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Looking for interest in Open-World type game/mmo!

mjrekichmjrekich Member UncommonPosts: 8
Hello, this is MJREKICH and I was thinking of all these great open world/sandbox/virtual/cash-economy games out there and questioned why no one has created the ultimate open-world reality game. I understand the barriers involved, but the interest for these games are extremely high.
What I was thinking of tonight is starting a project of coding/designing a game of open-world capabilities, but that is based upon the real world itself. Yes, the ENTIRE world!! One big server that covers the entire map of the globe! I know that you are already thinking I'm dumb and getting to ahead of myself, but just take a moment to think about this for a bit.

If you can create a virtual world that consists of the world, wouldn't that be the greatest accomplishment ever?! Now, this game that I am thinking of has some questions that need answering. I'll get to those in a sec, but I figured I would share with you my views of this game...

Background to the game:
A group of villagers reach the shores of (location) and are set to start a new colony. All villagers are untrained and unskilled entering their new home. The epoch age is set approx. around 1800 and as the villagers progress, so does their epoch and functionality.

So, with the background laid out a bit, this is how I pictured the game to be like. The world itself is based off of a real-cash economy, sort of like Entropia. Everyone in the town is dependent on each other for certain goods and services. There are low-to-none AI in the game, making everything more interactive. Also, this will be a sandbox style game. Not saying that anyone could just go out and dig a huge crater in the ground, but your house and land is your place! There will also be a true to form architectural stability engine to the game that revolves around weight balance and gravity, so no unrealistic skyscrapers!

Land will be claimed and trespassers/looters/thieves can be shot and killed. When a player dies from natural causes, all their belongings, items and stats are lost, but if they are murdered, the keep everything including the house. If a player decides to quit the game for a period of time, their house goes up for sale by the bank. All items are loot able and craftable! If someone that is a trained farmer needs medical help and his skill in medicine is low, he can fetch a trained doctor.

The purpose of the real-cash economy is so players can earn money from the game by trading in-game cash for real monetary value. I have yet to calculate how that will work, but its a start.

Let me know if you have any questions about all of this and if you want to leave me some feedback/support, you can email me at mjrekich@gmail.com

Thanks!

Comments

  • SimsejensenSimsejensen Member UncommonPosts: 51

    You might want to consider re-writing that. Instead of writing one HUGE wall of text, try using some space. Highlight your important parts..

    Impossible/annoying to read, and most people will just skip reading it.

  • mjrekichmjrekich Member UncommonPosts: 8
    Yeah I just typed it on my phone.. I don't have my computer right now and its extremely difficult to type on here
  • Clypto75Clypto75 Member UncommonPosts: 70
    Originally posted by mjrekich
    Hello, this is MJREKICH and I was thinking of all these great open world/sandbox/virtual/cash-economy games out there and questioned why no one has created the ultimate open-world reality game. I understand the barriers involved, but the interest for these games are extremely high. What I was thinking of tonight is starting a project of coding/designing a game of open-world capabilities, but that is based upon the real world itself. 
    Yes, the ENTIRE world!! One big server that covers the entire map of the globe! I know that you are already thinking I'm dumb and getting to ahead of myself, but just take a moment to think about this for a bit. If you can create a virtual world that consists of the world, wouldn't that be the greatest accomplishment ever?! Now, this game that I am thinking of has some questions that need answering. I'll get to those in a sec, but I figured I would share with you my views of this game...
    Background to the game: A group of villagers reach the shores of (location) and are set to start a new colony. All villagers are untrained and unskilled entering their new home. The epoch age is set approx. around 1800 and as the villagers progress, so does their epoch and functionality.
    So, with the background laid out a bit, this is how I pictured the game to be like. The world itself is based off of a real-cash economy, sort of like Entropia. Everyone in the town is dependent on each other for certain goods and services. There are low-to-none AI in the game, making everything more interactive. Also, this will be a sandbox style game. Not saying that anyone could just go out and dig a huge crater in the ground, but your house and land is your place! There will also be a true to form architectural stability engine to the game that revolves around weight balance and gravity, so no unrealistic skyscrapers!
    Land will be claimed and trespassers/looters/thieves can be shot and killed. When a player dies from natural causes, all their belongings, items and stats are lost, but if they are murdered, the keep everything including the house. If a player decides to quit the game for a period of time, their house goes up for sale by the bank. All items are loot able and craftable! If someone that is a trained farmer needs medical help and his skill in medicine is low, he can fetch a trained doctor.
    The purpose of the real-cash economy is so players can earn money from the game by trading in-game cash for real monetary value. I have yet to calculate how that will work, but its a start. Let me know if you have any questions about all of this and if you want to leave me some feedback/support, you can email me at mjrekich@gmail.com Thanks!

    ???

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