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If you could make your own MMORPG what would it look like and what would it consist?
Ever thought about it?
I have tons of great Ideas for a Game and have no idea what to do with it lol.
I would like to have it as big a game as AA and Guildwars but it would look more like our current military in the USA and other Countries. instead of cursing each other out and bombing real people we can do it online and in tournaments lol. I dont think anyone would get hurt that way ...
I mean a really competitive game. With Spies and Generals and Presidents and Dictators
Comments
I've been wanting to do a stone age MMO forever. The game would revolve around hunting and gathering with crafting of simple weapons and tools. Permadeath, FFA PvP and dangerous natural preditors that hunt in packs. Players would also suffer from fatigue (no more running for hours without dropping), and have to eat and drink to survive. Of course, everything you kill can be eaten, including other players
The ecology would have to modeled much more acurately than current MMOs though. For instance, grazing animals would be less likely to stay in an area of drought and preditors would follow where the grazing animals went. I'm not quite sure how you would handle exposure in the game either. Extreme cold and heat are easy enough (just increase the speed of fatigue and enventually sap HP), but things like rain and disease are difficult.
The game environment would be so harsh that players would almost have to group in order to survive which would put alot of the more anti-social players off right from the start. That, and permadeath. Not to mention FFA PvP.
A Work in Progress.
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I'd make an MMO checkers game, where each board is your own instance, and the opposition NPC checkers constanly spawn in convenient locations to allow you to jump them in clusters and get "crowned". Once you win a board instance, you get another one, only it looks bigger in size.
-Rinse and repeat-
Sell your boards and crowns for real money. I'll take a cut.
You keep collecting crowns and boards untill you reach the end game, and go into "what now" mode.
Then I'd make new, bigger, boards. And charge you to get them.
I believe I'd sell millions.
Once upon a time....
My own game is probably impossible to make but...
I have always thought of a game that is a action/mmorpg, melee weapons would use normal manual third person style or the "Z-targeting" style movement and camera like the 3D zelda games with the ability to use grabs moves and counters, ranged weapons would use first person and would have several ways to evade projectiles but would be very hard to do. Both kinds of weapons would rely more on the players skills then his or her characters, also damage would be more realistic (like getting shot in the leg seven times can slow you down, of course that would be if you had no armor.). And of course, a few different servers that would have different rules for the many kinds of gamers.
Winning any kind of combat would reward players with skill points that could be used to improve a skill and even create thier own custom moves for melee combat, money would be won by killing computer players, the amount based off the computer players AI.
For trade-skills, there would be no rightclick-harvest option, instead it would be manually done in first person by targeting the resource and clicking, and no BS like "you failed to pick an apple" since characters would have common sense.
Of course, very detailed enviroments with a uber physics engine and awsome object models with a less demanding requirement of players computers
My game would be fast. There might be some medding to get up health and mana stats, but no longer than 15-20 seconds. It gets old looking at you character just sit there. He's an action figure, not Siesta Man.
Don't know why I love the "Siesta Man" comment, but I do.
In my own game, however, being injured wouldn be exactly the chicken's feed. (And you could potentially wind up dead, which isn't exactly the chicken's feed either)
I like my mmorpg's with mainly player driven content. Also, I like my games consistent, where the world of today is the result of yesterday's world, and the world of tomorrow will be the sum of everything that has happened so far. For this to be true, the players must be able to affect the world. (Build, destroy, control, protect... Politics, religion, warfare, crime and everyday life)
If you want to be a warrior you will need somebody to get you a sword, or another useful weapon. There'll probably be some npcs available to help you out, but they won't provide the best products or prices.
If you're schooled in the arts of medicine (regardless of what "class" or profession you might view yourself as) you might be everybody's best friend, because it may be your skill that can save another man's leg. ("Hey, don't I remember you..? You tried to kill and rob me - in that order - the other day! And now you come to me, crippled and tortured, thinking the good healer will save you? I tell you, my back still aches. No way I could bend it so far I could reach your level - I'm sorry, but you're gone, mate. At least, those arms of yours are. Just sit tight... Oh what am I saying, you're not able to go anywhere. Well, relax, make yourself comfortable, and I'll get the bone saw in a minute.")
Sedatives? Well... I don't like you. Sorry.
Actions have consequences.
The game would have permadeath - if its focus was primarily on other bussiness than fighting. But such a game is already being designed, so I think I would want to make a really good game with quite some focus on fighting. And for that reason, I'd let the consequences of death be severe, but not irreparable. The lore of the game would show you a path to the resurrection, a path well known and often used. The existence of this path will make death less severe in the game, and fearlessness will be a little more understandable for it.
But even if the gods keep your soul while your body is dead, you might want somebody to patch you up before those wounds become permanent. So keep at least one healer on your side, eh?
Death & stat loss would serve the purpose of giving danger some meaning, thus creating more room for strategy, and perhaps making stories more believable. Especially, stories where the parties involved are not blindly bent on fighting no matter what could be generated, which is ultimately more believable.
Another function of death & stat loss is to even out the playfield. Those who have come a short way have little to lose upon death, while those who have come a longer way have more to lose. The greatest losses will be found at the top. Most people will play more of their time on low skill levels than high, unless they play it smart or safe - and perhaps lucky. For this reason, being a newcomer won't suck. You'll be almost as good as most others.
Those on the top don't have that much to lose either. It is not the ultimate killing trip if a veteran goes against a bunch of newbies. The newbies will probably suffer losses, but if they outnumber their enemy they might yet win - in the end.
The veteran (and the newbies) could have sought a healer, or suffered permanent damage. However, if permanent damage never goes away, then a newbie would waste potential. (He has no skills to lose, and a new character won't have any damage). For the veteran, taking permanent damage rather than losing all skills might be an option worth considering. (His loss would still even out the playing field, his power being reduced)
There's a lot more to it, but that's the critical points. I think.
The future: Adellion
Common flaw in MMORPGs: The ability to die casually
Advantages of Adellion: Dynamic world (affected by its inhabitants)
Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens)
Player-driven world (Leadership is the privilege of a player, not an npc)
I daydream sometimes about an action MMO with RPG elements; it goes a little like this.
The game is like a gigantic worldwide tournament- players sign up and the game begins at a certain date. After the game begins, no new players can join until the next season.
Character creation is limited to physical characteristics- everyone has the same generic lightly-armored bodysuit to begin with. You design your character using a skill tree- basic to begin with, but added-on to as you play successfully. Weapons and equipment are sci-fi but fairly close to modern times. Firearms, enhanced melee equipment and power suits are standard fare. Not so much in the way of lasers- they get hard on the eyes after a while. You are allocated a certain amount of equipment of your choice, and then the game begins.
All players begin falling through the atmosphere, a la Starship Troopers. you chose the way you land, whether via parachute or rocket pack or some method from your imagination. People sign up for the game in teams, so hopefully you are dropping alongside your good buddies.
This is where it gets a little odd. The playing field is a seamless world. The playing field is the real world, but you are tiny, maybe 2-4 inches high. The world is devoid of "normal-sized" people, and is populated only by players. The goal- be on the winning team!
Inside buildings, all floors are deep basins of water. Nobody can swim right off the bat. Suit upgrades must be found in order to successfully navigate water- and then upgrades upon upgrades (think Metroid's gravity suit). The way you navigate is up to you, whether you discover grappling guns, bionic leaping gear, vehicles, or what-have-you. Chairs, tables, lamps, chandeliers, cabinets, shelves, appliances- all giant sized, and all your battlefield.
Players set up their own bases of operation. You can amubush or be ambushed. This is a worldwide action game, with full PVP. When you are defeated, you're out of the game until the next season. Your team continues minus a member. Deaths are realistic in terms of physics- fall too far without technological assistance, and you are in trouble. Depending on the methods your opponents use, you may tumble through the air to a watery grave... or feign death. Weapons/equipment are earnable in events, or you can take weapons and equipment from downed players' bodies. Crafting and repairing these things is possible, with much experience.
Mundane, worldly things such as food, politics (unless you like arguing who your team's leader is, or if you want to claim battlefields as territory- you guard them with your combat skills, not your words, however), etc, are not part of the game. You can form alliances with other teams if you want. However, they will not be enforced by the game engine- it is completely up to your own judgment. The point is not to worry about worldly things, but forge new relationships- albiet mostly competitive- and friendly rivalries with people around the world. Translation programs are available, if you so desire. The poinht is also to learn to cooperate with your teammates and have a fun time with your buddies.
Efforts will be made to keep the game as lighthearted and friendly as possible, despite the realism. You can stay in communication with your friends inside and outside of the game, at your home base. You may discover ways to bring fallen friends back into the game.
GM-moderated in-game events will occur on a regular basis, with equipment as prizes. These are contests of skill. Speaking of skills- these may range from weapon techniques, accuracy enhancements (keeping in mind that it is still a fully twitch-based action game with every possible movement at your command) to superhuman abilities like running up walls, walking on water, super speed, "bullet time," etc. Your character is completely customizable but will benefit greatly from a well-thought-out plan and choosing abilities that complement each other.
I imagine that virtual-reality devices will be available at the time this imagined game comes out. You have the option to play your character with a controller, whether first or third-person, or using VR to play from your character's true point of view. With VR, the game will become MUCH more skill-based. It will become extremely difficult, but you have the potential to be more powerful than any player using a conventional controller.
With virtual reality, hubs that conjoin with real life are possible. You can play cards with your friends in the outside world during breaks from the action. Players' faces will be constantly scanned, so that face you see when their helmet is off is really their face. Voice comminication is essential, obviously.
Every season, you are allowed to keep a certain amount of equipment, as well as all your skills. You again drop from space with your teammates, ready to face new and old players... and environmental challenges.
I am not normally a huge fan of the usual PVP in games, let alonje full PVP, but this game would allow me to enjoy it to its fullest- if only in my imagination. This is all the stuff i can remember thinking of off the top of my head. I'm not saying such a game is even remotely possible right now, but maybe in the future...
probably an MMORPG version of most nintendo games, zelda, metroid, etc. and probably a .hack/ MMO
AOC loyal croc: FHGTT3R58HCTJ3K5
None of these ideas are MMORPGs.
They are bizarre mutations of standard online FPS deathmatch games.
As Trump says: "You're FIRED!"
~ Ancient Membership ~
I will keep it short as I have tended to skip through the above posts.
What about a MMO based on the idea similiar to the Heroscape boardgame. Heroes and Villains from all time periods thrown into a battle royal for all time. There is one evil force and one good force maybe throw in another faction as a in between. You have Samurai fighting in the same battle with WWII soldiers, furutistic robots, knights in armor. They would all fight dragons, seek out treasure, travel through time and historical events, and fight for the rule of the world/univers. Basically all of history pitted against each other, for all time.
Of course the issue is how to balance the game but we are just wishing so some desginer can work that part out.
---MMO EXPERIENCE:---
WoW - 06-2006 to current
COV - 40 Corruptor - 10-2005 to 04-2006
COH - 50 Scrapper - 04-2004 to 04-2006
EQ2 - 35 Barb Berserker - 12-2004 to 04-2005
EQ1 - 55 Barb Warrior - 2000, 2001
Tried: DaoC, DDO, Auto Assault, SWG, Lineage II
My game would be called Colony.
The background would be a colony ship travelling agreat distance to a new planet and the aim would be to set up a working colony there, to discover things about the planet and to set up new settlements. Various things would be revealed and the landmass available expanded as the game went along.
There would be a great deal of character creation options but your character would be split into two parts.
Mental
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Physical
Your body would be designed from a monetary budget, your mental capabilities from a one-off points allocation.
You would then pick out skills, also based on points.
Stats and skills would be rated 1-10 or so and you would NOT gain experience and levels during the game. There would be no levers. Skills would change slowly in proportion to how much you used them, you use one a lot, it rises, but the skills you neglect would lower.
Your mind is a capsule, a pod, an intellect seperate from your body which is a vat grown clone so, as you get richer in the game (Colony scrip) you can spend it on backup bodies of differing strengths and design, you could even change genders between bodies! Some might be big 'combat' bodies, others designed for more technical work and so on. Cybernetic a biogenetic augmentation would also be a possibility.
When you started out you would be on board ship, you would get orientation and, every hour or so real time, a shuttle would fly down with newbies aboard to the planet and deposit them in the starport which would be one of the ONLY non player-built structures on the planet.
Everything would be modular and somewhat customisable from clothing to weapons to vehicles and buildings, similar to a more accessable but less flexible Second Life interface.
EG: You want to build a building, you design it at a terminal (from premade blocks) and it tells you the resources needed, you save the design, commit resources to it and it spits out a little nanoconstructor. You find a plot on the landscape where the design will fit and stick down the nanoconstructor and watch the building build itself, then decorate it with other items.
EG: You want a pistol, you buy a design a technician character has put together from weapon 'segments' and run it through the factory, voila new weapon.
The wildlife would have an ecosystem similar to but a bit more complex than the one in Saga of Ryzom. Creatures would 'breed' be dividing in two at every game cycle and would grow, age and die in that cycle too. Herd/pack size would reach a maximum however. This means you could drive a creature extinct! (Though 'extinct' creatures could be vat grown again from DNA samples).
The growing colony has needs, food, water, power, computer memory and so on, you can keep it going or strike out and make your own homestead.
After a while the game GMs would begin to bring in stories and other elements, perhaps a settlement of space pirates is found...
There would be permanent death of a sort, you would start with one life and back up lives, two or three, if killed you would get a game time-out at the end of which your brain can be installed in a backup body, provided you still have one left.
PvP would be completely open BUT you could only play one character at a time. If you do kill another player your spare bodies get liquidated, your assets frozen and you get flagged as a murderer and can be killed with no consequences by anyone else who chooses to. You would only be able to create a new character once your character was dead.
Another aspect to the game would be 'pollution'. The status of an area would be dynamically updated according to the buildings and activity on it. Lots of herbivores = less plants, lots of pollution = less crops and an arid or scummy looking piece of land.
It would be about taming the new frontier, making your fortune and discovering more about the planet with lots of roleplay and creative possibilities.
Postmortem Studios
Roleplaying games to DIE for
Shop here
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The more skill involved, the better. Think Monster Hunter or perhaps the Zelda series.
TBH, I don't think that concept is all that important in any kind of game design. The important thing is that your game includes monkeys, exploding chickens, ninjas and robots. Put all of those into your game somewhere and you'll have an instant hit.
Hehe, either that or a game full of bugs. But that's been done before.
Once upon a time....