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Detailed story & event plans for MXO chapters 5.2-12.1
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Jacked Out

Joined: Dec 27, 2006
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Location: The Real World This is how MxO ends: Not with a bang but a whimper
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cloudwolf wrote:

Too obvious. Besides, if it was as simple as something the real Morpheus had said in speeches, the General's sim would've already had that knowledge. Not to mention Rare would've just included it in those notes instead of saying "i'll think of that later".

I would tend to agree and I'm prepared for the possibility that what was said wasn't figured out and that we won't ever know, which is a shame. The story outline for the rest of the year doesn't mention that the answer was to be revealed, but if it was to be revealed then perhaps Rarebit does have an idea about it at this point.

Fen


Systemic Anomaly

Joined: Aug 16, 2005
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I somehow doubt that Morpheus would make up an excuse like that.  It's certainly more believable than 'lol morph is an oligarch'.

I chalk it up as Rarebit either forgetting or not knowing that the original LET had already explained Morpheus' reasons for wanting the body.  Rarebit is capable of making mistakes, you know (ie, Mauser).  He's also stated that the original LET never left any of their notes behind, and it's not like he can come out to the players and ask...  although, had LESIG filled it's original purpose, he could've picked their brains.




Development

Joined: Dec 2, 2005
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cloudwolf wrote:

Rarebit wrote:


Mach: (after Zion event) Cypherites, Cryptos, and the Morph sim; Morph sim eventually agrees to listen when Cryptos offers to tell him why Morpheus was so obsessed with obtaining the One's remains--they go off for a little private chat [note that players are *not* going to be told what they talk about...and actually I still have to figure that out at some point, but it can wait for a later subchapter]


Was this ever "figured out"?

No. I wasn't interested in trying to unravel and continue the "Neo's remains" story angle that had been mostly an LET on-the-fly invention without any surviving official documentation (the story outline by Paul that we mission designers were following had Morpheus wanting to know about it, throwing up posters and causing a stir that got him killed, but that was all). The Morph sim/Cryptos meeting was on Vector on 10/24/07, and I think I may have had a feeling or two of what I might have had them "talk" about if I had to give any details about it, but I can't remember what those were. I'd *guess* it was probably something along the lines of Morpheus feeling purposeless under the Truce, and using the hope of Neo's resurrection as a way to resurrect his own dreams and motivations, but that's just a guess, and, again, it wouldn't really have been something I'd have wanted to go into.

On 7/6/07, also on Vector, the Morpheus sim had said that Morpheus was "mad" (as in crazy) when he was on the "Neo's remains" kick, and I think (another guess) that whatever Cryptos told him in their later meeting wasn't intended to change his mind substantially on that score, but it would help him get some closure on it and get his own head back together.

 


Fen


Systemic Anomaly

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Speaking of Cryptos...  what exactly happened to him?  Why did he become the way he is now, when everyone else who Seraph whooped went back to normal?




Development

Joined: Dec 2, 2005
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Fen wrote:

Speaking of Cryptos...  what exactly happened to him?  Why did he become the way he is now, when everyone else who Seraph whooped went back to normal?

The overwriting used on Cryptos was different than the others. You'd get a better idea going back through those missions that were investigating the other overwritten people, but as far as I remember off the top of my head, their overwriting was a cruder form, where the Machine program just took control and didn't have access to the person's memories and personality. Cryptos had to be much more convincing, so they had to come up with a different overwriting scheme that left his original memories and personality intact and accessible; so with Cryptos the program and human had to coexist to an extent.

 




Systemic Anomaly

Joined: Aug 22, 2005
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This is going back a bit before 5.2, but did you have any hand in the creation or implementation of the Antedeluvian / Boxmaker / Pandora storyline?  I found the storyline behind that to be rich, immersive and very enjoyable.

Since the last box effectively ends as a cliffhanger did you ever have any desire to continue that sidestory forward with additional quests using the Seraphitic Feather as the starting point?  (It seems to me this was the original intent, to be revisted at a later date).




Development

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Villemar_MxO wrote:

This is going back a bit before 5.2, but did you have any hand in the creation or implementation of the Antedeluvian / Boxmaker / Pandora storyline?  I found the storyline behind that to be rich, immersive and very enjoyable.

Since the last box effectively ends as a cliffhanger did you ever have any desire to continue that sidestory forward with additional quests using the Seraphitic Feather as the starting point?  (It seems to me this was the original intent, to be revisted at a later date).

The Pandora's Box concept (spawns popping out of boxes) was handed to the four mission designers we had at the time, one of which was me--HCFrog was another--by the original Live Team design lead, Archon. The four of us brainstormed the four main NPC spawn types the boxes would use.

Then came the move to SOE, and the PB design team was down to HCFrog and I (oh, and Dracomet designed and implemented the loot items you get from the box spawns). I handled most of the story and missions for arcs 1, 2, and 4, and HCFrog did most of 3.

The original PB concept included putting out more box arcs from time to time. I chose to work on other types of "quest" content for a number of reasons: mostly because the story was tricky to handle, since it sort of tied in with some existing main story characters, but not really with the main story itself, and also because the box spawn mechanism had some drawbacks. Taking it into a separate, specifically tailored construct like Sati's Playground solved some of those.

 




Jacked Out

Joined: Oct 2, 2005
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I've read both of the threads about the story, and if I've missed this feel free to openly berate me, but I'm just curious what Carlyne was doing with the Trinity program during the two years he had it? Did he not know how to use it, or maybe had some long term plan down the road for it? I like that he knew all along where it was while Halborn was blustering around the Matrix but I wonder why he'd leave something like that just sitting in storage somewhere.



Systemic Anomaly

Joined: Aug 22, 2005
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Rarebit wrote:

Villemar_MxO wrote:

This is going back a bit before 5.2, but did you have any hand in the creation or implementation of the Antedeluvian / Boxmaker / Pandora storyline?  I found the storyline behind that to be rich, immersive and very enjoyable.

Since the last box effectively ends as a cliffhanger did you ever have any desire to continue that sidestory forward with additional quests using the Seraphitic Feather as the starting point?  (It seems to me this was the original intent, to be revisted at a later date).

The Pandora's Box concept (spawns popping out of boxes) was handed to the four mission designers we had at the time, one of which was me--HCFrog was another--by the original Live Team design lead, Archon. The four of us brainstormed the four main NPC spawn types the boxes would use.

Then came the move to SOE, and the PB design team was down to HCFrog and I (oh, and Dracomet designed and implemented the loot items you get from the box spawns). I handled most of the story and missions for arcs 1, 2, and 4, and HCFrog did most of 3.

The original PB concept included putting out more box arcs from time to time. I chose to work on other types of "quest" content for a number of reasons: mostly because the story was tricky to handle, since it sort of tied in with some existing main story characters, but not really with the main story itself, and also because the box spawn mechanism had some drawbacks. Taking it into a separate, specifically tailored construct like Sati's Playground solved some of those.

 

Interesting!  Among other enjoyable aspects I liked the backstory as it related to the "Heavenly" version of the Matrix and the subsequent disillusionment /frustration of the Seraphim.  It implied maybe future fleshing out of Seraph's backstory, his alliance and breakup with the Merv, and of course Flood's predecessor.

 


Message edited by Villemar_MxO on 02/09/2009 19:11:01.



Development

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cesspool wrote:

I've read both of the threads about the story, and if I've missed this feel free to openly berate me, but I'm just curious what Carlyne was doing with the Trinity program during the two years he had it? Did he not know how to use it, or maybe had some long term plan down the road for it? I like that he knew all along where it was while Halborn was blustering around the Matrix but I wonder why he'd leave something like that just sitting in storage somewhere.

Presumably he was doing research and laying plans for how to use it. He wasn't a guy who liked to hurry things if he could help it, and he thought he had it pretty well hidden. He'd also have known that the others would come after him if they found out about it. There were somewhere near 100 of them, including Halborn, and he saw most of them as enemies or rivals, so he had a good deal of work on his hands coming up with a way to neutralize them. He wasn't very far along at all when Halborn found out about it.

 




Development

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Villemar_MxO wrote:

Interesting!  Among other enjoyable aspects I liked the backstory as it related to the "Heavenly" version of the Matrix and the subsequent disillusionment /frustration of the Seraphim.  It implied maybe future fleshing out of Seraph's backstory, his alliance and breakup with the Merv, and of course Flood's predecessor.

 

Yeah, we all thought the Seraphim were a cool idea; it was one of the other mission designers who thought of the "white Agent" angelic theme, and our art lead whipped up those keen wings and white suits. I gave them the pink shirts. ;) Hm I think I did the names for them, and HCFrog handled most of their ability balancing.

 




Systemic Anomaly

Joined: Aug 22, 2005
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So, speaking of the Lith Halcyon Days, I found a neat little AP atricle I saved in .html format for some reason, that I thought you'd get a kick out of.  Its dated April 5th, 2005:

Digital Actors Shine in 'Matrix Online'


Tue Apr 5,10:50 AM ET

By DERRIK J. LANG, Associated Press Writer

NEW YORK - Laurence Fishburne and Jada Pinkett Smith should be afraid for their jobs. In "The Matrix Online," a new massively multiplayer online game, the cast of the sci-fi film trilogy has been reprised — and replaced — by digital actors.

  

"Essentially what we did was build `The Matrix,'" Jason Hall, senior vice president for Warner Bros. Interactive Entertainment, told The Associated Press. "The only difference between `The Matrix Online' and what you saw in the movies is you can't access it through a jack in the back of your head."

 

Although some actors from the films provide their voices for the game's cinematic sequences, surviving "Matrix" characters are also played in real time by about 25 real people called live event implementers, also known as imps, from developer Monolith's Seattle offices.

 

"It's not a gimmick," said Hall. "It's a real function of a new type of gameplay experience. It's clear that human-to-human interaction is paramount in gameplay of the future. This group of people is much smarter than any artificial intelligence."

 

In the game, players assume a unique avatar and team up with other live players to do battle or complete missions. If lucky enough, they can mingle with Fishburne's brooding Morpheus, Pinkett Smith's feisty Niobe and others in certain crevices of the game's sprawling digital cityscape.

 

"These guys are actually speaking to players," said "Matrix Online" community events manager Troy Hewitt. "When Niobe's in-game, she's Niobe. She's not dumping out a prefab script. She is speaking in a way that interacts directly with that player."

 

Hewitt leads the imps, whose sole job it is to advance the nontraditional narrative, written by comic book scribe Paul Chadwick and approved by "Matrix" creators Andy and Larry Wachowski. Currently, the characters from the trilogy's three factions — humans, machines and exiles — are tasked with recruiting live players to join their various causes.

 

"We are setting up a stage play and telling a story," said Hall. "The difference is the audience is able to jump onto the stage and control the outcome."

 

Hewitt, who's donned the digital mask of such characters as haughty exile The Merovingian and his right-hand man Flood, said a good imp understands "the importance of players being able to interact with these characters." Fittingly, Hewitt's professional background is in human services — not video game development. Before working on "Matrix Online," Hewitt was an avid amateur gamer who worked on political and community-building campaigns.

 

"Being an actor in an online environment is a dream job," said Hewitt. "We have as much fun with this as our players do."

 

The digital actors work from character sheets, which detail everything from their persona's appearance to catch phrases. Although the interaction is live, imps are required to stay within the boundaries of their character's personality.

 

"The character sheets are very important because it allows us to narrow down the scope of what this character may react to or say and keeps us from having The Merovingian hug a player," said Hewitt. "That just wouldn't happen." *

 

Not only have the live actor's been replaced by digital actors, but this online theater could be the end of the line for some "Matrix" thespians. According to Hall, everything that happens in the game is deemed official by Warner Bros. and the Wachowski brothers. If a character from the films perishes in "Matrix Online," it's game over for that actor's role if there's ever another "Matrix" film.

 

"When major characters die inside of our game, they die in the fiction," said Hall.

 

As Neo would say, "Whoa."

 

___

 

On the Net:

 

http://thematrixonline.warnerbros.com/

-----------------------------------

 

* LOL!

 

 


Message edited by Villemar_MxO on 02/09/2009 21:46:15.



Development

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No hugs for Merv! Non! Zut alors!

Ya know if you just read the first half of that article--especially slippery paragraph 5--you couldn't really be blamed for coming away with the idea that it was the movie actors themselves playing the online characters.

 




Systemic Anomaly

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Troy Hewitt. Heh, there's a name... good old Aether.

So many memories, and so many missed opportunities.




Perceptive Mind

Joined: Oct 1, 2006
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Rarebit wrote:

Wright abs:
"Compress" (metal meatwad?)
"Signal Jamming" (AOE massive def res debuff)

Anti-override prototype:
orbiting gold code fx
gives random of one imm: Accel, Decel, Run

So... Wright can drop Runtime bits too?


 
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