Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Won 80 million dollars/euros in lottery

2»

Comments

  • cameltosiscameltosis Member LegendaryPosts: 3,847

    Designing my own MMO would be a dream come true. However, I couldn't do it for £50m, plus if I'd won the lottery, I'd want to see a decent ROI from any invested money. 

     

    So, step 1 would be design and proof of concept. I'd spend a maximum of £1m getting this done.

    Step 2 is pitching the idea and proof of concept to publishers / investors. This is probably where the process would end, but meh.

    Step 3 is development using other people's money. 

     

    As to my actual design for an MMO:

     

    1) Strong IP

    A high quality, successful MMO in the modern age needs a really strong IP. This serves two purposes: firstly, it attracts a much larger audience, and secondly, it would fulfil my desires to be able to walk around a world that I love. 

    Preferences would be: Warhammer 40k, LotR, Star Wars or FFVII world

     

    2) Combat

    I prefer tab-target / hotbar combat. Whilst it may not being the most engaging, it allows for more variability in connection speed (thus increasing usability), it requires you to use your brain more than twitch based combat, plus skill level becomes more about really learning your character and skill list and applying your intelligence, rather than just playing the game for longer and building muscle memory. 

     

    3) Classes

    I'm still somewhat undecided on whether I'd want a class system, or a skillbox system (like SWG). I think I'd go for a class system, purely because it is easier to craft challenging content if you are slightly more restrictive on what your players can do. 

    However, fuck the holy trinity! It is too restrictive. My game would have a decent amount of support classes (pets, buffers, debuffers, CC'ers etc) and allow for lots of hybrid builds. 

     

    4) Content Design (raids)

    The goal is to give players options. I hate enrage timers. I hate content where you only have 1 way to complete it. Make the content hard, but with multiple routes to success. I'm thinking early LotRO bosses. During the first release, you'd put together a raid with whoever you had online. Only had 1 tank? Thats fine, just alter your gameplay, spec for buffs/debuffs and it would still be possible to win. No DPS? Take tons of CC and take your time. 

    MMOs with raids that are too restrictive in terms of team setup become boring quickly. The less barriers there are to getting into group content, the better. 

     

    5) Leveling

    I would make the leveling process more like Morrowind / Skyrim. XP would be gained for doing things (killing, exploring, meeting people). Again, the point here is to give people options. I don't want to force people to grind quests, or to grind mobs, but to give people multiple routes for leveling. Quests should be optional. 

     

    6) Quests

    Quests, whilst pure themepark, are still the best way to convey a story. In each zone / planet I would still have quests, but much fewer of them and try to ensure higher quality. 

     

    7) World Design

    Open worlds! Too many of the MMOs I've played have been extremely linear. I'd want fully open worlds (or as much as the tech would allow). Given the reduced amount of quests and scripted content, I would hope we'd have more time to focus on world building. Lots of interesting places to visit, open dungeons, beautiful scenery etc. 

     

    8) PvP

    Main PvP focus on world pvp. I don't want free-for-all, full loot or anything too hardcore. However, ability to pvp anywhere if you flag yourself for it is key. Also, objectives! PvPers need objectives (keeps, flags, towns, whatever). 

    A key part of PvP: self-balancing mechanism. With world pvp, inevitably one side has superior numbers and the zerg wins. It is therefore key to have a self-balancing mechanism of some sort. I'd like the mechanism to be more than 2 factions (e.g. DAoC 3 faction RvR) but it could be things like NPCs, buffs or whatever. 

     

    9) Gearing

    "Comparable Incomparables". I'd like a player-driven economy to drive the vast majority of gearing in game, but any loot dropped from pvp / raiding / questing should be of a similar level to top crafted. Horizontal progression at endgame is extremely important to me. Specialisation through gear is more fun/important to me than stat inflation. 

     

    10) Other Activities

    Leveling, endgame pve and pvp are all well and good, but a good MMO needs to cater for all your needs. Music systems, collections, housing, fishing, cosmetics, card games.....get as many in to the game as possible. Keep people happy when they aren't feeling like doing the main activities. Help foster the community through social activities. 

     

    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • FlintsteenFlintsteen Member UncommonPosts: 282

    Would try to make a pve version of TF2.  Not sure it would work though,  but I like the way the community is involved in that game and how gear is more of less the same level,  just different looks and strengths/weakness.

  • fivorothfivoroth Member UncommonPosts: 3,916
    Originally posted by mistmaker
    Originally posted by SlyLoK

    No way I would do 50m fright off for a game. Definitely start smaller to build a brand.

    In all honesty I would put 70m in an account to gather interest and live off the other 10m.

    Its not a game to make business for you. Its a game you make for yourself to play.

    Yeah I would not invest in a game. Also I am not one of those people who's unhappy with current games. I like to play games from time to time but making them? No!

    Mission in life: Vanquish all MMORPG.com trolls - especially TESO, WOW and GW2 trolls.

  • PerramasPerramas Member UncommonPosts: 83
    Ask Curt Schilling how that works out spending your money on developing PC games.

    FUncom putting the FU in fun since 1993.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Perramas
    Ask Curt Schilling how that works out spending your money on developing PC games.

    I did.  He asked me if I wanted foam on my venti mocha. 

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




Sign In or Register to comment.