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A MMORPG or is it an experiment of civilization?

One thing that I have wanting to see from a mmorpg is somehting almost more along the lines of an experiment that anthropologists might run, but regardless what i wish to see is NPC dependance apon their environment. EXAMPLE: A Bear would require to feed every so often on smaller animals, but also be territorial not only against players but against other mobs that might enter such as wolves and the sort, one would see natural struggloes for survival between wandering packs of wolves and other creatures EXAMPLE 2: All Humaniod NPC's are programmed within their own factions some of these factions are at war, the NPC's will also be programmed on trade routes and exploration routes. When NPC's from oposing factions meet they battle, giving players the options to help watch or hinder either side. Along with this would be robber mobs that would be able to be implemented into quests that would "rob" NPC merchants. All NPC's would wake up perform daily tasks but also have the ability through chance to interact in amazing ways such as wars, trade routes and other things that have magnificent RPG value, but of course the AI server would have to be seperate and quite expensive i am sure but the immersion value would be awesome. Any thoughts? Any additions?

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Comments

  • stephen_sofstephen_sof Member, Newbie CommonPosts: 388

    in dnl the wildlife can be feed on by other wildlife like you discribed and the barrens can move preditors or prey into there kingdom for hunters to well hunt... and npcs if left alone and are intelligent enough will start a village on their own and maybe find other villages of same race and god and start a trade route or atleast thats what the devs say

    "It's the darkness that brings us power"

  • RussianDevilRussianDevil Member Posts: 3

    Hmmm.. I like it.

    It'd be really cool. This should be implemeted in many-a-game. Espeshially ones dying due to a lack of player created story. A good example is Tiba. Heh.

    In general, most mmorpgs now-a-day are getting less and less role playing and more and more powergaming. Which is really annoying. Things like this could create background stories for people to follow, etc. Hopefully, something like that would add to the Role Playing Factor.

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    You are describing the main argument Wish used not long ago.

     

     

    - "If I understand you well, you are telling me until next time. " - Ren

  • CrabbyCrabby Member Posts: 153

    To answer the question of the title I would like to rfeernce the intent of the original developers of MMOs games.  Ultima Online, Meridan 59...NeverWinter Nights (if that example suits you better)...the original devlopers created these types of games with the intent of creating a social experiment along with the game.  And that makes sense doesn't it?  Considering that the ancestor of the MMO *concept* is the PnP game, a highly social event itself.  I much rather preferred them when the crowd who partook of these games also understood what secondary objective was being achieved along with the game itself.  Before the spiritless products we are now subjected to, but that is just my feeling. 

    I would enjoy any sort of game that emulated a real ecosystem, but the processing power isn't there yet and I think the fans of MMOs need to learn a little more patience concerning the subject of genre "innovation."

  • MasterChaosMasterChaos Member Posts: 75

    The Saga of Ryzom already has both of those suggestions.  The carnavores in the game eat and prey on the herd animals.  Animals move round in a herd, they dont just stand in one spot.  Also the factions of NPC's do fight eachother when they come face to face.  SoR has other issues I wont go into, but it does implement the two things you are suggesting.

  • MasterChaosMasterChaos Member Posts: 75

    Double posted.  Sorry.

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