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Would you play The most radical MMOG ever made?

demcdemc Member Posts: 292

What I am about to lay out is the most radical design I can come up with and I would like to get feedback on ideas to improve the design. MMORPG.COM builds a MMOG. Hey, anyone want to take this and run with it, feel free to use it then I don't have to spend the next 5 years hammering it out. Not going to break my heart one bit if some developer got some balls to do it besides me. If you want to get involved, toss me a PM I'll gladly welcome you aboard and we build the MMOG called

THE SANDBOX.  Name change to align with the game theme STATUS QUO, Can't use status quo so Shadows of Whren

Suggested a name -

Anyway,

I got to thinking about the things posted here lately and I came up with an idea. My design of Whren was originally intended to be level based with factions and random quests but the design play heavily on the server side. Maybe to heavy in fact. I may have to tone the AI a bit yet. I'll know more in a couple months when I get something working. As of now shit does not work right and I am disgusted with it anyway so I am going to rip it apart and redesign a bit. This pushes the website off by maybe July instead of May as planned.

I decided to go ahead and play with the code a bit and I noticed a redundancy of level and status. You buy things with status like skills, mounts and so on. Well why not eliminate leveling completely and have it so the PC has to work for his advancements through quests or PvP.. You work to get things anyway so make it mean something.

Since I am alone there are 3 of us now on this project I decided to really get radical and remove skill leveling to. Skilling up is stupid anyway. It is just a form of leveling. When you enter the world you can do what ever the hell you want and not worry about the level of or skill level of anything. If you want immersion you quest and as you quest you either become critically aligned evil, good or stay neutral. Eventually you have to relocate in areas that are friendly to you. Every NPC, monster in the world is tuned to one thing and that is their stats and faction.

Here is how it works.

Upon character creation you get to pick 20 skills of a 100 available skills. You want to craft? Pick the skills. You want certain spells? Pick the skills. You make the character the way you want. You get 700 points to invest in your stats. Dexterity, strength, Constitution and energy.

Once every 7 days you can respect 10 of the 20 skills for free so if you screw up you can undo it. Once a week. However you must strip the character completely. But you can only change the stats once a month.

The game generates quests for status and coin. The main story line give larger status gains.

There are no special items in game except crafted items and main quest items. NPCs will sell you basic equipment which you can have improved through crafting.

Ever monster drops either nothing or some form of craft item. You can sell them to NPCs or players. You want to farm gold well get a really big bag cause shit drops randomly.

You get status by exploring the world, questing crafting. You don't want to invest in anything, don't you get nothing in return. You make the choice to be what you are in the world. Your actions in the world affect the NPCs around you. Everything is cause and effect. (that is the goal anyway)

You get titles for doing things for NPC, exploring, adventuring crafting and so on. Same applies as in status.

I removed the murder system because there is no leveling.

If you go kill people though and you will build a bounty and the bounty gives other incentive to waste you. When you die with a large bounty, you become full loot.

Well I can go on here but want to get more feedback.

 

 

Comments

  • daarcodaarco Member UncommonPosts: 4,276

    Hey!

    That is something i have been looking for : )

    Would play it in a heartbeat.

  • techlordtechlord Member Posts: 220

    Sorry demc...

    but, that is NOT the most radical MMOG ever made, because I'm developing the most Radical MMOG ever made! My MMO is so radical that it requires a new acronym:  Massive Multi-player Multi-genre Multi-game (M4G pronounced Em-Forge).  What makes M4G so radical is a Suite of Online Games with completely different gameplay mechanics that impact a centralized MMO World.

    You say Sandbox. I say ToyBox with User-coop Tools to support five (5) layers of Player-Creation: Asset Creation, Entity Construction, Character Customization, Quest Building/ Storytelling, and Crafting. You still talking about Stats and Levels? I wont even mention Player-created Races, Stats, Skills, Spells, Weapons, items, Dungeons, etc.

    You say quests, I say Adventures. Deep immersion and interactive storytelling with a full powered MUD/command set embedded into the Chat & Dialog System. Got more questions ask the Built-in Search Engine.

    How about some meaningful PVE like a dungeon with traps, mobs, and treasure. Not just any dumb mobs, but mobs with unique behaviors for both combat and non-combat. The Base Game Client features First Person Shooter Combat, want 3rd Person acquire it in the form of a Skill. I wont event talk about PvP Tournaments.

    Want to GM an adventure for a small or large group? You can with the multi-tiered GM System, each tier having different GM Powers (Permissions and Controls). Any player can GM an adventure with no experience necessary.

    What do you expect in a MMO Game World based on Dimensional Rifts (DRifters)  Lore? One hell of a crazy and totally radical design. So radical that I will probably be the only one playing it.

    Sorry pal.

  • GardavilGardavil Member Posts: 60

    Yes demc, I would jump at the chance to play a MMO like this. Variety is good in my book, your idea I think would work well.

  • GardavilGardavil Member Posts: 60

    and Yes techlord, I would love to play your game as well.

    Both Ideas for a new MMO warrant merit and support in my book, and both would be great additions to the MMOs available in the market.

  • Azen77Azen77 Member UncommonPosts: 125

    Haha, nice stuff, and you're both onto the right track...I say this because I'm on the same track lol. (differences obviously) But basically non leveling, true adventure based,  create a real avatar type deal from the start and make your way in the world.

    The only feed back I can give on your specifics though is you don't have to do all or nothing right? there is a grey area where the real action is. Tech found lots of grey apparently and is putting it all in lol.

    UO,AC1&2,EQ1&2,DAOC,SB,SWG,FFXI, Horizons,EvE,E&B,AO,WoW,VG, Lineage,GW,TR,LotR,AoC,CoH,DDO a myriad of FtP...and still looking...

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    The most radical MMO is real life...

     

     

    I prefer to play games in my free time....

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • Azen77Azen77 Member UncommonPosts: 125
    Originally posted by Lord.Bachus


    The most radical MMO is real life...
     
     
    I prefer to play games in my free time....

     

    Yah but that MMO sucks.  I keep getting ganked by bankers, and the quest givers who used to give dailies are dissappearing at an alarming rate...plus I think they nerfed the drop rate on cool shit...

    UO,AC1&2,EQ1&2,DAOC,SB,SWG,FFXI, Horizons,EvE,E&B,AO,WoW,VG, Lineage,GW,TR,LotR,AoC,CoH,DDO a myriad of FtP...and still looking...

  • CzzarreCzzarre Member, Newbie CommonPosts: 3,742

    Ive gone and tried a number of MMOs. I am willing to try any game, however its not getting pllayers to try an MMO thats difficult, its getting them to stick with it.

    IN the end, MMOs make more money by having players play a game > 3 months than they do just selling the game.

  • IhmoteppIhmotepp Member Posts: 14,495

    I get confused but EQ2 or maybe it was DAoC (but I think EQ2?) had factions already. If you kill Faeries, then Faeries will give you bad faction, and attack you. If you want to get back in teh good graces of the Faeries so you can travel in that area unmolested, then you kill rock giants, etc.

    The other point would be, you've replaced grinding for xp/levels or skills, with grinding for status. So, it's not really a radical departure, you've just shifted things around a bit.

     

    image

  • QuizzicalQuizzical Member LegendaryPosts: 25,499

    While the basic game design sounds like it could be pretty good, the thread title is wrong.  That would not be nearly so radical of a game design as A Tale in the Desert.  ATITD has no combat, but that's not the half of it.  Someone once sold on Ebay the ability to permanently ban seven accounts from the game.  Seriously, a permanent ban, as in, good bye, if you ever want to play again, create a new account and start over.  And yes, that would be devastating.  The company knew about the sale and didn't intervene.  Given the nature of the game, that was arguably the right decision.  Beat that for radical game design. 

  • AllNewMMOSukAllNewMMOSuk Member Posts: 241
    Originally posted by demc


    What I am about to lay out is the most radical design I can come up with and I would like to get feedback on ideas to improve the design. MMORPG.COM builds a MMOG. Hey, anyone want to take this and run with it, feel free to use it then I don't have to spend the next 5 years hammering it out. Not going to break my heart one bit if some developer got some balls to do it besides me. If you want to get involved, toss me a PM I'll gladly welcome you aboard and we build the MMOG called
    THE SANDBOX.
    Anyway,
    I got to thinking about the things posted here lately and I came up with an idea. My design of Whren was originally intended to be level based with factions and random quests but the design play heavily on the server side. Maybe to heavy in fact. I may have to tone the AI a bit yet. I'll know more in a couple months when I get something working. As of now shit does not work right and I am disgusted with it anyway so I am going to rip it apart and redesign a bit. This pushes the website off by maybe July instead of May as planned.
    I decided to go ahead and play with the code a bit and I noticed a redundancy of level and status. You buy things with status like skills, mounts and so on. Well why not eliminate leveling completely and have it so the PC has to work for his advancements through quests or PvP.. You work to get things anyway so make it mean something.
    Since I am alone now on this project I decided to really get radical and remove skill leveling to. Skilling up is stupid anyway. It is just a form of leveling. When you enter the world you can do what ever the hell you want and not worry about the level of or skill level of anything. If you want immersion you quest and as you quest you either become critically aligned evil, good or stay neutral. Eventually you have to relocate in areas that are friendly to you. Every NPC, monster in the world is tuned to one thing and that is their stats and faction.
    Here is how it works.
    Upon character creation you get to pick 20 skills of a 100 available skills. You want to craft? Pick the skills. You want certain spells? Pick the skills. You make the character the way you want. You get 700 points to invest in your stats. Dexterity, strength, Constitution and energy.
    Once every 7 days you can respect 10 of the 20 skills for free so if you screw up you can undo it. Once a week. However you must strip the character completely. But you can only change the stats once a month.
    The game generates quests for status and coin. The main story line give larger status gains.
    There are no special items in game except crafted items and main quest items. NPCs will sell you basic equipment which you can have improved through crafting.
    Ever monster drops either nothing or some form of craft item. You can sell them to NPCs or players. You want to farm gold well get a really big bag cause shit drops randomly.
    You get status by exploring the world, questing crafting. You don't want to invest in anything, don't you get nothing in return. You make the choice to be what you are in the world. Your actions in the world affect the NPCs around you. Everything is cause and effect. (that is the goal anyway)
    You get titles for doing things for NPC, exploring, adventuring crafting and so on. Same applies as in status.
    I removed the murder system because there is no leveling.
    If you go kill people though and you will build a bounty and the bounty gives other incentive to waste you. When you die with a large bounty, you become full loot.
    Well I can go on here but want to get more feedback.
     
     



     

    If you took the levels out of Asheron's Call you have this. So most radical ever? No not really, since if I remember correctly UO had skills that improved but no levels.

     

    Points you mentioned as significant in this idea:

    Random loot drops on monsters -> Asheron's Call

    Get to choose a group of skills out of a large list, and respec down the road -> Asheron's Call

    You get titles for doing things for NPCs, exploring, etc. -> There's a few hundred titles in Asheron's Call which you get in these ways

    Quests for status and coin -> Asheron's Call

    Basic Items that can be improved by crafting -> Major part of Asheron's Call

     

    Your "radical" idea is about a decade late.

  • PatchDayPatchDay Member Posts: 1,641

    Ideas sound good I'd play it. Removing leveling altogether would be awesome along with the skill-based vertical leveling. I'd much prefer to be able to just hop in and play the game.

    only thing I'm becoming dicey on is player run economy / crafted items. as long as players dont charge too much money its ok.

  • demcdemc Member Posts: 292
    Originally posted by techlord


    Sorry demc...
    but, that is NOT the most radical MMOG ever made, because I'm developing the most Radical MMOG ever made! My MMO is so radical that it requires a new acronym:  Massive Multi-player Multi-genre Multi-game (M4G pronounced Em-Forge).  What makes M4G so radical is a Suite of Online Games with completely different gameplay mechanics that impact a centralized MMO World.
    You say Sandbox. I say ToyBox with User-coop Tools to support five (5) layers of Player-Creation: Asset Creation, Entity Construction, Character Customization, Quest Building/ Storytelling, and Crafting. You still talking about Stats and Levels? I wont even mention Player-created Races, Stats, Skills, Spells, Weapons, items, Dungeons, etc.
    You say quests, I say Adventures. Deep immersion and interactive storytelling with a full powered MUD/command set embedded into the Chat & Dialog System. Got more questions ask the Built-in Search Engine.
    How about some meaningful PVE like a dungeon with traps, mobs, and treasure. Not just any dumb mobs, but mobs with unique behaviors for both combat and non-combat. The Base Game Client features First Person Shooter Combat, want 3rd Person acquire it in the form of a Skill. I wont event talk about PvP Tournaments.
    Want to GM an adventure for a small or large group? You can with the multi-tiered GM System, each tier having different GM Powers (Permissions and Controls). Any player can GM an adventure with no experience necessary.
    What do you expect in a MMO Game World based on Dimensional Rifts (DRifters)  Lore? One hell of a crazy and totally radical design. So radical that I will probably be the only one playing it.
    Sorry pal.



     

    Your game sound good looking forward to some competition. :)

  • vickykolvickykol Member UncommonPosts: 106
    Originally posted by Azen77

    Originally posted by Lord.Bachus


    The most radical MMO is real life...
     
     
    I prefer to play games in my free time....

     

    Yah but that MMO sucks.  I keep getting ganked by bankers, and the quest givers who used to give dailies are dissappearing at an alarming rate...plus I think they nerfed the drop rate on cool shit...



     

    Plus the decay rate on items is awful, the upkeep costs insane, and it often just feels like a lot of work.  Permadeath is really annoying.  I'm an altoholic, and the whole "one character per server" thing about real life doesn't work for me.

    There is an interesting review for Real Life:

    http://www.gamespot.com/gamespot/features/all/gamespotting/071103minusworld/1.html

  • demcdemc Member Posts: 292
    Originally posted by vickykol

    Originally posted by Azen77

    Originally posted by Lord.Bachus


    The most radical MMO is real life...
     
     
    I prefer to play games in my free time....

     

    Yah but that MMO sucks.  I keep getting ganked by bankers, and the quest givers who used to give dailies are dissappearing at an alarming rate...plus I think they nerfed the drop rate on cool shit...



     

    Plus the decay rate on items is awful, the upkeep costs insane, and it often just feels like a lot of work.  Permadeath is really annoying.  I'm an altoholic, and the whole "one character per server" thing about real life doesn't work for me.

    There is an interesting review for Real Life:

    http://www.gamespot.com/gamespot/features/all/gamespotting/071103minusworld/1.html



     

    SO true. People want a means to escape the real life MMO because the real life MMO sucks balls once in awhile.

  • demcdemc Member Posts: 292
    Originally posted by AllNewMMOSuk

    Originally posted by demc


    What I am about to lay out is the most radical design I can come up with and I would like to get feedback on ideas to improve the design. MMORPG.COM builds a MMOG. Hey, anyone want to take this and run with it, feel free to use it then I don't have to spend the next 5 years hammering it out. Not going to break my heart one bit if some developer got some balls to do it besides me. If you want to get involved, toss me a PM I'll gladly welcome you aboard and we build the MMOG called
    THE SANDBOX.
    Anyway,
    I got to thinking about the things posted here lately and I came up with an idea. My design of Whren was originally intended to be level based with factions and random quests but the design play heavily on the server side. Maybe to heavy in fact. I may have to tone the AI a bit yet. I'll know more in a couple months when I get something working. As of now shit does not work right and I am disgusted with it anyway so I am going to rip it apart and redesign a bit. This pushes the website off by maybe July instead of May as planned.
    I decided to go ahead and play with the code a bit and I noticed a redundancy of level and status. You buy things with status like skills, mounts and so on. Well why not eliminate leveling completely and have it so the PC has to work for his advancements through quests or PvP.. You work to get things anyway so make it mean something.
    Since I am alone now on this project I decided to really get radical and remove skill leveling to. Skilling up is stupid anyway. It is just a form of leveling. When you enter the world you can do what ever the hell you want and not worry about the level of or skill level of anything. If you want immersion you quest and as you quest you either become critically aligned evil, good or stay neutral. Eventually you have to relocate in areas that are friendly to you. Every NPC, monster in the world is tuned to one thing and that is their stats and faction.
    Here is how it works.
    Upon character creation you get to pick 20 skills of a 100 available skills. You want to craft? Pick the skills. You want certain spells? Pick the skills. You make the character the way you want. You get 700 points to invest in your stats. Dexterity, strength, Constitution and energy.
    Once every 7 days you can respect 10 of the 20 skills for free so if you screw up you can undo it. Once a week. However you must strip the character completely. But you can only change the stats once a month.
    The game generates quests for status and coin. The main story line give larger status gains.
    There are no special items in game except crafted items and main quest items. NPCs will sell you basic equipment which you can have improved through crafting.
    Ever monster drops either nothing or some form of craft item. You can sell them to NPCs or players. You want to farm gold well get a really big bag cause shit drops randomly.
    You get status by exploring the world, questing crafting. You don't want to invest in anything, don't you get nothing in return. You make the choice to be what you are in the world. Your actions in the world affect the NPCs around you. Everything is cause and effect. (that is the goal anyway)
    You get titles for doing things for NPC, exploring, adventuring crafting and so on. Same applies as in status.
    I removed the murder system because there is no leveling.
    If you go kill people though and you will build a bounty and the bounty gives other incentive to waste you. When you die with a large bounty, you become full loot.
    Well I can go on here but want to get more feedback.
     
     



     

    If you took the levels out of Asheron's Call you have this. So most radical ever? No not really, since if I remember correctly UO had skills that improved but no levels.

     

    Points you mentioned as significant in this idea:

    Random loot drops on monsters -> Asheron's Call

    Get to choose a group of skills out of a large list, and respec down the road -> Asheron's Call

    You get titles for doing things for NPCs, exploring, etc. -> There's a few hundred titles in Asheron's Call which you get in these ways

    Quests for status and coin -> Asheron's Call

    Basic Items that can be improved by crafting -> Major part of Asheron's Call

     

    Your "radical" idea is about a decade late.



     

    This MMO is not going to have permanent death. You're not going to get deleveled or suffer massive trauma. No need to make it that complex. The idea is to make it fun for adventuring. Read elsewhere in the board the details of faction and random quests. Those rule and AI still apply.

    There is no end game in this MMO. Raiding is not going to happen. You can solo it or group it. There will be no monsters separating group play from solo play. You will never miss a quest because you out leveled it. Enter the ~3 million square mile world and go your own way and have fun. Thats the goal anyway.

     

  • Azen77Azen77 Member UncommonPosts: 125
    Originally posted by vickykol



    Plus the decay rate on items is awful, the upkeep costs insane, and it often just feels like a lot of work.  Permadeath is really annoying.  I'm an altoholic, and the whole "one character per server" thing about real life doesn't work for me.
    There is an interesting review for Real Life:
    http://www.gamespot.com/gamespot/features/all/gamespotting/071103minusworld/1.html

     

    lol that was funny...I think I might go try and level up my design skill now.

    ps And I love the decay rate reference.

    UO,AC1&2,EQ1&2,DAOC,SB,SWG,FFXI, Horizons,EvE,E&B,AO,WoW,VG, Lineage,GW,TR,LotR,AoC,CoH,DDO a myriad of FtP...and still looking...

  • demcdemc Member Posts: 292

    Bah, stupid me forgot to put poll in the title.

     

  • SpiiderSpiider Member RarePosts: 1,135

    Judging by your text it will be another fantasy mmo? Bleh. Give me a mix of EVE, Freelancer, AO and pre-NG SWG and I'm your customer forever (providing you mix good and not shitty features).

    Only non SF mmo I liked testing was Wish, so sad to see this die where totaluttercrap mmos on the same topic were able to survive. Good luck with your project.

    No fate but what we make, so make me a ham sandwich please.

  • demcdemc Member Posts: 292
    Originally posted by Spiider


    Judging by your text it will be another fantasy mmo? Bleh. Give me a mix of EVE, Freelancer, AO and pre-NG SWG and I'm your customer forever (providing you mix good and not shitty features).
    Only non SF mmo I liked testing was Wish, so sad to see this die where totaluttercrap mmos on the same topic were able to survive. Good luck with your project.



     

    I myself like the genre of fantasy. Here is a more radical idea though but it would require several developers to get together and make a system of time travel inside the worlds. We would have to share revenue but it be a very interesting twist to the entire MMOG concept. One has a say SF theme, one has a modern day theme, one has a fantasy theme and one has a wild west theme. PC can travel all over then and experience any of the themes based on their mood. All share the same no level system with the same rule set.

    That's maybe to radical a thought though. LOL

     

  • techlordtechlord Member Posts: 220
    Originally posted by demc

    Originally posted by Spiider


    Judging by your text it will be another fantasy mmo? Bleh. Give me a mix of EVE, Freelancer, AO and pre-NG SWG and I'm your customer forever (providing you mix good and not shitty features).
    Only non SF mmo I liked testing was Wish, so sad to see this die where totaluttercrap mmos on the same topic were able to survive. Good luck with your project.



     

    I myself like the genre of fantasy. Here is a more radical idea though but it would require several developers to get together and make a system of time travel inside the worlds. We would have to share revenue but it be a very interesting twist to the entire MMOG concept. One has a say SF theme, one has a modern day theme, one has a fantasy theme and one has a wild west theme. PC can travel all over then and experience any of the themes based on their mood. All share the same no level system with the same rule set.

    That's maybe to radical a thought though. LOL

     

    Wow demc, once again your one step behind me - lol. I'm already working on that. Remember this quote from my first post: What do you expect in a MMO Game World based on Dimensional Rifts (DRifters) Lore? One hell of a crazy and totally radical design. So radical that I will probably be the only one playing it.

    Allow me to elaborate. Due to my inability to pick a particular theme as I desired a Virtual World with Elves, Cowboys, Dragons, Aliens etc, I elected to develop a Lore based on Dimensional Rifts. Dimensional Rifts appeared to be a logical means to weave different dimensions (themes) together in one. Additionally, my goal was to provide a simple Lore as the starting point for others to develop new Lore from, thats what Wikies are for - lol.

    Oh yeah don't forget this quote from the first post either: My MMO is so radical that it requires a new acronym: Massive Multi-player Multi-genre Multi-game (M4G pronounced Em-Forge). What makes M4G so radical is a Suite of Online Games with completely different gameplay mechanics that impact a centralized MMO World.

     

    Keep tryin buddy!

  • demcdemc Member Posts: 292
    Originally posted by techlord

    Originally posted by demc

    Originally posted by Spiider


    Judging by your text it will be another fantasy mmo? Bleh. Give me a mix of EVE, Freelancer, AO and pre-NG SWG and I'm your customer forever (providing you mix good and not shitty features).
    Only non SF mmo I liked testing was Wish, so sad to see this die where totaluttercrap mmos on the same topic were able to survive. Good luck with your project.



     

    I myself like the genre of fantasy. Here is a more radical idea though but it would require several developers to get together and make a system of time travel inside the worlds. We would have to share revenue but it be a very interesting twist to the entire MMOG concept. One has a say SF theme, one has a modern day theme, one has a fantasy theme and one has a wild west theme. PC can travel all over then and experience any of the themes based on their mood. All share the same no level system with the same rule set.

    That's maybe to radical a thought though. LOL

     

    Wow demc, once again your one step behind me - lol. I'm already working on that. Remember this quote from my first post: What do you expect in a MMO Game World based on Dimensional Rifts (DRifters) Lore? One hell of a crazy and totally radical design. So radical that I will probably be the only one playing it.

    Allow me to elaborate. Due to my inability to pick a particular theme as I desired a Virtual World with Elves, Cowboys, Dragons, Aliens etc, I elected to develop a Lore based on Dimensional Rifts. Dimensional Rifts appeared to be a logical means to weave different dimensions (themes) together in one. Additionally, my goal was to provide a simple Lore as the starting point for others to develop new Lore from, thats what Wikies are for - lol.

    Oh yeah don't forget this quote from the first post either: My MMO is so radical that it requires a new acronym: Massive Multi-player Multi-genre Multi-game (M4G pronounced Em-Forge). What makes M4G so radical is a Suite of Online Games with completely different gameplay mechanics that impact a centralized MMO World.

     

    Keep tryin buddy!



     

    Wow that is awesome. You building 4 seperate games is a big task. Got a domain yet?

     

  • blotzblotz Member UncommonPosts: 99

    "What do you expect in a MMO Game World based on Dimensional Rifts (DRifters) Lore? One hell of a crazy and totally radical design." 

     

    maybe something like www.palladiumbooks.com/    ?

     

     

  • techlordtechlord Member Posts: 220
    Originally posted by blotz


    "What do you expect in a MMO Game World based on Dimensional Rifts (DRifters) Lore? One hell of a crazy and totally radical design." 
     
    maybe something like www.palladiumbooks.com/    ?
     
     



     

    I was waiting for someone to mention Rifts. Although, the Rifts Lore could be great for a MMO, the lore plays no part in my Elemental DRifters Lore. 

    Elemental DRifter Lore (work in progress)

    Dimensional Rifts (DRifters) are tears in Matter/Energy & SpaceTime. They appear in the form of illuminated mist-like vortices, varying in size and color. They are unpredictable, appearing and disappearing when ever and where ever. Some act as inter-dimensional doorways, matter transmutators, replicators, and forcefields. Their origin and reason for existence is currently unknown.

    When a DRifter extinguishes a residue of pure energy particles called Meta lingers behind. Meta Particles defy all rules of physics, occupying two simultaneous states of existence that are equally opposite to one another. Meta Particles transform into various forms of energy and matter which are referred to as Elements. All Elements have an equal opposite and are grouped in pairs based on this relationship. The Lore provides 8 basic Elements: Fire/Ice, Earth/Wind, Water/Lightning, Light/Darkness.

    Thats it. Other than tears in Matter/Energy & SpaceTime there are no other similarities. The goal was to provide a simple Lore as the starting point for others spawn new Lore from. I'm going to continually develop the main lore uncovering the origin(s) of the Elemental DRifters and currently I have no clue what that is.



    I might have to modify the wording a little to avoid infringement. I'm considering replacing tear with breach, break, crack, fissure, gash, hole, rent, run, rupture, scratch, split, tatter, rip, portal, doorway, chasm.

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