yet) in the same way as module development.
How many of us are/were willing to pay to have more content, new features, new playable games made by a reputable group/team/company that had the chops to pull it off? Probably 89-94% of the population that plays these sorts of games. Our overall demographic for the more involved RPG indicates a higher than average level of education, disposable income (or selective spending on this as the hobby of choice) and willingness to pay for those things we find worthy of our time.
HAT IN HAND:Reading back you can easily see I am not a kid in age, just a kid at heart. I am an idealist still, who recognizes that value is not always something we have to pay for, nor is it something we should take for granted and expect for free. There is a middle road; and I honestly believe that the end result of the Plan9 Project is that middle road. I also believe it will happen. How long depends on the level of spirit, determination and cooperation that goes into it's design and creation.
It was my idea, but I don't think of it as mine only. It's something I want to share. Something I believe in and something I know I cannot do on my own. It's not NWN3, but it could be the spiritual if not actual successor to NWN and NWN2 in point of fact. Sooner or later, it's going to happen. The rest is really up to who is really willing to invest the time and effort to help get it going?
best regards,
dunniteowl
Modifié par dunniteowl, 27 février 2011 - 01:53 .