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End of an Era (thoughts of an oldbie) Displaying 1-16 of 16 total.
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Streak
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It's been a while, I'm sure long enough so that no one here remembers me. Let me give some background info - I discovered VERGE in its original state, back sometime in 1997. The webpage? inlink.com/~vecna/crs.htm. Later on, it was moved to the repo, verge.vivid.com. The repos future was in question, so the verge admins hastily put up v-rpg. Locke, owner of the repo, was going to enhance the site, but decided against it due to redundancy.
In my mind, anyone who has waited until now to declare the end of the community is nuts. The community as a whole broke down before the release of V2... Months before, when the release was slated for "any day now", the #verge irc channel would have 70+ users, and the message boards would attract 180-250 posts a day. VERGE had grown slightly since the repo days, where 35-40 users were on irc, and 100-150 posts were not uncommon. During all of this time, 70-80 verge FANSITES existed. Not just a site proclaiming the new final fantasy, a site from someone who liked VERGE. They've all since closed. #verge on irc is luckily to attract 10 people, #vchelp around the same number. The boards don't get any more than 10 posts a day, and rarely that many. How have we fallen from grace?
V1 was nice, easy, and there was a steady supply of new demos, games, and code flowing freely throughout the community. When something cool got accomplished, everyone grabbed the .VC file, scoured over it, and was amazed. It was not uncommon for a post like "Poker Game sourcecode" to get 15-20 replies? Why? Because everyone could look over the code and learn this. Reguardless of ones coding style, it wasn't hard to understand V1.
When the hype around V2 grew to the point tht it burst, VERGE died down a fair bit. Not to this point, but most of the newbies were inactive. Then BAM, out of nowhere, V2 was released. Everyone downloaded a copy - (historical reference: You needed to fill out some demographics to D/L V2) It was damn cool.
There is where the community died.
Newbies were struggling with coding, and had little to no reference material to go by. Newbies tried desperately to scrape together teams for ambitious projects, much like some verge 1 games, however, the teams fell apart due to a general lack of dedication. Because they could accomplish nothing, and no new games were being released for them to play, their two big reasons to stay here were gone. The flow of newbies has slowed down greatly!
However, it wasn't just the newbies who left. Oldbies who had been working on games for years or more, realized they could not convert their projects to this new era. The entire community, or what was left of it, kind of scoffed at V1, and as such, no one wanted to develop. This didn't really matter, because the Oldbies could always comment on the up-and-coming games... right? Unfortunately, because of the lack of users, and a lack of dedication among current users, no new games were meant to be.
Do not take this as my complaint of no new demos, for this is far from the truth.
V2 was made with no packin, little documentation, and it was made not out of vecna's experimentation and urge to make an RPGCE, it was made because the community wanted it.
vecna left verge, as a full developer, shortly after the release of V2. His last words, a well-developed page-or-two essay, can be found somewhere. Maybe not on this site, but its out there.
One of the key VERGE content suppliers, IRC, still produced a few demos, but none of the vergers there ever went on the sites or boards, so most users did not get to see these demos.
Overall, VERGE has been destroyed by a lack of motivation, a lack of documentation, and a lack of communication.
What is this we have had in the year or two since V2 has been released? A downward spiral. Oldbies were dropping like flies, and newbies coming in slowly. The community has continued in its long, prolonged, miserable death-echo. Although we have had a small team of users and developers, the real problem was not addressed, and just made more complicated from version-fallout.
The community curled up in a fetal position, and what is stabbing it that last time? Version Fallout. V1, V1+, V2, V2.01, V2+i, V2+j, V2.5, V2.6, V2.7, Python VERGE. No one knows what to use and very little standard is maintained. And now, what few users that do exist have been told to convert their projects totally again. The V1-V2 destruction that happened, that toppled a thriving 200+ user community will surely destroy a bed-ridden 10-15 user.
Just the observations of, as far as I can see, the only oldbie left that isn't a developer.
Posted on 2001-07-02 08:17:28
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cyberdude
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But here's the thing. Verge-Python should be much more stable, and have a set structure. I'll admit verge is a little chopy right now. But hopefully they will listen to my ideas to, and with VIDE, VERGE will be really easy to use, yet maintain that level of controll.
I remember, probibally about a year ago, saying I was leaving VERGE because it was hard to use. Because everything was in dos, and there were many files that were missing.
tSB, me, and a few other people combined can make this new VERGE attract new people. If I can make a program that tames the beast known as VERGE, and make it newbie-friendly, I think I can do even better for VERGE.
Besides, have you ever herd anyone say that if you keep saying something, it makes it more likely that it will happen? As long as people are saying "It's the end, VERGE is doomed!..." guess what? That's what will be on everyone's mind. Those posts seem to put a dark cloud on the whole website. Kindof like if you went to a website for the first time, and see a post that says "This program isn't going to be supported for long", would you stay? If the boards were filled with "VERGE isn't dead!...", then it will give people hope and motivation. VERGE needs a community working to keep VERGE alive, not a community to say VERGE is dying.
Next time you people think of posting about why verge is dying, why don't you reverse the post, by adding to it what you would suggest be changed. Otherwise, your just bullshitting, and flaming the board.
I know that sounds harsh, but come on people! Lets use our thinkers! (i'm not talking about calculators)
Quote:
"That's one small step for man, one.. giant phonebill for making a interplanitary phonecall..."
Posted on 2001-07-02 09:16:57
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Streak
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VERGE-python could make the game for you and sell it and automatically return the profits, but the community is far important than the program itself. What use is a stable verge if only the developers use it.
Yes, I have heard of that, that's whats called a self-fufilling prophecy. Problem with your statement is that you assume VERGE isn't dead. If you read my post carefully, you'll note that I didn't say "VERGE is dying", I said "VERGE is dead." All of the game makers have left. There are 3.. maybe 5 games still actively being developed. And with team members leaving and no new team members joining, these are dying out.
... Once again, if you read most post, It's very hard to suggest how it can be changed. Let me use an analogy. VERGE is a person. It had a heart attack, and sat in the operating room for a few years. Then was the time to say how things could be fixed. VERGE (in terms of the scale and way VERGE was) is dead, they've given up with the defibulator, and the time of death was announced.
Posted on 2001-07-02 09:33:41
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grenideer
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The v1 community was very big because it was easy to use. But really, a lot of people were just little kids who spent a month or so making something before stopping. Sure, though, I agree that v2 should have had a pack-in, a v1-like library, and all the rest.
Unfortunately, to keep up with advancing technology people want more power. So the community changed from 'a bunch of people who wanted to make their little rpg' to 'a bunch of coders making a game'. The crowd is really a lot more technical now, and needs to be to keep up. Of course, it means less people with only a passive interest in the hobby will join up.
Posted on 2001-07-02 09:33:41
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cyberdude
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I don't think it's a coinsadince (excuse my crappy spelling) that VERGE-Python was announced when the VERGE community was really low. Obviously the people are more important than the product, but it's the product that the people are using. Hopefully VERGE-Python will be more "attractive" to the newbie. Newbies come and go easily, so VERGE should be easy enough to jump into, so it attracts many more people.
Besides, do you think VERGE would have faired better if they just stopped at V1? Maby what verge needs is a makeover, to be modernized. Since they want to use Python, you can bet that VERGE will actuially be structured, well, at least hope it will be ;).
Here's what I think VERGE needs:
1] Structure
a] A total newbie should be able to
click "Screenshots" to see what VERGE can do, and
click "Download", and see one link at the top for
the latest complete official release of VERGE.
b] A total newbie should be able to unzip the file
and have all the required files (not counting
the game data files. I'm talking about files
like console.gif).
2] Motivated Community
a] The people make the community. Do you know why
there aren't any new demos out? Because people
don't feel like making them. There is no less
usability of verge then theres ever been. I can't
draw worth crap, but if I don't get any help, i'm
going to go ahead with my game, with graphics I
draw. Ontop of that, do VIDE.
I could go on and on and on...
Posted on 2001-07-02 09:46:58
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cyberdude
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(nt)
Posted on 2001-07-02 09:49:42
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Rayner
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I agree, for the most part. Vecna built VERGE- the dev team made it better- everyone hyped V2- V2 killed VERGE (no offense to any of the dev, especially Aen- you rock :)). Speed Bump was dumped with a lot of responsibility. Taking VERGE back to it's roots of V1 will do a lot of damage to VERGE- now that everyone's touched the power they don't want to let go. Taking it to V2 will also do a lot of damage- newbies will be lost.
What he is doing is a hybrid of both. This is the best thing to do and maybe the only thing he can do. He is not reviving VERGE- it can't be revived- he is rebuilding it. VERGE 2.7 will be released with a new version of WinMaped that's simple to use and edits CHRS. The biggest weakness of VERGE, VC, will be fixed with a new language that will retain all of VC's exact commands/functions. Standard Libraries of RPG functions will be released with it. I am hopefully releasing tile sets for free use. I think I heard a demo is being released with it. All the power (and much more- that should be hidden from a newbie) will be there. There is nothing else he CAN do. If it fails, oh well?
Posted on 2001-07-02 11:00:46
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evilbob
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with all due respect, tsb wasn't dumped with any responsibility, he volunteered for it.
verge-rpg. it's not just a job, it's an enema.
Posted on 2001-07-02 11:13:14
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Rayner
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..
Posted on 2001-07-02 11:47:44
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invicticide
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I remember you, Streak! But way back then, in the glory days of Verge, I was known as raptor151. Times change...
I just wanted to expound on your description of the old community, since almost none of them are still around, and add some BS of my own :)
When I first joined the community, I used to check the boards two or three times a day, and always be greeted with plenty of posts to read and plenty of replies to make. Never has the community been so active as it was then.
V1 was released with its share of issues, but it was steadily updated and improved, until it became a relatively stable and easy-to-use engine. Even the newbies were picking up V1 and releasing games.
Now sure, some games sucked a goat, but some were great. And people were making games ON THEIR OWN, not with the help of some conglomerate "team." (A moment of silence for the loss of Spram and the lack of a Blimpo Warrior sequel :)
The most crippling thing about V1 was its lack of a battle system, and its lack of power to create one. I managed to piece together a wannabe battle system once, but the code was a hideous mess and so was the battle. I've seen a few okay systems, but nothing was ever user-friendly.
Python is giving Verge the power to create a battle system. But further, I think that if V1 had had three features, in addition to what it already, it would have been the ultimate GCE, and never would have died:
1 - A pack-in battle system. Newbies want to make RPGs, but what's an RPG without a BS? And no newbie I've ever seen can make a BS. They want to get down with creating a game, not an engine.
2 - A customizable menu. Do any of you oldbies remember the old V1 menu, with its useless TACTIC command and a lot of things that some games never needed? What if you could've changed all those labels, even removed or added some, and quickly put together a custom menu system? What if you could've changed the layout in a visual interface, similar to an art program?
3 - A complete IDE.
An integrated battle system and customizable menu system should definitely be included with 2.7, and Cyberdude's already working on VIDE. I think 2.7 is going back to being a GCE like V1 always intended to be, but with a little more power and flexibility.
I'll bet that, in about a year, 2.7 will be a complete, stable product, VIDE will be finished, and the community will be growing again. I predict that there will be a new website, new boards, and a new name for the engine, and LOTS of new games (and lots of newbies... hehe)
And I predict that, if anyone were to contact vecna at that time and toss him a copy of the new GCE, he'd be proud of what he started.
That is all.
--Invicticide
P.S. V2 isn't so bad, if you have a single creative cell in your body :)
Posted on 2001-07-02 11:48:27
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Rayner
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I meant this:
I think he just wanted to make a fun game engine- that's the responsibility he volunteered for. Instead, he got the responsibilty of reviving/rebuilding a dying/dead community.
Posted on 2001-07-02 11:57:39
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choris
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Yes v2 was a little hard to learn. For me though that's mainly because I had absolutley zero prior coding experience, not even html. Over time I learned v2 and a year I was able to make a game of pretty decent quality. (see "To Kill Vecna" my first HoV entry.. it should be on tvs).
Maybe a year is too long for SOME people to learn to use an engine skillfully but not for me. I don't mind the so called "complexity" of v2 in the least bit. If anything it's way too simple.
So I have to say I disagree with you, even though I've never released a demo outside of an HoV contest. =P
- choris
Posted on 2001-07-02 14:48:12
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TheGerf
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I started with very little prior knowledge. I could do this in C: int main() { }
And now I agree with choris, I don't think it was too complex.
The problem probably just arose in the fact it was that much more complex than V1 (which I've never really used) and that one actually had to RTFD to understand it.
TheGerf, not just any gerf.
Posted on 2001-07-02 15:00:17
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rpgking
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I guess you're as dead as Praetor claims he is.
-rpgking
Out of clutter, find simplicity.
-Einstein
Posted on 2001-07-02 15:33:59
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rpgking
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And I'm one of the few who've kept my old name since back in the days...
-rpgking
Out of clutter, find simplicity.
-Einstein
Posted on 2001-07-02 15:35:00
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jrn
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I agree that that is a good summary. Others went elsewhere with their projects as well, too...
--jrn
Posted on 2001-07-03 02:45:58
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Displaying 1-16 of 16 total.
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