Hello! My dream mmo is suitable for all ages to play when they need to feel young heart. There is only cute fun things to do like buying fairyfloss or making it yourselves. I think it is time to create a loving mmo that is well crafted close to perfection. Perfection how? It has an image that kids will like sorta like a cartoon however each turn of events will have a different moral to learn that is really valuable. It is like a magical open world where everyone wants to be caring friends to help each other do tasks to get an even better reward. There is a goal that is to live the life you see suitable which is funny, silly, ethical, dating simulation where you have a choice of choosing a fellow human player buddy or a crafted computer program robot you design. I think female gamers want company too however in mmos there is a weird image that is designed to flaunt their features. Most ladies want to have cute decent respectful clothes that shows that they are equal. I think maybe this type of clothing is a type of flower to truly represent themselves. The ladies will have to read the information on what the flower might represent in game and even have to search online, dictionaries, encyclopedias and books in their real life outside the virtual reality game. The flower they choose will represent the image they have in their real life based on feelings so far they have experienced. The men gamers will have a role that is to protect this woman in her journey sorta like a bodyguard so one day the woman choose him. When both woman and man think it is time to physically leave in game the woman gets to choose a new bodyguard. However once you choose a bodyguard and then choose a new one the previous bodyguard will consider if this woman is worth waiting to become stronger and might take her back. This decision to get back together has to be agreed upon by 3 of them including the new bodyguard. The clothes the men have are anything they wish it to be by designing it themselves. There will only be selected chat phrases to communicate with to keep the game peaceful designed by the game developers that is the parent game company. There is just cosmetic items to choose from. There is no booster, no quick leveling experience points, no vip membership, no founder packs so everyone is treated equal throughout the game because it has to be fair and ethical. The woman or man if too young under 18 like a boy or girl to play this game there is a parental restriction that makes them only to be able to experience the farming side and amusement park side. When the under 18 boy or girl turns 18 in real life they must register their photo id through a safe and secure gaming hub with a code given to play this game. There is no marriage system in place in game and no real world location revealed in game. If they really want to meet up they in real life the man must make enough money to go visit this woman's ideal date place. This real life meet up option will only happen after 1 year of them choosing to be together and staying together as a flower and bodyguard. I know it seems restrictive however real romance is gained by waiting and knowing each other by playing together. There is no jealously in game because once the woman chooses the bodyguard, others are blocked from chatting to them in game. I know what the title of this game is going to be that is Project Protect Earth. Why protect earth? Because today the online mmos and dating websites are playing with love however it is like a long distance relationship and unrequited love to have a fake sense of longing for someone they might never have. The parents wants to protect their children which is there most precious treasure from harm however the internet is so big and they need to grow up strong emotionally to survive to protect themselves. Sometimes winning is a for an ideal number and status to get more friends however they might have already lost their soul in the game and that includes real life money. There is somethings worth the battle and this battle I know in your heart you know that I know that everyone knows that the real world sometimes is unbearable and want to escape. I would kindly ask of mmo gamers that one day you look out from your window and see what is really worth fighting for? Real family, friends, lovers and most important of all things is Time is Precious. Once gone time is hard to get back however to go back to a perfect time you see suitable isn't worth it because the past makes the future stronger better and worth living. I am seeing more and more people addicted to the gaming world. I wish the weekends were picnic days. Man and woman would do housecleaning together to share designing their home to feel clean and comfortable. If I had a wishing star wand I would really wish for a perfect dream world. A wish is a wish it needs others believing in it to make it come true. The world is using our emotions and body language to take our souls to control. Everyone has their own choice and I hope that choice is for a better future to learn from regrets to change to become a butterfly soul to freedom. miffyv
I would go with a persistent world (like real life) which motivates people via competition with each other.
The concept of having mobs relocate in a meaningful way when they are killed would be interesting.
Having a verity of different roles you can play in game and compete against other people in helps again with the competition/motivational aspect IMO.
I'm a big believer in removing labels from everything in game and letting players discover what is what for themselves. No more instanced areas completely separate from the rest of the world. Just mix a few things together in a persistent world.
The more you can make the world feel alive the better. The more you play through themeparks with static quests the more you see through the game mechanics which detracts from the fun of playing.
Instances aren't bad. They shouldn't be private and shouldn't be replicas. The problem is really the scope of the current MMORPG being more that of single player game in size and design. We have come full circle where these games would be better off as coop hybrid MMO vs. single player games we'd love to see in MMORPG form.
Vast majority of quest could be procedurally generated because they're of the most generic models. The whole world is designed around getting us to do efficient leveling through quest hubs instead of anything practical for a MMORPG. Games designed with fundamental conflicts of creating expensive content for long term play that are then turned around and designed to be bipassed and forgotten as fast a possible. You can go on and on about serious flaws in the this themepark dominated genre.
I don't think themepark should dominate a whole MMORPG world. They should have always been special places inside sandbox where you got high quality developer content. Just special points of interest while the rest of the game is for your players and about your players. That's just my view though.
Instances aren't bad. They shouldn't be private and shouldn't be replicas. The problem is really the scope of the current MMORPG being more that of single player game in size and design. We have come full circle where these games would be better off as coop hybrid MMO vs. single player games we'd love to see in MMORPG form.
Vast majority of quest could be procedurally generated because they're of the most generic models. The whole world is designed around getting us to do efficient leveling through quest hubs instead of anything practical for a MMORPG. Games designed with fundamental conflicts of creating expensive content for long term play that are then turned around and designed to be bipassed and forgotten as fast a possible. You can go on and on about serious flaws in the this themepark dominated genre.
I don't think themepark should dominate a whole MMORPG world. They should have always been special places inside sandbox where you got high quality developer content. Just special points of interest while the rest of the game is for your players and about your players. That's just my view though.
Agreed. There were some great games like Mag, which would pit 200+ players against each other in instanced battles. You would fight for your faction, level up and improve your weapons and skills, but there was no real persistent world. There didn't need to be.
That's how I feel about most current MMOs. They have persistent worlds, but why? What's the point of having an open, sprawling world, filled with thousands of people if everyone is on rails, questing alone or with a small, necessary group.
I think devs just get too focused on "we're gonna make an MMO" then put content in it, rather than "we're gonna make a game" then develop the content around that vision.
we need raid bosses that learn and adapt after each time they're killed.
The end result would be unbeatable raid bosses that nobody wants to fight.
I dont know...players learn yet they never become unbeatable.
That is because they are designed and tested to be beatable. If the "boss" changes dynamically over time there is a good change unintended consequences will happen. One of those unintended consequences is likely a boss that is unbeatable at some point.
People seem to think that developers can't make unbeatable content or content that is more competent than players. They can. They just don't because that is no fun.
Not saying you think the above.
“It's unwise to pay too much, but it's worse to pay too little. When you pay too much, you lose a little money - that's all. When you pay too little, you sometimes lose everything, because the thing you bought was incapable of doing the thing it was bought to do. The common law of business balance prohibits paying a little and getting a lot - it can't be done. If you deal with the lowest bidder, it is well to add something for the risk you run, and if you do that you will have enough to pay for something better.”
Instances aren't bad. They shouldn't be private and shouldn't be replicas. The problem is really the scope of the current MMORPG being more that of single player game in size and design. We have come full circle where these games would be better off as coop hybrid MMO vs. single player games we'd love to see in MMORPG form.
Vast majority of quest could be procedurally generated because they're of the most generic models. The whole world is designed around getting us to do efficient leveling through quest hubs instead of anything practical for a MMORPG. Games designed with fundamental conflicts of creating expensive content for long term play that are then turned around and designed to be bipassed and forgotten as fast a possible. You can go on and on about serious flaws in the this themepark dominated genre.
I don't think themepark should dominate a whole MMORPG world. They should have always been special places inside sandbox where you got high quality developer content. Just special points of interest while the rest of the game is for your players and about your players. That's just my view though.
Agreed. There were some great games like Mag, which would pit 200+ players against each other in instanced battles. You would fight for your faction, level up and improve your weapons and skills, but there was no real persistent world. There didn't need to be.
That's how I feel about most current MMOs. They have persistent worlds, but why? What's the point of having an open, sprawling world, filled with thousands of people if everyone is on rails, questing alone or with a small, necessary group.
I think devs just get too focused on "we're gonna make an MMO" then put content in it, rather than "we're gonna make a game" then develop the content around that vision.
I think that is the whole point of why instances are bad. They take everything a separate it into different mini game chunks. It's better if everything is left to the players to explore and decide/find out what is what IMO. In a persistent world there wouldn't be an open world where players are phased off of or completely restricted in terms of interacting with other players.
That's how I feel about most current MMOs. They have persistent worlds, but why? What's the point of having an open, sprawling world, filled with thousands of people if everyone is on rails, questing alone or with a small, necessary group.
I think devs just get too focused on "we're gonna make an MMO" then put
content in it, rather than "we're gonna make a game" then develop the
content around that vision.
Fix it for you base on my opinion .
I think devs just get too focused on "we're gonna make a GAME" then put content in it, rather than "we're gonna make an MMORPG" then develop the content around that vision.
It good to see there are people who understand how pointless of the persistent world in modern themepark MMORPG . Create persistent world , put everything in instances . Call it MMO because it have persistent world , pretty logic here .
I can think of a hundred ideas so if i can i know so can the developers. They are not doing it because it sure seems like game development right now is just too costly.
So how do these devs take too long and spend too much and still only achieve about a 30% effort?Well poor planning,bad directors and producers and too many big suits taking from the cookie jar forces games to be in rush mode,fast systems no polishing no depth etc etc.
I could see it like this ......
Employee "Oh i have some great ideas for our game !! "
Boss "No time ,just dot around some mobs and trigger some quests into them and you have 1 year to do it".
Employee "I am a great artist,i am going to make some great stuff for this game" Boss "No time just make some fast 6-12 hour models and make sure they are very low poly". The other problem is NONE of these devs are investing,they want instant profits as soon as the game hits the shelves,so because they need instant profits games are not designed around longevity but to get some fast cash grabs.Then worry about keeping players longer after we get some money rolling in.
Point being,these devs have no shortage of ideas and talent but they do have a shortage of money,leadership skills and patience.
Ok ill bite , Hundreds of ideas huh .. List us 2 dozen reasonable(workable) new ideas , and not .. " I want to be able to smell Gnoll farts".................ex..
Comments
Vast majority of quest could be procedurally generated because they're of the most generic models. The whole world is designed around getting us to do efficient leveling through quest hubs instead of anything practical for a MMORPG. Games designed with fundamental conflicts of creating expensive content for long term play that are then turned around and designed to be bipassed and forgotten as fast a possible. You can go on and on about serious flaws in the this themepark dominated genre.
I don't think themepark should dominate a whole MMORPG world. They should have always been special places inside sandbox where you got high quality developer content. Just special points of interest while the rest of the game is for your players and about your players. That's just my view though.
That's how I feel about most current MMOs. They have persistent worlds, but why? What's the point of having an open, sprawling world, filled with thousands of people if everyone is on rails, questing alone or with a small, necessary group.
I think devs just get too focused on "we're gonna make an MMO" then put content in it, rather than "we're gonna make a game" then develop the content around that vision.
People seem to think that developers can't make unbeatable content or content that is more competent than players. They can. They just don't because that is no fun.
Not saying you think the above.
--John Ruskin
I think devs just get too focused on "we're gonna make a GAME" then put content in it, rather than "we're gonna make an MMORPG" then develop the content around that vision.
It good to see there are people who understand how pointless of the persistent world in modern themepark MMORPG .
Create persistent world , put everything in instances . Call it MMO because it have persistent world , pretty logic here .