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Could an Exploration-Focused MMO Succeed?

45074507 Member UncommonPosts: 351
edited March 2019 in The Pub at MMORPG.COM
Like the title says, could an MMO based on exploration succeed?

Imagine a world with, from your perspective, a small region of civilization that your character begins in, with the primary objective of the game being to explore the vast barbarian wilderness that composes the rest of the world. The game would intentionally make it extremely difficult to survive outside the starting area due to strong roaming mobs and pack-based AI, such that even in a group of 5 you run a good risk of all dying to open world mobs (and it would only get harder the further out you went). In addition to this, there would be non-instanced dungeons scattered throughout the world where the difficulty is even higher as end-game challenges. Alternatively, the ability to take over old castles and forts from NPCs and use them as player-run outposts (and defend them against NPC recapture) would also be available as an end-game activity. Furthermore, as players press further into the wilderness, the developers would add more content onto the back end of existing content so that there is always more to explore. 

Of course, there would be other activities available, such as crafting, farming, and running a business in the civilized zone, and soloing would be possible (though not recommended) through the use of stealth. However, this game first and foremost would be marketed as a game built for hard-core social gamers fed up with the PvP gankfests that hard-core MMOs typically devolve into (notice I didn't say anything about PvP in my first paragraph - this game would be entirely PvE).

What do you think? Could such a game succeed? Would you play it?
Gdemami
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Comments

  • iixviiiixiixviiiix Member RarePosts: 2,256
    edited March 2019
    So what's the reward for exploration ? If you put 1 $million hidden in the game then i am in .
    ScotOctagon7711
  • HatefullHatefull Member EpicPosts: 2,503
    You mean No Mans Sky? Yeah it is doing great
    Scot

    If you want a new idea, go read an old book.

    In order to be insulted, I must first value your opinion.

  • AmarantharAmaranthar Member EpicPosts: 5,852
    If this is a Sandbox with low power gaps, I think it would be hugely successful.
    Level oriented games with large power gaps, well, it's pretty much the same thing as WoW, just with a change in world layout and the lack of cities in zones.




    4507

    Once upon a time....

  • rounnerrounner Member UncommonPosts: 725
    We've had threads before about mmorpg's that aren't combat focused. Most people have a hard time visualising what it would be like. I think trying to describe an example within the framework of existing games holds the idea back.

    I think most people will dismiss the idea until someone actually pulls it off.
    4507
  • SandmanjwSandmanjw Member RarePosts: 531
    Exploration type games are either too much work, as in, you need someone to continually program things to "explore". Or you have a random gen type situation like No mans sky, that isn't random and gets boring.

    Both sound great but are super hard to make interesting and last very long. Both need huge amounts of dev time to create assets for, and it is a losing battle at some point.

    Having a trillion planets or a huge world sounds great...but each have issues that you run into that needs a real person to add something to, or you just rinse and repeat before very long.

    All that supposes that you would have enough people that "like" exploring and like the type of game, the genre, and will stick to a MMO long term to make enough of a return. All possible i guess...like winning the lottery. 
    4507
  • IncomparableIncomparable Member UncommonPosts: 1,138
    edited March 2019
    By having more mechanics in pve it then becomes more exploration focused.

    1. Platforming and movement that allows for rewarding platforming. Could be stat bonuses or items reward

    2. Dynamic maps and random areas with mini bosses and loot for solo content and possibly scaling it for groups

    3. Rare mats and items in open world. May be the mats are generated by unique terrain and weather. So when someone sees a weather system in a unique landscape it is a que to explore that area.

    4. AI system in game that makes npcs dynamic and with open world events to different locations. Different than 2, since in 2 you are exploring their area. Where as here it’s a live event that’s more interactive and allows for participation. And the npcs are alive that they will change their location and routine based on that.

    5. Tracking quests or bounty hunting

    6. Cargo missions and transport, such as guarding as well

    they could use these things but they should have the normal mmo things in an mmo with pvp etc imo 
    Amaranthar4507

    “Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble”

  • WizardryWizardry Member LegendaryPosts: 19,332
    edited March 2019
    Yes it could succeed but not to the masses or making multi millions because we see the SHALLOW type of games being supported.If it was done well i would play it for sure,i don't need ranks/ladders/yellow markers to enjoy a game.


    What would end up happening is we would get a lot of dungeons and halls and likely puzzles but i have never seen many puzzles done well,usually they have hand holding and sparkles,very lazy effort.
    So yeah i would enjoy an exploration game but i highly doubt it would be done very well.
    4507

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • ScotScot Member LegendaryPosts: 24,427
    We could certainly see more exploration in MMOs it is a travesty how little there is, but the rise of the tiny MMO has led to that. I don't think it could be the primary MMO activity, but give people a Massive world and they will explore it for the sheer joy of doing so. 
    Gdemami4507deniterHatefull
  • DibdabsDibdabs Member RarePosts: 3,239
    Ok, stick 20,000 to 50,000 players in that kind of game on release and any sense of "exploration" would last a couple of days at most.  Maps, guides and videos would be posted everywhere and a complete map of the world would be available in next to no time.
    Gdemami
  • ScotScot Member LegendaryPosts: 24,427
    edited March 2019
    Dibdabs said:
    Ok, stick 20,000 to 50,000 players in that kind of game on release and any sense of "exploration" would last a couple of days at most.  Maps, guides and videos would be posted everywhere and a complete map of the world would be available in next to no time.
    Indeed but if you like exploring would you use them? As an exploring fan myself I never bothered with such online resources unless I could not find the trail of a quest and those days died with WoW.

    But today's generation are different, maybe they are watching every new zone before they go on a stream, they look at every quest, every location of interest before they go themselves. :)
    Hatefull
  • Superman0XSuperman0X Member RarePosts: 2,292
    An Exploration based MMORPG would fall flat, because it constantly needs more 'new' content, and not just more of the same.

    However, and EXPANSION based MMORPG could work, but would require a restart at some point, as the would would be conquered, and there would be no more expansion possible (PvP would still be possible though).
  • 45074507 Member UncommonPosts: 351
    iixviiiix said:
    So what's the reward for exploration ? If you put 1 $million hidden in the game then i am in .
    All the resources and loot of significant value would be scattered throughout the open world. 
    Sandmanjw said:
    Exploration type games are either too much work, as in, you need someone to continually program things to "explore". Or you have a random gen type situation like No mans sky, that isn't random and gets boring.

    Both sound great but are super hard to make interesting and last very long. Both need huge amounts of dev time to create assets for, and it is a losing battle at some point.

    Having a trillion planets or a huge world sounds great...but each have issues that you run into that needs a real person to add something to, or you just rinse and repeat before very long.
    Very true, and that's why the keystone of this idea is high difficulty - each (very large) new portion of the map is designed to last at least a month, and the game would launch with 2-3 months of map already in place. That way, the developers have time to handcraft decent amounts of content to intersperse with the procedurally generated landscapes before releasing them. 
    Dibdabs said:
    Ok, stick 20,000 to 50,000 players in that kind of game on release and any sense of "exploration" would last a couple of days at most.  Maps, guides and videos would be posted everywhere and a complete map of the world would be available in next to no time.
    I doubt that it would be completely explored in that short amount of time - keep in mind that this is a game world designed to kill you and your friends. But even once the open world has been explored, if it is indeed explored before more land is added to the back of the existing land, there would still remain dungeons, which are even more difficult, to provide further exploration content until the next chunk of content.

    Additionally, even if there are walkthroughs and maps online, there can still be a great deal of independent exploration done, such as looking for resource nodes, valuable roaming mobs, and dungeons, which would be randomized across servers.
  • MendelMendel Member LegendaryPosts: 5,609
    I think next generation exploration focused RP games are going to need a strong investment in AI, both to develop landscape (like NMS) and to provide dynamic content (which no game really does yet).  Basically, if your game requires human intervention to generate new content, it is very likely going to require too much human development time.  No matter how much content you have developed, it won't be enough for the locust of players ready to consume it.  This makes game development an on-going concern, and that means on-going expenses.  Investors don't like that, and game developers will want to move on to new projects at some point.



    Logic, my dear, merely enables one to be wrong with great authority.

  • jazz.bejazz.be Member UncommonPosts: 962
    Elite Dangerous is heavily focused on space exploration and I would consider it successful. Is it an MMO though? Technically maybe not. But it is in spirit. You know there are thousands of people flying around in the galaxy. You just can't see more than a few dozens or so at a time.
  • HarikenHariken Member EpicPosts: 2,680
    iixviiiix said:
    So what's the reward for exploration ? If you put 1 $million hidden in the game then i am in .
    See this is the problem. If you don't get some major reward no one will be interested.
  • WizardryWizardry Member LegendaryPosts: 19,332
    That is the mindset of the young generation gamer,gimmee gimmee,they do NOT understand WHY you game,they need a carrot on a stick or they are lost.I guess it is he same reason devs use the yellow marker over npc heads,need to hand hold all the clueless people that can't think for themselves.

    OMG no don't make me immerse myself in the game,all i want is to get the best loot and the less thinking and easier you make it,i am soooo happy.

    Except guess what,lots of us playing Atlas right now,we don't get any major rewards,it is just fun ,the feeling of an immersive world with creatures that look and move realistically with danger around every corner.Building stuff is fun,why do you think Minecraft has been so popular for MANy years?Sailing the seas in realistic looking water filled with sharks is again fun,we don't need any glowing  +15 Sword of wordly destruction to have fun.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • AmarantharAmaranthar Member EpicPosts: 5,852
    Mendel said:
    I think next generation exploration focused RP games are going to need a strong investment in AI, both to develop landscape (like NMS) and to provide dynamic content (which no game really does yet).  Basically, if your game requires human intervention to generate new content, it is very likely going to require too much human development time.  No matter how much content you have developed, it won't be enough for the locust of players ready to consume it.  This makes game development an on-going concern, and that means on-going expenses.  Investors don't like that, and game developers will want to move on to new projects at some point.



    Yep. And that can be used to create the huge world that would be needed even at release.

    Mendel

    Once upon a time....

  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    I had the idea of exploration being a big focus of a kingdom building game.  Huge world with unique resources of all types scattered all over(metals, food, wood, stone and etc), procedural monsters/NPC, procedural quest, regional crafting plans to give each area a unique flavor.  The idea would be to promote trade and exploration by all types of players.

    There are no raids but maybe Dragon related quest start to appear with NPC. Leads to suspicions there is a dragon near by. Adventurers go exploring for potential Dragon.

    Explorers go search for resources.  Maybe a high quality metal or even trees.  People set up a lumberyard/tree farm to harvest the trees.  Maybe even a town is setup around valuable resources. 

    I think it would be interesting to see it tried.  
  • The user and all related content has been deleted.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    It's not just Exploration.
    You also need Discovery, in lots of ways.

    -All kinds of terrain features, including underwater caves, waterfall caves, beautiful/magestic scenery, natural wonders, and the like.
    -Ancient ruins
    -Dungeons of all sizes
    -Treasures
    -Collectables such as statuary, carvings, reliefs, mundane items in unique forms, etc.
    -Artifacts and Relics of magical power
    -New spells
    -Tomes that, once deciphered, can teach new skills in crafting, combat, alchemy, etc.
    -Scrolls, one use, to teach new or add skill to existing skills
    -Ancient work shops that an appropriately skilled character can learn from to enhance crafting
    -New races that might open the door to new player races

    There's really no end to what can be done as far as discoveries.
    Sovrath4507LokeroHatefullScot

    Once upon a time....

  • ChildoftheShadowsChildoftheShadows Member EpicPosts: 2,193
    I think it could, but rather than focusing on exploring large worlds or huge areas I’d like to create reasons to explore every nook and cranny of any area. There’s no need really to require constantly expanding the world when looking under a rock could be considered a part of it. Dynamic spawning items are a great way to expand it as well similar to the Everquest 2 collections. Imagine needing to find specific items. At first you need to figure out where you can find them, this can be spoiled by websites but each one could spawn randomly in that area and be as rare as the developer wanted. 
    Amaranthar4507
  • AmarantharAmaranthar Member EpicPosts: 5,852
    I think it could, but rather than focusing on exploring large worlds or huge areas I’d like to create reasons to explore every nook and cranny of any area. There’s no need really to require constantly expanding the world when looking under a rock could be considered a part of it. Dynamic spawning items are a great way to expand it as well similar to the Everquest 2 collections. Imagine needing to find specific items. At first you need to figure out where you can find them, this can be spoiled by websites but each one could spawn randomly in that area and be as rare as the developer wanted. 
    I like that thinking, always wanted it in my games. I'd go somewhere I'd been to before and think "wouldn't it be cool if that art feature was now a hidden button?"
    Or, "Why can't they add a collapsed wall here, with some new dungeon content?"
    Things like that.

    I especially like "touching" things or trying magical spells or mundane tools on them to see if anything unusual happens.
    I'd love magical words or phrases, "Open sesame," ya know?

    A lot of stuff can be hidden in riddles in tomes of lore, such as places, phrases, or tricks.

    But I'd much prefer the huge world to explore too.
    Combine it all, and that huge world doesn't have to be as huge as without this idea.
    ChildoftheShadowsHatefull

    Once upon a time....

  • AmarantharAmaranthar Member EpicPosts: 5,852
    edited March 2019
    I think it could, but rather than focusing on exploring large worlds or huge areas I’d like to create reasons to explore every nook and cranny of any area. There’s no need really to require constantly expanding the world when looking under a rock could be considered a part of it. Dynamic spawning items are a great way to expand it as well similar to the Everquest 2 collections. Imagine needing to find specific items. At first you need to figure out where you can find them, this can be spoiled by websites but each one could spawn randomly in that area and be as rare as the developer wanted. 
    I like that thinking, always wanted it in my games. I'd go somewhere I'd been to before and think "wouldn't it be cool if that art feature was now a hidden button?"
    Or, "Why can't they add a collapsed wall here, with some new dungeon content?"
    Things like that.

    I especially like "touching" things or trying magical spells or mundane tools on them to see if anything unusual happens.
    I'd love magical words or phrases, "Open sesame," ya know?

    A lot of stuff can be hidden in riddles in tomes of lore, such as places, phrases, or tricks.

    But I'd much prefer the huge world to explore too.
    Combine it all, and that huge world doesn't have to be as huge as without this idea.
    I just remembered an incident in UO.
    I was the player who did a major study on the mysterious Black Necklace that Minax was seen wearing in a GM event. This study went deep into the lore.
    There was another event where a set of unique (at that time) Blackrock spawned at the conclusion. About 20 of them on each server. I was in a position to gather quite a few of them on my server. I felt bad about hogging them, so I gave some away to others that were there. A player who had been resurrecting players off to the side I gave 3, a player who had constantly fought the main Evil very well I gave 1, and 1 each to a couple of others who were outstanding players on the shard.
    But then I sought out a Grand Master for making jewelry, someone I trusted, and asked them to try to make a Necklace using a Blackrock instead of a gemstone.
    It didn't work, but it was refreshing to see a GM mention that, and say that it was an interesting thing on the forums.
    Things like that, mysteries, attempts to solve the great riddles, those are very intriguing.

    Once upon a time....

  • sunnyortegosunnyortego Member UncommonPosts: 33
    Just take away maps and minmaps and game worlds seem much more larger and exploration based. 
    Amaranthar
  • ChildoftheShadowsChildoftheShadows Member EpicPosts: 2,193
    Just take away maps and minmaps and game worlds seem much more larger and exploration based. 
    Need a way to make my own and a mini map, even with minimal information is must for me. I tried playing mortal online and damn, that is what killed it for me. 
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