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Do you want a 3D vtt?
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<blockquote data-quote="Hussar" data-source="post: 8854210" data-attributes="member: 22779"><p>As someone who's gamed through VTT longer than I've actually gamed in person (wow, I just realized that I started gaming VTT in 2002- yikes) I've got probably considerably more experience with VTT play than most people. </p><p></p><p>And even I voted Maybe. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>It's going to come down to a few points that will make or break the VTT:</p><p></p><ol> <li data-xf-list-type="ol">Ease of creating material. That's probably the number one thing right there. My current group is six people. We've all DM'd at various points. Of the six of us, only two of us will DM Fantasy Grounds because it's just too damn hard to figure out for the others. The constant mucking about with syntax and getting everything exactly right is just too much of a PITA for the other four. So, this VTT needs to be simple enough and robust enough that using it is no more difficult than pen and paper.</li> <li data-xf-list-type="ol">Technical aspects. This was mentioned earlier, but, unlike a lot of AAA video games, you cannot expect your users to be using top of the line equipment. If you're making a game for a PS5, you KNOW what technology they have. But a D&D VTT user might be someone like me who's currently writing this on a 2013 MacBook Air. ((My desktop machine is a bit newer but still nowhere even close to middle of the line)) While high speed internet is pretty common now, you still can't exactly presume it, so, that's an issue too. I've wasted far, far too much game time on tech issues. </li> <li data-xf-list-type="ol">Bringing the value. Ok, this one's a no brainer, but, for the VTT to succeed, it's going to have to bring something to the table that I can't already get. Granted, that might simply be things like a better GUI (looking at you Fantasy Grounds) or better looking (Yeah, sorry Roll20 but you is ugly). But, it has to be something.</li> </ol><p>Anyway, if they bring those three things to the table - ease of creating content, solid technical aspects and a value for the dollar, then I think that the new VTT will be successful.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8854210, member: 22779"] As someone who's gamed through VTT longer than I've actually gamed in person (wow, I just realized that I started gaming VTT in 2002- yikes) I've got probably considerably more experience with VTT play than most people. And even I voted Maybe. :D It's going to come down to a few points that will make or break the VTT: [LIST=1] [*]Ease of creating material. That's probably the number one thing right there. My current group is six people. We've all DM'd at various points. Of the six of us, only two of us will DM Fantasy Grounds because it's just too damn hard to figure out for the others. The constant mucking about with syntax and getting everything exactly right is just too much of a PITA for the other four. So, this VTT needs to be simple enough and robust enough that using it is no more difficult than pen and paper. [*]Technical aspects. This was mentioned earlier, but, unlike a lot of AAA video games, you cannot expect your users to be using top of the line equipment. If you're making a game for a PS5, you KNOW what technology they have. But a D&D VTT user might be someone like me who's currently writing this on a 2013 MacBook Air. ((My desktop machine is a bit newer but still nowhere even close to middle of the line)) While high speed internet is pretty common now, you still can't exactly presume it, so, that's an issue too. I've wasted far, far too much game time on tech issues. [*]Bringing the value. Ok, this one's a no brainer, but, for the VTT to succeed, it's going to have to bring something to the table that I can't already get. Granted, that might simply be things like a better GUI (looking at you Fantasy Grounds) or better looking (Yeah, sorry Roll20 but you is ugly). But, it has to be something. [/LIST] Anyway, if they bring those three things to the table - ease of creating content, solid technical aspects and a value for the dollar, then I think that the new VTT will be successful. [/QUOTE]
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