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Well a friend and I have been looking for the "perfect" MMORPG for many years now. We've tried probably 89% of the mmorpg game list and we came to a conclusion. Why not make one? We have the resources, the ideas, the schooling, etc. We just lack the people for now. Now many MMORPGer's have ideas on their perfect game. So instead of having a poll for limitness of options, why not have everyone who comes into this forum to state what they are looking for in a MMORPG. Try to go in detail, don't just say, "graphics." I'll start off with an example and log in tommorow morning to see how many people have posted.
I would like to see more...
Community involvement. Sure NPC's are nice, but wouldn't it be nice to see bigger worlds with more involvement on from fellow players?
Time to fix this genre.
Comments
I have listed my dislikes here. Before I really get into the things I want to see specifically in a MMORPG and if I'm to take this seriously, I'd like to know where you're coming from as a gamer of this genre and what your likes/dislikes are.
www.mmorpg.com/discussion2.cfm/category/155
Probably a better place to look for ideas, a ton of information has already been gathered.
I've always been interested in the idea of making my own MMO, although it is a rather large task and I'm usually occupied with playing them... anyways rather than building one from scratch you guys could check out one of the many MMO-builder type programs out there, just google "mmorpg engine" and a few will come up.
If you're interesting in following up I have a good deal of links and documents that could help, PM me if you're interested.
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath
Well instead of going too much in detail and spilling all the details...
Engine --We were thinking something like EQ2's. Something that isn't too outdated but an engine that isn't too fast. Reason being is, too many computers cannot run the top games and it cuts a lot of the market. *Note: No anime graphics, WASD movement and jumping allowed. Able to go anywhere, anytime)*
Payment --Well maybe a beta stage first, but definetly P2P. No microshops or F2P. I know everyone dislikes RMTers but if the game is popular, you will get them in your system unless you can find a way to get rid of them.
PvE --Well, PvE is definetly a must. People love exploring, questing, freewill, etc. There will be a lot of PvE. Plus, quests that ACTUALLY have a part in story. Possibly quests and faction missions, like FFXI. *Note: Should quests give xp*
Classes --Overall classes VS UA's build. Both are nice however if introduced classes, they would have class related quests for certain items, or spells. Normal classes with abilities or spells that match their class. *Example: think D&D but more options, skill trees, and no overlapping classes*
World --Player Houses, Guild houses, Maybe Owned Land?
Crafting --I'd like to see crafting mean something. If you craft or if you don't, a game where people look for crafter's would be nice. Not for everything but for some instances.
Raids --Raiding is nice to some players, it is not for others. Maybe balancing this issue.
PvP --Some people dislike it, Make PvE servers, PvP servers, RPPvP and RPPvE.
Player Economy --Another friend told me to not allow vendors unless selling. Might be an idea, makes crafters jobs more intense. Maybe?*
**More to come**
Time to fix this genre.
I have to comment on this. You and every other veteran MMO gamer has had this idea. "Oh, I can make a way better game. These ideas are stupid, we can make a better one."
No offense, I like dreams, but give up now. It's not going to happen. Even if you did manage to get an engine together and a game system in place...you're talking PR, financial management, advertising, logistics, and a whole host of other issues I assure you, you are not equipped to deal with.
the official MMORPG.com deadhead
Well I can assure you some friends and I aren't your average dreamer. If we did have the funds for this project would you still think that way?
Time to fix this genre.
Well, first off...best of luck to you. Every game out there on the market...successful or not started out as someone's dream.
Now, one of the things Ihate more than anything in MMOs is that I can do all these amazing things...casting spells, take numerous arrows in the chest and come out almost unscathed...but then run into a mountain or a hill and cant climb it. I mean really, if I can jump and see over the top I should be able to climb it. I play LotRO and really enjoy it (don't really care if you like it or not), but if I could change something it would be the no climbing thing.
All my hopes and dreams go with you into your possible project. I remember years ago when seven dudes had the same idea, made a game and bigwigs would not buy into it. They had scratched together enough money for a server and now….Eve has been in the top 15 for years. Given a choice, I would love to see a game that includes a strong story line that leads into pvp. Think about it, you do these rpg quests that lead into a pvp situation. Then you can go into different directions, if you don’t like pvp do the pve line, if your into pvp keep going but afford a story line to follow which increases with levels or/and other goodies.
Keep pushing and don’t let anyone tell you that its not possible, CCP would argue the fact. Gamers have always known what is most fun for players so let them direct and you all govern. May da swartz be with you always.
SEABEAST
If they can manage to put the 'perfect game' together, they should have no problem finding a financer.
One of the things that keep me in a game is the replay value. Now this actually depends on if you can attract the gamers first and get them to play consistantly. I prefer to have a more personalize character with in depth crafting with a little RP flare thrown in for good measure. Player housing sounds nice but not needed. The majority of players like PvE with a little PvP thrown in to spice things up. So I would say crafting that has several viable items and fun/RP items so it doesn't sound like too much work is what would keep "me" in a game.
Crafting where I actually can decide the look and stats on the item myself.
Also, I want a tiny bit more realistic combat system. Not too realistic since it would get boring but at least one made by someone who actually hold a real sword (not a wallhanger) in his hands.
A game with minimal boring grinding.
And the possibility to customize my own class, with many skills to chose from.
What I'm looking for hmm....
1. PvE - There needs to be a bad balance in group vs solo content. You want to push people towards grouping, not force them. Bad balance? Yes. Like 75% group content, 25% solo content. Also too much focus has been put on a specific number of people in a group (typically 5-6). Playing with friends is always a lot of fun, having 2-player and 3-player content as well as full group content seems beneficial.
I want to fight different things. Not just mob X with graphic Y to be replaced with mob X with graphic Z, nothing has changed there. Mob classes are an important part of this, casters, melee, tanks, healers etc.
A lot of PvE comes down to combat mechanics and gimmics. I'll cover those later.
Examples of PvE I enjoy: EQ1 leveling, WoW WoTLK Heroics, Age of Conan
Examples of PvE I dislike: EVE Online, Pirates of The Burning Sea, Warhammer Online
2. Crafting - I'm a bit influenced here, as the only game I enjoyed Crafting in was Vanguard. I think their crafting was superior to even their PvE. No need to gather resources and leveling did not flood the market with gear. The crafted gear was useful as well. Not only that but every crafting class was necessary to create things like boats and houses. Really a well crafted system (pun definately intended).
3. GIMMICS!!! Gimmics make it sound cheesy, but really every game has these. Whether it's "dual-classes", "leveling through pvp", "ability to change class", whatever. It's what is tossed on top of an already good game to make it different. Having a good gimmic is important to differentiate yourself from all the other MMOs. I had an idea a while back (I posted the idea here, I can't find the link now) about a game where you would absorb the dna of a foe you fought until eventually obtaining characteristic of that mob-type, giving bonuses/negatives to stats, new abilities and/or skills for transformations.
I did find a blog I wrote once for making games that invoked emotions instead of just "cool factor"
www.mmorpg.com/blogs/Meltdown/102007/562_Feed-Your-Head
btw finally found my old thread...
www.mmorpg.com/discussion2.cfm/thread/149644
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath
Hack and slash fighting as in using mouse clicks to aim attacks no auto targeting.
Full loot.
Either no leveling at all or leveling through pvp.
Being able to make and customize your own ship through the seas, and possibly having it stolen.
Lower end computers being able to run it in big battles.
This is what makes an awesome game for me.
Skills
Skills can be initially learned in multiple ways. You could be taught a skill from an NPC that knows it, or find a scroll that explains the skill such that the character learns it, or you could learn it directly from another player. This is just the initial "i now know how to do this skill" learning. A skill's power should be based on use. So the more you use something, the better you get. Too many MMOs are just click and instantly learn the skill. I'd like to see characters evolve depending on how much you use certain skills, and I'd also like to see skills degrade over time. It could also be controlled with a total amount of skill points that are gained or lost automatically, depending on if you're using the skill.
So for example, say you have 3 skills (fireball, ice bolt, lightning), each can max at 50, and you have 100 skill points. Your character uses fireball the most and because of that, it's maxed at 50. You use ice and lightning equally as much so they tend to hover at 25 pts each. You gain a level and now have 110 points. Through natural play, fireball raises to 55, ice to 27.5 and lightning to 27.5. Or maybe you never use ice, so your fireball and lightning at both at 55.
Classes
I like a good subclass system. With the point system above, this could be done by giving the player 1/4 points at any time for subclass skills. So say the player has 100 pts for primary class, they also have 25 points for any secondary class skill. No need to limit them to a single secondary class. They have 25 pts that can be automatically spent on any secondary class skill they end up using. Maybe they like sitting around picking locks and do it so much that all their points are spent in it. Or maybe they're a warrior main and use a secondary heal all the time. Etc.
PvP & politics
The world should be player controllable. There should be hotspots to control for single players or towns to control for guilds. I think the important part of this is the focus on allowing the solo player to make a difference. Most systems like this force you into a guild to be involved. Lets see some small outposts that can be controlled by only one person, or a small group of people. World PvP should be the entire focus with no instanced PvP taking people out of the world.
Twitch gameplay, interactive/smart AI
Gameplay based more on reflexes and position than rolling dice. When you hit something, it should feel like you hit it, and not just swung your sword and noticed a number popped up over its head. Make fights fun, like God of War fun. It's like every mob in every MMO just does the same thing over and over. Lets get some variety and decent AI. That ranger type mob should run to a nearby tree and pop out to snipe you. I've yet to see a mob in an MMO do anything but run straight at you, fight, sometimes run away.
Polish
I'd like to see this game released with a decent level of polish. Focus more on getting it right instead of getting a ton of unpolished content that plays, looks, and feels like garbage just so the company can start making money while they finish the game. Small amount of amazingly polished content, release game, put all resources into adding new content.
Anyway, that's the game I'm looking for. I haven't found it yet so I'm playing vanguard instead At least until wow released dual spec system... I wish an MMO would come out with the depth of a good MUD (gemstone 3/4? dragonrealms?) but not completely dull and boring.
If creative entrepreneurial types listened to individuals with opinions such as this, and didn't take chances on success and failure, nothing would get done........
Well instead of going too much in detail and spilling all the details...
Engine --We were thinking something like EQ2's. Something that isn't too outdated but an engine that isn't too fast. Reason being is, too many computers cannot run the top games and it cuts a lot of the market. *Note: No anime graphics, WASD movement and jumping allowed. Able to go anywhere, anytime)*
Payment --Well maybe a beta stage first, but definetly P2P. No microshops or F2P. I know everyone dislikes RMTers but if the game is popular, you will get them in your system unless you can find a way to get rid of them.
PvE --Well, PvE is definetly a must. People love exploring, questing, freewill, etc. There will be a lot of PvE. Plus, quests that ACTUALLY have a part in story. Possibly quests and faction missions, like FFXI. *Note: Should quests give xp*
Classes --Overall classes VS UA's build. Both are nice however if introduced classes, they would have class related quests for certain items, or spells. Normal classes with abilities or spells that match their class. *Example: think D&D but more options, skill trees, and no overlapping classes*
World --Player Houses, Guild houses, Maybe Owned Land?
Crafting --I'd like to see crafting mean something. If you craft or if you don't, a game where people look for crafter's would be nice. Not for everything but for some instances.
Raids --Raiding is nice to some players, it is not for others. Maybe balancing this issue.
PvP --Some people dislike it, Make PvE servers, PvP servers, RPPvP and RPPvE.
Player Economy --Another friend told me to not allow vendors unless selling. Might be an idea, makes crafters jobs more intense. Maybe?*
**More to come**
To simply put it I want a combo of EQ1 and Diablo II and FFA PvP with some sort of loot system. Not full loot, but maybe 1 item. This could, of course, be done on a separate server.
True, the best games are made by gamers for gamers.
But on the other hand, there is 2 big problems:
1. Money. A MMO, or for that matter any kind of modern PC game cost a lot. A look on good low budget game is a possibility but the only one I know is Guildwars, they did a lot with little cash. Still you will need a good sponsor, even if most people work for free because they think it's fun you will still need a lot of cash.
2. Good programmers. You will need at least one Brilliant programmer like Kaplan (Wow) or Strain (Guildwars, Warcraft 3) to pull a real MMO off. And some acceptable ones too. The reason Mythic, Sigil and Funcom got so much problems with release is that they miss that brilliant guy to get it all together.
If you get those 2 things, a good idea/setting for the game and a nice artst you can make a good game. Without it you are just dreaming like so many other of us.
True, the best games are made by gamers for gamers.
But on the other hand, there is 2 big problems:
1. Money. A MMO, or for that matter any kind of modern PC game cost a lot. A look on good low budget game is a possibility but the only one I know is Guildwars, they did a lot with little cash. Still you will need a good sponsor, even if most people work for free because they think it's fun you will still need a lot of cash.
2. Good programmers. You will need at least one Brilliant programmer like Kaplan (Wow) or Strain (Guildwars, Warcraft 3) to pull a real MMO off. And some acceptable ones too. The reason Mythic, Sigil and Funcom got so much problems with release is that they miss that brilliant guy to get it all together.
If you get those 2 things, a good idea/setting for the game and a nice artst you can make a good game. Without it you are just dreaming like so many other of us.
I really don't know about #2 there. How much of the game was created due to "good programmers" and not "good ideas" from people who may have never even touched the code. Saying the others companies "failed" due to lack of good programming I also find fairly comical. Anyways who does programming should know where I am coming from. Sure having experienced programmers help on some things, but typically things aren't up to the programmers themselves.
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath
Dont make a class based game. If your game is based in classes you will have "Yet another class based game". Make a skill based one. An easy to learn, hard to master skill based system.
If you can manage to keep it hack free it should have at least one perma death server for all the non bitches out there.
Well i disagree with no class base. I like class based. But if you are going to do class based try something new do go for the basics. Hell give a look Through some old games and old 3.5 DnD crap. make something new and fresh. no more of this archer,warrior,mage crap. Every game has the same class setup with basiacly the same skills if you look into it in detail. make something that will make the players think for gods sake, not just a button smasher i think we all seen to many of those over the last few years. An of course you will need an achivement system for the goal based players.
CENTER]Take the Magic: The Gathering 'What Color Are You?' Quiz.[/CENTER]
All games have epic items that anyone folowing a specific quest line can get,some may be challenging and tough but in what game have we seen TRULY unique items. Magic items(good items) should be more rare and unique items shoul be unique as in only 1 or 2 people on a server get them.
was there atleast one game which were made by fans, even been good.. no
if you got 10 mln.. and got ideas.. go ahead there are plenty of cappable game making companies out there..
You are saying no group of people who makes successful MMO's likes them as games (ie being a fan)?
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath
great initiative, but if you really have the funds you better start small, first trow out a couple of games, maybe you already made a few, or are a heavy modder and made mods for several games, if so link?, just for being genuinely interested.
If you don't have any game making experiance, then better forget about a MMORPG being your first project, regardless great idea's, it take years before you even going to start to touch a computer that is if you lack the experiance in game making. And again with no experiance start small.
If the measure of 'good' is "the target audience got what they expected and were happy with it"...
EVE Online - the original team had many ex-UO players
World of Warcraft - Rob Pardo (Lead Game Designer) and Jeff Kaplan (World Design) were hardcore EQ gamers
SWG - many would argue that the originally released design of the game was very good, and many on that team were MMO gamers.
Ashen Empires - made by gamers and developers of the old Ultima CRPGs. Has had a pretty solid following for serveral years now.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?