It looks like you're new here. If you want to get involved, click one of these buttons!
Yes I'm 27. Yes I'm addicted to a cartoon thats demographic is targeted towards 6-11 year olds. I can't help it. The story, the fighting, the bending. Avatar basically looks and feels like it was based on an MMORPG. If you've never seen the show, you wouldn't understand, but they show has the potential to be the perfect MMORPG.
The world that Avatar takes place in is so rich with lore and variation. The landscapes are perfect, the towns immaculent, and the potential for awesome skills, weapons, and mounts are endless. The cartoon has some of the best fight scenes I've seen anywhere. Can you imagine the PVP possibilites?
I'd be an Earthbender, with my weapon of choice the bladerang.
Anyone else that watches the show agree?
Comments
-In memory of Laura "Taera" Genender. Passed away on Aug/13/08-
|
RISING DRAGOON ~AION US ONLINE LEGION for Elyos
MMORPC - Webcomic
1) All the players would be benders.
2) Benders can do just about anything with their elements in a freeform manner. This would require a system that would allow players to string together combinations of technique segments. it's a little easier to pull off in text than in graphics. With a graphical system, you end up with something like the rune / regent systems of magic where the player has to string everything together beforehand.
3) There's very little PvE in the story. This game would have to be RvR. Problematic since the Fire Nation is the only aggressor in the world and the Air Nomads have been completely wiped out. Let's also not forget that the Southern Water Tribe is practically extinct and the Earth Kindom was just defeated. Even if you set the game 50 years before the current story, players would only be able to choose Water, Fire, or Earth.
4) What makes Avatar special is the characters and such a game would have to be heavy on role playing and storytelling. Given the fact that there has only been ONE MMORPG in the short history of MMORPGs that had a strong RP community (Underlight), I doubt that a game based on such a popular IP would be likely to have any RP at all. The quality of the role playing is inversely proportionate to the population of the game.
5) The experience of grinding for XP would be too disconnected from the intrigues, character relationships, and RvR battles from the cartoon.
An MMORPG, MUD, MUSH, or MOO based on this series is definitely a cool idea. The problem is when you start to lean toward the MMORPG / MUD side of things. As a MUSH or a MOO (RP heavy, run by GMs and players more than the server software), it works out much better.
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
Just a rant: Anyone else a bit mad that this show and concept was made to be a kids show =/ I would love to see this in a more serious anime manner, like Ruroni Kenshin. It would kick ass, think of all the cool shit that would be allowed.
I just recently started watching a few shows, must say I like it
I think the show should finish before any notions of a mmorpg are brought up, but it would be damn interesting.
Must download everything and watch it now...
?played: Nearly everything.
?waiting: *Darkfall*, Hero''s Journey
The same spectations were made for "The World" in the .hack // sign verse, but we still havn't seen that and maybe that's a good thing. My honest assumption is that turning avatar into a mmorpg would be a mistake in a half, devs feel too limited to use only what the story has already been, instead of what they could expand upon.
An' Pokemon
An' Sailor Moon
An' Naruto
An' One Piece
An' Bleach
An' Full Metal Alchemist
An' Wolf's Rain
...
No, just no.
Random thought somewhat off topic, nothing to do with the IP but more in general.
It'd be interesting to see someone work on a more free-form magical system. Though you could probably make some kind of analogy of it through a twitch mouse interface somehow (IE, moving the mouse at different speeds imparts velocity to a simulation of water/dirt/rocks/fire/whatever).
For a more RPG type feel and possibly greater graphical differentiation, slotting various attributes that build up into a large overall spell of some kind might be doable. How accurate it is, how much damage it does, how big the AOE is, how much magical energy (magic bar) it uses, how long it takes to recharge/cast, etc, etc. Possibly working off a basic spell effect, the attributes would have hidden graphical modifier that distort the spell graphics (make it bigger, smaller, narrower, throw off particles, explode, make multiple small ones, etc). Furthermore, that could be related to some kind of character attribute system. At any rate, it'd probably have to be done procedurally.
As in, maybe the base graphic is a fist made of rock that hovers in front of you and then flys at a target. Using the interface, you give it some kind of trait for more damage, which also scales the fist model up some, and has some negative consequence like being slower moving, so you slot another trait to compensate for its low speed which makes the graphic more eloganted (scale in the X-axis only). And so forth.
At any rate, while not free-form spell control, it'd give a good approximation of practicing a spell in a particular way.
Downsides, obviously, being the same for skill systems. As in, it'll be a bitch to balance because there will be some K number of slots and some N number of modifiers you can put on the spell. Which means N!/(K!*(N - K)!). Which can grow out of control pretty fast. Like, if you have 10 modifiers and 4 slots for them, thats 210 possible modifications per spell. Balancing that mess, if you care to try it, would require a bit of effort.