Well because you are giving me the developer team, I would have them work on a mmo engine like the big world engine or unreal engine. Then I would give away that engine and hope more independent games come out with better graphics. I guess id use the artists to paint pics of me.
If i had to make a game I would make planetside with an economy and guild built/designed cities/bases.
P.S. When you remove quests/pve monsters/levels you dont need as many people to develop a game
I would not post my ideas on an open forum where I cannot protect my IP
But first I would start by defining the scope of the project, realising that while getting 50 developers is a windfall it is still possible to aim to high.
After that it's just a question of aligning the team to the scope of the project and getting things done.
Example scope.
Massive multiplayer: more than 100 people interacting in a single scenario (pvp, pve etc).
Massive multiplayer 2: One server, all players interacting with each other.
Fast paced action, quick path into action, permanent character death (easy to get into new one (and back into action)), short but interesting advancement of character while playing (reduce gap between new and old players).
Persistant growing world: Actions of players will affect the game world (sandbox with growth mechanics). Allow older players to accomplish world growth and sense of accomplishment while new players are still able to participate with out grinding to reach).
Then get to work with my obviously talented and creative crew of 50 developers and fletch something solid out and have a working prototype ready asap.
I would do an RvR sort of game, with some added features.
You establish a "realm". Members of your realm cannot attack one another, and enemies cannot enter your realm. However, you can fight in contested border areas of the realm, and based on the outcome of those battles, you can lose territory, or gain territory, and even lose your entire realm.
The realms will be 3 dimensional, not just 2d. What I mean is, you won't be just bordered by adjacent lands. You will also have some lands that are above you on floating islands, and under neath you in vast underground caverns. There will be portals on the floating islands that lead to the underground caverns, and things like that, so every realm has 3 dimensional borders.
In addition to these features, I will add several ways for players to affect the game world.
Players will be able to open and close portals, open and close certain dungeons, and build and destroy bridges, and be able to open and close markets by their actions, which could involve combinations of collecting materials, crafting items, and killing large numbers of Mobs.
Also, Players that control Realms can construct Wonders. Wonders give all players in the Realm addiitional powers, or aid in RvR combat. Like a giant magnifying glass that can burn your enemies from miles away, or a Temple that gives all members of the Realm divine healing powers, etc.
You can also destroy other Realms Wonders in RvR combat.
lend them to Silius to get some actual bug fixes AND content into Vanguard at the same time :P
Grouping in Old school mmo's: meeting someone at the bar and chatting, getting to know them before jumping into bed. Current mmo's grouping: tinder. swipe, hookup, hope you don't get herpes, never see them again.
I should have said "I cannot post my projects here as I cannot protect my IP". Sorry for the mistype, what I did however post after that sentance was an idea or at least a semblance of one. I would rather keep my game design docs holed on my computer than seeing someone else making them better
Price of being more creative than productive I guess.
I'm giving you 50 experienced developers (artists, programmers, the whole deal). You are the project manager, the direction of the game is completely open. What type of MMO do you make? What are the games goals?
First thing: Get to know the whole crew, take them out on a hicking trip or what ever might get the most votes to do something together, you gonna spend perhaps more time with your team then you will be home with the GF/Wife, with or without kids, so I feel it's very important to know eachother not only on a professional basis but also on a personal basis. With this it can seperate the "I am in for the money" with those who really are into it with a passion. The get to know eachother period happens during the week, so weekends is spend private. During of course lots of brainstorming.
Since the whole team is experianced I will ask each and every person to make a prognoses about their specialty and the time it will take them to accomplish that in a entertaining playeble form. From then on, adding 5 months to a year the outcome of the prog. I determine a release date.
Now the only thing the public will get to know is the Title, the setting and the release date, there is no need for beta as we gonna be damn sure each inch will be carefully tested, mainwhile the development team has also developed a program that can replicate hunderds of players which is completely configered to be up most helpfull in QA. The reason why there will be NO BETA is because due to the experiance, due the unreal amount of feedback over the years of MMORPG's there is no need to get new feedback on wants and not wants in a MMORPG.
Also due to our experianced team we are confident that our game will be succesfull.
The vision is not OURS, IT'S YOURS................................we are only the makers of YOUR VISION.
If I had a development team, no timeframe, and a decent budget?
Build an MMO in the spirit of Everquest, but with more of a Rolemaster style advancement. It would have a large open world similiar to Vanguard's, an alternate advancement system similiar to EQ2, but more in depth, and meaningful ways to develope your character outside of combat. A robust and meaningful tradeskill system, player housing, and complicated, interwoven faction system would all be in place.
One of the concepts I would like to see would be integrated sub-games. This could include a chess-like game, a collectable card game, and a game similiar to Pox-Nora. The sub-games, while not a primary focus, would be available in towns and could use a microtransaction model while still allowing players to obtain the components in game.
I would make sure the game had meaningful down time. No mindless, non-stop button mashing, you've periodically got to stop and catch your breath. People will have time to talk to each other, take a bio, or stretch their legs once in a while. I would also put in a stong guild system, player built cities, community tradeskill projects. Without a strong community no game can survive for the long haul.
The majority of the game will be non-instanced. That being said, the concept of trials would be implemented. At certain stages in a characters progression or on certain quests the character or group would be tested in a trial. This would be an instanced event in order to prevent outside assistance. For example, level X could be a milestone level where the character must prove his skills. To continue advancement the character must complete a moderately challenging scenario tailored to that class. If you cannot pass, you will need to further hone your skills, gear up, or refine your strategies.
The essay stickied at the very top of the forums will be the one explaining why balanced classes are a myth. The only way such a concept can exist is in a game where all the characters are identicle (how boring). Some characters WILL be better at certain styles of gameplay. If class X is not to your liking, it is probably not suited to your style of gameplay. If PvP does exist in my game, the classes WILL NOT be balanced around it. Lets face it, some styles of combat are just better at one-on-one than others. If you choose to roll on a PvP server the onus is on you to research your class.
Any fool can criticize, condemn and complain and most fools do. Benjamin Franklin
an immense universe first comprised of 1-3 solar systems. Let players start out with nothing but the very basic of equipment and let them evolve and move on to create starships to explore these other worlds in the solar systems. Half of the worlds will be habitable, the rest will be there for mining and resource gathering (same goes for moons, some habitable, other's for resources). I would have player housing, a large number of proffessions that complement eachother. I would have social proffessions such as entertainers, dancers, and musicians. Combat proffessions will range from ranged, to melee, to starship combatants (although i wouldnt have too many melee proffessions). There would be space stations and for the richer guilds cities in space. There will be asteroid belts to mine from as well as heavy mining structures to mine resources from planets and moons.
There would be durability losses to your equipment and if your ship blew up it would be lost as well. Crafters would be the backbone of the game, creating everything from food (chefs) to spaceships to larger buildings to space structures. The durability losses and spaceship losses would even out the economy, giving money sinks to make sure the economy stays stable. There would be planetary flying as in some ships would be able to enter a planets atmosphere. Starship structures would be destructible only on the weekends, planetary structures would require rent and maintenence fees, if they werent paid they would be destroyed. There would be player cities outside of the first 4-5 NPC major cities, leaving whole empty worlds to create a set number of metropolises. The game would be balanced and the skill system would be that of SWG (pre-cu) with the skill trees (its still my favorite type of skill system i've ever seen). Some people would spend most of there time in space, or providing air support for their ground troops.
There would be sovereignty control and plenty of tanks, mechs, and any other war machine you can think of. During a set time a city could be attacked (most likely on the weekends, like Lineage 2) and destroyed by an opposing army/guild. To gain soverignty you would need to have a minimum of 3 cities placed on a planet with no other opposing guild cities on the planet(or moon). Cover would be a major aspect of pvp, you would need to go under cover and fire bursts then cover again so you are not hit. There will be proffessions for people who drive and operate tanks and mechs and artillery. Everyone has a default of 100 hp and the combat would be both third person and first person depending on the player's playstyle. For ranged it would be a FPS/TPS, although grenades, mines and other types of weaponry would play just a big of role as your guns.
To get skills with a certain weapon, you kill npcs with that weapon. To get money you would either hunt players with bounties on their head, resource mine, craft goods and sell them, kill animal npcs and get their skins and bones and sell them to crafters. Every planet would have rare animals, some more then others. These rare animals drop very rare resources that help in crafting. There would only be 1 server, if that server got to crowded i would add in another solar system although i would like to max my server at 3-4 solar systems to leave competition intact. Medics would be on the front lines moving from one player to the next healing them behind cover. Cover would be destructible, if a tank, rocket, or missile hit it, you will need to find new cover if you lived through the blast.
Lastly to make this all happen on one server i would have a enough server clusters to fill a building such as the pentagon (over exxagerating but you get the idea). Graphics would be amazing and to make sure players with older computers can play it, i would make sure the extra-low setting for graphics would make that possible for them to play (although i would expect them to get lag with 200 people on the screen). There would be no instances or zones, it would all be seemless. If you wanted to wait a week or 20 you could fly from one planet to another without warping to an area near it. To land on planets you would have to fly down to the planet and a screen would pop up asking if you want to dock or fly in the planet's atmosphere. I would make sure ships could be destroyed if they crashed into a building or the ground (suicide pilots anyone?). Also i would just like to say again the worlds would be massive, about 2 times the size of a planet in SWG to provide plenty of exploration on land and at space.
Also if i had the resources i would add in Sea faring ships for both fishing and combat. You would need a crew just like bigger spaceships to fly them properly. A Battleship will not have 1 person flying it but 20-30 (for both sea and space). Tanks and mechs could have 1-5 people needed to operate. There would be no instant travelling, you would need vehicles or troop transports to get to the enemie's planet. If the enemy destroyed that transport, it would deliver an extremely big blow to you. Tactics is everything and more important then how much time you spend in game grinding to get good gear or the highest level.
thats what i thought of off the top of my head. The game would own
Playing: EVE Online Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online Looking forward to: Archeage, Kingdom Under Fire 2 KUF2's Official Website - http://www.kufii.com/ENG/ -
you do realize Blizzard themselves are a subsidiary now? right??
As for BioWare stock yeah...I'd like to get my hands on some of that myself they used to be the little company that could with NWN but now that they're branching out a good bit they'll be off and running soon.
Start making a MMO , its would be a niche game , heavely focust on roleplay. the tools and needs for roleplayers only. ( casual and hardcore, IC only in world and ooc in hidden chat)
Ofcource I might win that jackpot one day so no "ip" idea's telling here but in basics.
One open world. city building, emotes, adv chat system , adv craft/economic system , skill based system, old fasion non hand skill based combat system. ( focus lies on the rp not on the comabt).
Mission/dungeon building system as presistent as it can be ( quite a adv system infact )
may be clear it will have a good char building system.
"simple things" like sitting, running,lying down. done the good way.
No focus on getting levels , would take some thinking but I beleve that a game based on roleplay does not need levels. no end game, the game is that,..The Game.
Would have a point system ala old swg for skills and pre-game charbuilding.
anyways..dreams, passion.... just wait till I win that jackpot
Comments
I use them to make me a sammich
thats the best i could do. WAR had a 400ppl staff,and look at the outcome.50 ppl wouldnt do any better im afraid.
and im not in the mood of releasing garbage ike Mythic.
I'd pool my resources with Zeno.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
Well because you are giving me the developer team, I would have them work on a mmo engine like the big world engine or unreal engine. Then I would give away that engine and hope more independent games come out with better graphics. I guess id use the artists to paint pics of me.
If i had to make a game I would make planetside with an economy and guild built/designed cities/bases.
P.S. When you remove quests/pve monsters/levels you dont need as many people to develop a game
Own, Mine, Defend, Attack, 24/7
Better give me $50 millions, so I could drink them away
I would not post my ideas on an open forum where I cannot protect my IP
But first I would start by defining the scope of the project, realising that while getting 50 developers is a windfall it is still possible to aim to high.
After that it's just a question of aligning the team to the scope of the project and getting things done.
Example scope.
Massive multiplayer: more than 100 people interacting in a single scenario (pvp, pve etc).
Massive multiplayer 2: One server, all players interacting with each other.
Online: simple
RPG: Not a part of the game.
Arcade: Yes, MMOAG (Massive Multiplayer Arcade Game)
Fast paced action, quick path into action, permanent character death (easy to get into new one (and back into action)), short but interesting advancement of character while playing (reduce gap between new and old players).
Persistant growing world: Actions of players will affect the game world (sandbox with growth mechanics). Allow older players to accomplish world growth and sense of accomplishment while new players are still able to participate with out grinding to reach).
Then get to work with my obviously talented and creative crew of 50 developers and fletch something solid out and have a working prototype ready asap.
About it I guess.
/Barrow
I would do an RvR sort of game, with some added features.
You establish a "realm". Members of your realm cannot attack one another, and enemies cannot enter your realm. However, you can fight in contested border areas of the realm, and based on the outcome of those battles, you can lose territory, or gain territory, and even lose your entire realm.
The realms will be 3 dimensional, not just 2d. What I mean is, you won't be just bordered by adjacent lands. You will also have some lands that are above you on floating islands, and under neath you in vast underground caverns. There will be portals on the floating islands that lead to the underground caverns, and things like that, so every realm has 3 dimensional borders.
In addition to these features, I will add several ways for players to affect the game world.
Players will be able to open and close portals, open and close certain dungeons, and build and destroy bridges, and be able to open and close markets by their actions, which could involve combinations of collecting materials, crafting items, and killing large numbers of Mobs.
Also, Players that control Realms can construct Wonders. Wonders give all players in the Realm addiitional powers, or aid in RvR combat. Like a giant magnifying glass that can burn your enemies from miles away, or a Temple that gives all members of the Realm divine healing powers, etc.
You can also destroy other Realms Wonders in RvR combat.
lend them to Silius to get some actual bug fixes AND content into Vanguard at the same time :P
This right here.
I would make runescape with WoW graphics.
But first I would make a game called "Mars Lives" a browser game that has been shut down for years.
I would make my own version with better design and all that
Fair enough, good post there.
I should have said "I cannot post my projects here as I cannot protect my IP". Sorry for the mistype, what I did however post after that sentance was an idea or at least a semblance of one. I would rather keep my game design docs holed on my computer than seeing someone else making them better
Price of being more creative than productive I guess.
First thing: Get to know the whole crew, take them out on a hicking trip or what ever might get the most votes to do something together, you gonna spend perhaps more time with your team then you will be home with the GF/Wife, with or without kids, so I feel it's very important to know eachother not only on a professional basis but also on a personal basis. With this it can seperate the "I am in for the money" with those who really are into it with a passion. The get to know eachother period happens during the week, so weekends is spend private. During of course lots of brainstorming.
Since the whole team is experianced I will ask each and every person to make a prognoses about their specialty and the time it will take them to accomplish that in a entertaining playeble form. From then on, adding 5 months to a year the outcome of the prog. I determine a release date.
Now the only thing the public will get to know is the Title, the setting and the release date, there is no need for beta as we gonna be damn sure each inch will be carefully tested, mainwhile the development team has also developed a program that can replicate hunderds of players which is completely configered to be up most helpfull in QA. The reason why there will be NO BETA is because due to the experiance, due the unreal amount of feedback over the years of MMORPG's there is no need to get new feedback on wants and not wants in a MMORPG.
Also due to our experianced team we are confident that our game will be succesfull.
The vision is not OURS, IT'S YOURS................................we are only the makers of YOUR VISION.
I would arm them all and roll around town with my new possy.
youtube.com/gcidogmeat
Arm them and go rob a world bank.
Mortal Online/EarthRise/Project V13
TheVindicators.com
I build a Sandbox game, taking place on "A Planet Called Treason" by Orson Scott Card.
If I had a development team, no timeframe, and a decent budget?
Build an MMO in the spirit of Everquest, but with more of a Rolemaster style advancement. It would have a large open world similiar to Vanguard's, an alternate advancement system similiar to EQ2, but more in depth, and meaningful ways to develope your character outside of combat. A robust and meaningful tradeskill system, player housing, and complicated, interwoven faction system would all be in place.
One of the concepts I would like to see would be integrated sub-games. This could include a chess-like game, a collectable card game, and a game similiar to Pox-Nora. The sub-games, while not a primary focus, would be available in towns and could use a microtransaction model while still allowing players to obtain the components in game.
I would make sure the game had meaningful down time. No mindless, non-stop button mashing, you've periodically got to stop and catch your breath. People will have time to talk to each other, take a bio, or stretch their legs once in a while. I would also put in a stong guild system, player built cities, community tradeskill projects. Without a strong community no game can survive for the long haul.
The majority of the game will be non-instanced. That being said, the concept of trials would be implemented. At certain stages in a characters progression or on certain quests the character or group would be tested in a trial. This would be an instanced event in order to prevent outside assistance. For example, level X could be a milestone level where the character must prove his skills. To continue advancement the character must complete a moderately challenging scenario tailored to that class. If you cannot pass, you will need to further hone your skills, gear up, or refine your strategies.
The essay stickied at the very top of the forums will be the one explaining why balanced classes are a myth. The only way such a concept can exist is in a game where all the characters are identicle (how boring). Some characters WILL be better at certain styles of gameplay. If class X is not to your liking, it is probably not suited to your style of gameplay. If PvP does exist in my game, the classes WILL NOT be balanced around it. Lets face it, some styles of combat are just better at one-on-one than others. If you choose to roll on a PvP server the onus is on you to research your class.
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
an immense universe first comprised of 1-3 solar systems. Let players start out with nothing but the very basic of equipment and let them evolve and move on to create starships to explore these other worlds in the solar systems. Half of the worlds will be habitable, the rest will be there for mining and resource gathering (same goes for moons, some habitable, other's for resources). I would have player housing, a large number of proffessions that complement eachother. I would have social proffessions such as entertainers, dancers, and musicians. Combat proffessions will range from ranged, to melee, to starship combatants (although i wouldnt have too many melee proffessions). There would be space stations and for the richer guilds cities in space. There will be asteroid belts to mine from as well as heavy mining structures to mine resources from planets and moons.
There would be durability losses to your equipment and if your ship blew up it would be lost as well. Crafters would be the backbone of the game, creating everything from food (chefs) to spaceships to larger buildings to space structures. The durability losses and spaceship losses would even out the economy, giving money sinks to make sure the economy stays stable. There would be planetary flying as in some ships would be able to enter a planets atmosphere. Starship structures would be destructible only on the weekends, planetary structures would require rent and maintenence fees, if they werent paid they would be destroyed. There would be player cities outside of the first 4-5 NPC major cities, leaving whole empty worlds to create a set number of metropolises. The game would be balanced and the skill system would be that of SWG (pre-cu) with the skill trees (its still my favorite type of skill system i've ever seen). Some people would spend most of there time in space, or providing air support for their ground troops.
There would be sovereignty control and plenty of tanks, mechs, and any other war machine you can think of. During a set time a city could be attacked (most likely on the weekends, like Lineage 2) and destroyed by an opposing army/guild. To gain soverignty you would need to have a minimum of 3 cities placed on a planet with no other opposing guild cities on the planet(or moon). Cover would be a major aspect of pvp, you would need to go under cover and fire bursts then cover again so you are not hit. There will be proffessions for people who drive and operate tanks and mechs and artillery. Everyone has a default of 100 hp and the combat would be both third person and first person depending on the player's playstyle. For ranged it would be a FPS/TPS, although grenades, mines and other types of weaponry would play just a big of role as your guns.
To get skills with a certain weapon, you kill npcs with that weapon. To get money you would either hunt players with bounties on their head, resource mine, craft goods and sell them, kill animal npcs and get their skins and bones and sell them to crafters. Every planet would have rare animals, some more then others. These rare animals drop very rare resources that help in crafting. There would only be 1 server, if that server got to crowded i would add in another solar system although i would like to max my server at 3-4 solar systems to leave competition intact. Medics would be on the front lines moving from one player to the next healing them behind cover. Cover would be destructible, if a tank, rocket, or missile hit it, you will need to find new cover if you lived through the blast.
Lastly to make this all happen on one server i would have a enough server clusters to fill a building such as the pentagon (over exxagerating but you get the idea). Graphics would be amazing and to make sure players with older computers can play it, i would make sure the extra-low setting for graphics would make that possible for them to play (although i would expect them to get lag with 200 people on the screen). There would be no instances or zones, it would all be seemless. If you wanted to wait a week or 20 you could fly from one planet to another without warping to an area near it. To land on planets you would have to fly down to the planet and a screen would pop up asking if you want to dock or fly in the planet's atmosphere. I would make sure ships could be destroyed if they crashed into a building or the ground (suicide pilots anyone?). Also i would just like to say again the worlds would be massive, about 2 times the size of a planet in SWG to provide plenty of exploration on land and at space.
Also if i had the resources i would add in Sea faring ships for both fishing and combat. You would need a crew just like bigger spaceships to fly them properly. A Battleship will not have 1 person flying it but 20-30 (for both sea and space). Tanks and mechs could have 1-5 people needed to operate. There would be no instant travelling, you would need vehicles or troop transports to get to the enemie's planet. If the enemy destroyed that transport, it would deliver an extremely big blow to you. Tactics is everything and more important then how much time you spend in game grinding to get good gear or the highest level.
thats what i thought of off the top of my head. The game would own
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -
I'd make a natal based mmorpg for the xbox 360. It would rawk
I'd make Pokemon Online with the Unreal 3 engine and reap the $$$$$.
http://www.facebook.com/DEATHREAT
Get the rights to redevelop Tabula Rasa into the SciFi epic of our time
I would sell them on ebay and buy stock in Bioware and Blizzard.
***Edit*** and buy my girlfriend a boob job.
you do realize Blizzard themselves are a subsidiary now? right??
As for BioWare stock yeah...I'd like to get my hands on some of that myself they used to be the little company that could with NWN but now that they're branching out a good bit they'll be off and running soon.
Territorial control in Napoleonic Era with boats.
sdfsdfsfdsdfsfd
The replies of "make the best MMORPG ever" are pretty funny.
To make an MMORPG of that scale and quality you would need a team of over 200 developers and probably close to $100 million.
About the only thing you could with a team of 50 these days is make a small free to play grinder.
Anime Styled Pong...
Yep.
Hey TSW Players http://www.unfair.co/ for Mission guides, Lore Locations and stuff....
Same aswer as when I win the lotery jackpot. ..
Start making a MMO , its would be a niche game , heavely focust on roleplay. the tools and needs for roleplayers only. ( casual and hardcore, IC only in world and ooc in hidden chat)
Ofcource I might win that jackpot one day so no "ip" idea's telling here but in basics.
One open world. city building, emotes, adv chat system , adv craft/economic system , skill based system, old fasion non hand skill based combat system. ( focus lies on the rp not on the comabt).
Mission/dungeon building system as presistent as it can be ( quite a adv system infact )
may be clear it will have a good char building system.
"simple things" like sitting, running,lying down. done the good way.
No focus on getting levels , would take some thinking but I beleve that a game based on roleplay does not need levels. no end game, the game is that,..The Game.
Would have a point system ala old swg for skills and pre-game charbuilding.
anyways..dreams, passion.... just wait till I win that jackpot