Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #11
    Member Grobyddonot's Avatar
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    Quote Originally Posted by Daguin View Post
    I am very excited for the possibility, and would like to see quicker adoption, of the VR possibilities in MMORPG. It would bridge the gap between avatars and actually experiencing the world in greater depth. I am curious why there hasn't been a concerted push to move the genre in that direction, unless it is just too technically demanding for both developers and consumers in its current form.
    I'm exicted too, esp. for VR and great AR. There is a list of problems with VR:
    1) Difficulty to get in. (including tech. dif.) Only when the modern (for the time) Elderly and Youth will be able to access VR services/games/anything as easily as they are able to access messengers on their smartphones, it'll become mainstream. I do believe that this time will come, but obviously not in 2019. lol.
    2) Costs. It's not enough atm to get a VR set only, you also need a computer, that is able and powerful enough to use it.
    3) Very limited amount of diverse content/services. The internet is full of cats, games and porn, but it's not enough to make VR mainstream. Among great services, I would imagine something like an online shop in VR, where you can look at the products (dimensions, materials, quality as a complete VR 3D model), maybe even with some basic functionality. A step further would be try some clothing on online. (but that's way too far away).
    4) The current VR tech itself is interesting, but it has to evolve too. It's not an alternate (digital) reality yet.
    For instance, our primitive 3D image tech exists since the 19th Century and it hasn't really improved that much. VR has to improve.
    That is just off the top of my head. Maybe there is more, I'm pretty sure that there are and will be some security issues too and so on...
    P.S. and the thread is officialy off the rails. Gratz
    Last edited by Grobyddonot; 12-11-2018 at 12:58 PM.

  2. #12
    Senior Member Aionlasting's Avatar
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    @Daguin, I agree, this is a form of what I was speaking of but a limited form of what I mentioned as all your synergistic skills have hard caps and can only advance your desired skill beyond their own hardcap to a limited extent. In fairness to your point though, this does turn the hard cap of a skill into more of a soft cap because you can train up those other skills for the synergies which maybe only hardcore players are willing to do for that slight extra edge and because a soft cap eventually becomes a hardcap anyway when a player progresses so far past it to where he is no longer receiving xp from anything at an appreciable rate due to outleveling all the content.

    @Grobly, Great points in regards to some of the games that seem impossible to kill. Fun, easy to get into, but difficult to master. I feel like a soft cap in skills provides the illusion of difficulty to master in that you can continue to progress your character in power beyond what the intended level of the current content is without having to add new content to the game but ultimately new content would need to find its way in as the soft cap would become a hardcap after progressing so far beyond it. Your thoughts on computer MMORPG genre dying a whole is a shocking one to think of for me because I'm not so sure it would happen but I could see an evolution into the VR as VR becomes more mainstream. That's quite a far off idea in my mind right now though.

  3. #13
    Member Murk's Avatar
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    Quote Originally Posted by Niph View Post
    What's the alternative? PvE games can't have unlimited levels and content.
    PG has at least one thing that mitigates this to an extent, that is when you learn a new combat skill you have to go back over the lower levels to some extent to level your new combat skill, I know people power level this now, but there is an opportunity here to re-do the content with new people, or other people that have new combat skills, it's somewhat fun at least.

    The other nice thing is that low level junk that low level players can find is useful. e.g. dirt, wood etc. It is good that these things are needed by higher level players.

    There is this drive to "level up" simply because your guilds are all high up and you want to participate with them, and you want to contribute in a meaningful way and not just tag along on a high level dungeon. The solution here is, I don't know, but perhaps to give the lower levels some way of meaningfully contributing on a quests.

    I will hereby give a mad and unworkable example to illustrate the point: All people under 30 are able to fully heal people over 30 with their healing kits or a spell. This isn't a solution, but it's an example of some reason why you might want a newer player around, and why you as a newer player would want to go on an otherwise high level quest. All the team members feel like they have some value, and as such perhaps would not feel the need to level up so quickly.

    I am not sure how this would work, except perhaps if you had a skill line that you learn to level 30, and then at 31 you decide to switch it to some other skill, and you loose the original skill - but this - to some extent is what fixed skill lines are about, which PG does not have.

    Chronicles of Elyria is interesting in this respect, as your character dies after about a year. Weather this works or not I don't know, but it's a new take on things for sure.

  4. #14
    Junior Member Maztur's Avatar
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    First, I think what they've done with this game so far is OUTSTANDING!

    For me, I think adding content, and not always content in how it is thought of, say, of a new map, is what keeps a game going. For instance, they have Guides and an Admin in the game at most times. The Admin does some on-the-spot events, such as challenging mob spawns and drawings for free items.

    I wish this part of the game could even expand as it goes along. I really think that if there was a lot of out-of-the-box thinking, that 'capping out' wouldn't end the game for many players because they would have a reason to continue to play on. Thanks!
    ~Maztur

  5. #15
    Member Deldaron's Avatar
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    Quote Originally Posted by Murk View Post
    PG has at least one thing that mitigates this to an extent, that is when you learn a new combat skill you have to go back over the lower levels to some extent to level your new combat skill, I know people power level this now, but there is an opportunity here to re-do the content with new people, or other people that have new combat skills, it's somewhat fun at least.

    The other nice thing is that low level junk that low level players can find is useful. e.g. dirt, wood etc. It is good that these things are needed by higher level players.
    I think this is one of PGs biggest strengths. The way the skills progress really keeps lower level content alive. A great example is Flower arrangement. Because it's locked behind gardening you likely don't get it until late in the game. But the first recipes require you to use ingredients found only in lower level areas. This gives you two options, go back to the lower level area or buy them.

    If you're going back to a lower area and you have another combat skill to work why not do both? If you're buying that will drive a market for them which will encourage people looking for money to spend time in these areas.

    The farther the progression spreads there's a risk that people will try and skip over things, but I find the progression enjoyable enough to keep a low/mid level population around.

  6. #16
    Member Krustydog's Avatar
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    My first MMORPG was UO. Still my favorite to this day. There were multiple end game goals. Mega Crafter making the loots from selling gear. Control Champs and control the scroll market. PvP at Yew moongate. Heck, I used to like exploring and checking peoples houses out. Bank sitting was a thing. Just watching the world go by and chatting with friends. Ah, the glory days.

  7. #17
    Member Corax's Avatar
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    Chess has never needed upgraded pieces for people to keep playing it. You can always find something to do, especially when pvp is involved, but even old pve content can be tweaked for new challenges.

    One thing I almost never see in RPGs is expirability. Food never rots, armor and weapons never get banged up beyond hope of repair, unused skills never become weaker. Consumables seem to be used mostly for buffs and ammo, but what if to even fight a particular boss you needed to create a large bomb (or equivalent), that is of course destroyed in use?

    None of that addresses people's problems playing current MMOs, but it's some stuff I've been thinking about.



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