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Now i dont know if this has been started or said but before someone answers link a forum post and if it has been a long time tell us what you would change when you did put it in that post
tell us what your MMO would be like (based off games, tv shows, movies, Books and Your Own thoughts) remember to add references too
-Theme
-Story
-Art Style (references needed)
-Progression
-Crafting
-Features
-Death Penalty
-Payments
and if you decide what features to your game will you improve that is already out there.
Also tell us what features in games out there right now you really enjoy and the ones you dont. (only in the games that you play not something you read about)
Just think that technology isn't a problem but keep it realistic ... no holodecks plz
I am just really curious cause alot of people are getting bored out there of what is here and gonna be here for MMO wise
i think it would be very interesting to hear the type of MMOs people can come up with
Oh if you think a MMO that is out there that gets your juices going plz tell us and what makes it the best MMO right now.
-Caution maybe Flamed for this last part-
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Comments
My MMO would be based on the Forgotten Realms mythology, and the storyline would basically follow that of the books made by R.A. Salvatore.
The art style of the game would be based on the Eastern fantasy style rather than Western, and by that I don't mean 'anime' or anything korean- the art style of FFXI and soon-to-be-released FFXIV are exactly what I think when I picture the world in my mind, thus I would base the art style of the game on those two games. Here are few examples:
The progression would happen in two ways: Learning the combat and other features, and making use of the learned abilities in story-based missions and quests.
For this kind of progression to be viable, the combat system must be so complex that no player can master it in a matter of days. The combat would start easy, but as you progress you'd be introduced to more complex systems that may require strategy, reflexes, cooperation, or all 3. The primary method of 'grinding' would consist of practicing all these features. Every 5 levels or so, you'd have a chance to try out your new abilities on a mission that advances the story further and unlocks more areas, travelling methods and other things. To make the grind interesting, you'd only have to do the same kind of thing for only 5 levels at time, so the player wouldn't get bored as fast as normally in MMO's. Since the skills you learned before are also needed on the higher levels, the combat would get more and more complex as the player progresses, and in the final test of skill you'd have to take on a truly tough enemy yourself and show that you've mastered all the tricks the combat system allows you to do.
Crafting would be part of the class system, and there wouldn't be such a difference between combat and crafting this time.
The bad side wouldn't be playable, the game would be 80% PvE focused, but there would be an open 'dueling' system for friends to challenge each other, as well as some minigames where cooperation of a team is still required. The game would be group based but with a chance to solo if the player so wishes.
As for endgame, there wouldn't be equipment that drops but rather different stat bonuses you can apply to yourself. There would be different kinds of equipment, but what you wear wouldn't matter as much as what stat bonuses you have equipped. That way everyone could wear what they want while fighting without gimping their combat abilities.
As for quests, there would be about 10% of them compared to WoW (easiest example to use), but they'd each have their own cutscenes and epic, progressive story that last for long time and has decent ending as well (no more hunt 10 boars-quests).
I have not fleshed out much detail, but what I would really like to see is an MMO set in a Civilizations type world. There would be multiple factions, just like the Civ games. As time goes on, technology changes, and thus so do weapons, tactics, units, etc.
There would be RTS(or TBS), FPS, and RPG elements in the game. The RTS/Turn Based Strategy elements would come from players, developers, or even AI (player votes) deciding which areas to attack, what technologies to go after, and what structures to build in each built or acquired city. The FPS would of course be the frontlines where players can take the form of any available or achieved units and duke it out against players of the opposing factions. And the RPG elements would of course be the story, history, and political ties of each faction that existed within the world.
Like the Civ games, there would be multiple ways for a faction to achieve victory. Achiveing victory would reset the maps and the factions. If no faction had achieved victory by a certain amount of time, then it would be a draw, to prevent exploiting. When a new game starts, the map is randomly generated each time to promote exploring and scouting areas to build upon.
There would be no subscription fees or item malls.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
My opinion changes daily but today I was thinking about fantasy art and so something like...
Theme: Prison Planet, you get shipped to a space station above a planet and then after a bit of holodeck survival training you get put in a pod and dropped at some randon point on the surface with nothing but your bare hands.
Story: Hostile empty planet full of nasties. That part of the environment that isn't trying to kill you can all be used to make stuff. Lots of small and large prey animals for trapping and hunting and making gear out of. Predators extremely dangerous especially early on but far fewer of them than the prey animals so possible to avoid if very careful. Other players would be like the predators but worse. Aim is to survive as long as possible. Basically set so first time playing average survival time is about ten minutes. After a few attempts the average survival time maybe goes up to a few hours. Eventually get to the point where you can survive long-term against the environment (if you stay careful) but other players would always be a major threat.
Art style: Frank Frazetta / Boris Vallejo style fantasy art e.g tonova.typepad.com/thesuddencurve/images/frank_frazetta_1.jpg
There'd be NPC pets scattered around the place looking like the girl in the picture who you could claim. You could give them a bag to carry stuff and they'd follow you around looking sexier than a bear, wolf or gremlin. They wouldn't fight but that's a small price to pay for that whole art style to come to life.
Progression: Tree of skills like Everquest's AA system or WoW's talent tree. All skills are on the same tree including combat, medical, herbal, craft skills etc. Every time you kill a predator or a player you get to choose one new skill from the tree. Maybe split predators into tiers so killing a tier 1 predator doesn't get you a new skill if you already have 12+ skills and a tier 2 only gets you a new skill up to 24 etc. Killing a player always give you a a new skill.
Crafting: Completely fundamental to your survival. Nothing drops gear, only parts you can use to make weapons, tools, shelter, medicine etc. You start by making yourself a wooden club, progress through stone and animal horn etc, eventually get to metal but a very long slow process.
Features: Combat completely non-twitch. Skills completely non-macroable. Combat would be more like a card game where your skills were like your deck of cards and it would be tactical but in a card game sort of way where you and the opponent would "play" a skill and the server would make a random roll based on that and there'd be various rounds until someone won. Basically aiming to make the PvP aspect as unhackable as possible.
Also your health would be always (slowly) dropping and you'd need to keep eating to keep it at max through foraging, hunting and trapping. Your food sources would replenish slower than the rate you lost health through hunger so you'd need to keep moving to find food. There would be some spots you could build a base - tree house or something - and in that case you'd need a feeding range so you could get food in one direction one day and another direction the next day. Someone comes into your terriotory and starts eating your berry bushes then it's WAR! lol
Death penalty: Either perma-death or you'd lose one skill and all your stuff. You'd also lose your pet and have to find a new one.
Payments: Would have to be P2P I'd imagine as any paid advantage would be imbalancing - possibly new costumes for pet just for fun
Probably a niche game of one but I was thinking about that fantasy art style and thinking about what sort of game it might suit.
Mine will be called MoneyQuest, and will take RMT/Cash Shop microtransactions to their logical conclusion.
Whoever sends me the most money wins the game. There will be no messy character avatars, with fiddly bits of armor - your avatar is simply a number (the amount of money you've given me). This way, everybody knows who is the biggest and best character.
Open beta starts whenever people start sending me money.
You are definitely going to get a lot of pre-orders. People on this site will pre-order anything.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
Non-customisable avatars, one small room, podium in the middle of the room, on the podium is a button, written on the button is "I win"
This is a surefire seller and yes ..... someone will obviously post on the forums that the game failed due to lack of PvP
The Elder Scrolls MMO. Enough said.
Do I actually have to walk to podium to press the "I Win" button? Long travel times really annoy me.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
A WoW Killer in the making... sign me up.