Good point - I'll actually take my selective breeding of ornamentals idea and file it under this larger category of art. One of the most memorable things about A Tale In The Desert for me was always the sculptures and mosaics and cut gems, though the UI of the various artistic aspects of the game could be really frustrating.
As far as UO goes, I always found it really hard to see anything in that game, and the whole value of breeding ornamental flowers is being able to look at them. But it sounds like a good resource for someone designing a plant growing system for an MMO.
In UO it wasn't just ornamental flowers for looking at. They added resource harvesting to them for potion ingredients and dye colors. You could also cross breed them to get new plant types. They also had plant diseases, plus ways to avoid that by pouring potions on them as they grew.
I think it should be very feasible to design a very robust farming system. Such designs, if they are done right, usually also create demands on the players. Time and dedication. To me that's a good thing, but a game could also choose to remove that by their own design choices. That's something up to an individual overall game design, for anyone or for the dedicated...what kind of game does one want.
I love the idea of artistic creation game play. But that's something that players will abuse to the detriment to the game (sexual, political, etc., in-yer-face stuff). That's another thing to consider in a design, but it's possible to make systems that don't have that (which takes away the freedom to create). Another design decision. UO had a system for making statues of one of your characters, out of several types of materials. I can see a 3D game allowing players to make statues of anything in the game, in various sizes, out of various materials, gilding them with gold or partially, etc. For any new game with player built cities this seems like a benefit, to me.
I definitely don't consider plant diseases a feature! lol But yeah harvesting them for crafting is cool, good way to get some use out of the failures or ones that you want to replace with a prettier new version.
Artistic creation is actually relatively easy to manage so that it will not be a detriment to the game, though I am assuming a game where players are expected to be 18+ and there's no chat filtering or other censorship. In this case art can be controlled very easily by limiting it to players' private property and public gallery areas. Players who wish to avoid the possibility of obnoxious art can then easily avoid those locations.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I'd like to see the ability to be different make a come back. SWG had this, as a crafter you could find better materials and make better weapons than others. It made resource surveying important to crafters. You also had no idea what skills a person had. If a guy came at you with a pistol out, he might drop it and go TKA on you. That game was way ahead of its time.
I'd like to see players be able to setup shops and work their store.
I'd like to see player/GM run events that matter, like GM's spawning large groups of mobs outside a city and having the city send out an alarm as they are being attacked.
I'd like to see banks and investment opportunities not totally run by players.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
I think the thing I'd like to see more is gambling.....Kinda like when you could bet on chocobo races in FFXI...I think it would be fun if a game like wow had NPCs that fought in an arena and you could bet on it.....ALso card games like poker or 21 with in game currency...Theres alot that can be done with this.
2 things that has already been mentioned, the ability to get really lost, building mechanical machines (and i mean really design and build them, not just apply 3 items to this window and press craft to have a machine ready), and also would like to see casters have a incantations that required you to actually incantate with a microphone and the longer and more perfect the incantation is, the better the effect on the spell.
For me, I'd like to see economics include more realistic weight and volume aspects, along with player owned ships and caravans for moving bulk stuffs. That would also include warehouses. Player built warehouses in player built cities, protected by NPC city guards, warehouse NPC guards, locked doors, magical defenses, etc. Plus actual player owned crates with magical seals that get moved from one location to another in trade, with seals that apply ownership and can change hands through trade. This give deeper game play for economics, and a lot more game play for other players such as Ship Captains, Mages, and player run Trade Houses. Plus players as "law enforcement" in protecting a city's assets. Instead of "wide open PvP", a game can have PvP based on crime (this idea needs a lot of fleshing out but I think it's possible), as well as sanctioned wars... ...i.e. remove ganking because it sucks so bad. But allow crime AND have a justice system that works.
Well we can't make games that cater to every and each individual.
So all i ask is plausible realism in the way i would expect to be living in a world. But to mention one expectation has already been mentioned...an ECOSYSTEM should be in every single game,the same way housing should be in every single game.
Most every single one of these mmorpg's are NOT mmorpg's,they only pretend to be by having levels and linear quests of which BOTH ideas are NOT true ROLE playing ideas.Which leads me to quests,they should be RARE and EPIC and to each their own,they should not be some train on rails whereby every single person in the game rides the exact same path and options,that is NOT Role play gaming.
It is suppose to be YOUR game not a connect the dots bunch of computer code.When a dev comes along with a clue and does it properly,i will be very happy,i should send them a Christmas card filled with money.
Never forget 3 mile Island and never trust a government official or company spokesman.
Travel, discovery and sense of adventure. Worlds designed to function as a world would aND not a streamlined path to end game repeat.
It's a shame that games that could be awesome are stuck on glowy autorun path pushing us through treadmills of advancement just for the sake of advancement. An opportunity for social, economic and adventurous gameplay and we are stuck following the beaten path completing the same quest the person before you did.
I definitely don't consider plant diseases a feature! lol (snip)
Heh, ok, but that brings up another thing.
How about "setbacks"?
"Win" is so easy in MMORPGs that it really feels pretty much like a handout.
Although, I wouldn't exactly say that it's something that "fascinates me in RL", lol.
I personally strongly dislike setbacks, entropy, random failures, death penalties, and anything like that. I hate them in real life, so I don't want them in my virtual life that's supposed to be better than the terrible real world. I have no sense of direction and get lost too often already in both real life and games. I like MMOs that require strategy and time to be put in to earn rewards, that's all I really need to make it not feel like a handout. Bonus points for if the player actually gets to make meaningful dialogue choices as part of an interactive story.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I definitely don't consider plant diseases a feature! lol (snip)
Heh, ok, but that brings up another thing.
How about "setbacks"?
"Win" is so easy in MMORPGs that it really feels pretty much like a handout.
Although, I wouldn't exactly say that it's something that "fascinates me in RL", lol.
I personally strongly dislike setbacks, entropy, random failures, death penalties, and anything like that. I hate them in real life, so I don't want them in my virtual life that's supposed to be better than the terrible real world. I have no sense of direction and get lost too often already in both real life and games. I like MMOs that require strategy and time to be put in to earn rewards, that's all I really need to make it not feel like a handout. Bonus points for if the player actually gets to make meaningful dialogue choices as part of an interactive story.
Can't you get that better in a single player RPG?
It's a shame MMORPG have less multiplayer gaming than small scale games.
Accountability is something that needs to be deeply explored in MMORPGs.
It will help structure; economy, farming, player ran government, PVP, and many other features that are absolutely abused beyond recognition by players simply because they can.
"As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*"
I definitely don't consider plant diseases a feature! lol (snip)
Heh, ok, but that brings up another thing.
How about "setbacks"?
"Win" is so easy in MMORPGs that it really feels pretty much like a handout.
Although, I wouldn't exactly say that it's something that "fascinates me in RL", lol.
I personally strongly dislike setbacks, entropy, random failures, death penalties, and anything like that. I hate them in real life, so I don't want them in my virtual life that's supposed to be better than the terrible real world. I have no sense of direction and get lost too often already in both real life and games. I like MMOs that require strategy and time to be put in to earn rewards, that's all I really need to make it not feel like a handout. Bonus points for if the player actually gets to make meaningful dialogue choices as part of an interactive story.
Can't you get that better in a single player RPG?
It's a shame MMORPG have less multiplayer gaming than small scale games.
Interactive story is currently more common in singleplayer games, but that's a failure of MMO design, not a virtue of single-player games as a medium or genre.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I definitely don't consider plant diseases a feature! lol (snip)
Heh, ok, but that brings up another thing.
How about "setbacks"?
"Win" is so easy in MMORPGs that it really feels pretty much like a handout.
Although, I wouldn't exactly say that it's something that "fascinates me in RL", lol.
I personally strongly dislike setbacks, entropy, random failures, death penalties, and anything like that. I hate them in real life, so I don't want them in my virtual life that's supposed to be better than the terrible real world. I have no sense of direction and get lost too often already in both real life and games. I like MMOs that require strategy and time to be put in to earn rewards, that's all I really need to make it not feel like a handout. Bonus points for if the player actually gets to make meaningful dialogue choices as part of an interactive story.
Can't you get that better in a single player RPG?
It's a shame MMORPG have less multiplayer gaming than small scale games.
Interactive story is currently more common in singleplayer games, but that's a failure of MMO design, not a virtue of single-player games as a medium or genre.
It's like that for technical and logistical reasons. The more you work around those issues the more the game is single player like. It defeats the purpose of being an MMORPG.
I personally strongly dislike setbacks, entropy, random failures, death penalties, and anything like that. I hate them in real life, so I don't want them in my virtual life that's supposed to be better than the terrible real world. I have no sense of direction and get lost too often already in both real life and games. I like MMOs that require strategy and time to be put in to earn rewards, that's all I really need to make it not feel like a handout. Bonus points for if the player actually gets to make meaningful dialogue choices as part of an interactive story.
Can't you get that better in a single player RPG?
It's a shame MMORPG have less multiplayer gaming than small scale games.
Interactive story is currently more common in singleplayer games, but that's a failure of MMO design, not a virtue of single-player games as a medium or genre.
It's like that for technical and logistical reasons. The more you work around those issues the more the game is single player like. It defeats the purpose of being an MMORPG.
Different people have drastically different opinions about what the purpose of an MMO is. I personally am mainly a soloer; for me the main reason to choose an MMO over a single-player game is the chance to participate in a virtual world that feels alive for, and meaningful to, a community. That doesn't require playing directly with other community members; being able to see and talk to others within the game is probably a minimum requirement. Being able to see them playing nearby in parallel to yourself and able to trade with them also both contribute a lot to the feeling of being in a living world.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
I personally strongly dislike setbacks, entropy, random failures, death penalties, and anything like that. I hate them in real life, so I don't want them in my virtual life that's supposed to be better than the terrible real world. I have no sense of direction and get lost too often already in both real life and games. I like MMOs that require strategy and time to be put in to earn rewards, that's all I really need to make it not feel like a handout. Bonus points for if the player actually gets to make meaningful dialogue choices as part of an interactive story.
Can't you get that better in a single player RPG?
It's a shame MMORPG have less multiplayer gaming than small scale games.
Interactive story is currently more common in singleplayer games, but that's a failure of MMO design, not a virtue of single-player games as a medium or genre.
It's like that for technical and logistical reasons. The more you work around those issues the more the game is single player like. It defeats the purpose of being an MMORPG.
Different people have drastically different opinions about what the purpose of an MMO is. I personally am mainly a soloer; for me the main reason to choose an MMO over a single-player game is the chance to participate in a virtual world that feels alive for, and meaningful to, a community. That doesn't require playing directly with other community members; being able to see and talk to others within the game is probably a minimum requirement. Being able to see them playing nearby in parallel to yourself and able to trade with them also both contribute a lot to the feeling of being in a living world.
There are is a point of allowing player to play together and there is a price and technical tradeoff make an MMORPG.
Imagine a closed ecosystem with finite resources that just goes through virtual evolution.
That'd be awesome indeed, but in this world of "run and kill everything" playerbase, the game would die quickly.
Didn't UO try that back in 1997? Maybe not the evolution part, but started with a working ecosytem?
The gameplay would be drastically different - and not "run and kill everything" which is based on infinite respawn and infinite resources.
Closed ecosystem would be an entirely different gameplay, finite resources and entropy would mean your character would be physically exhausted after any strenuous fight, so it would be impossible for anyone to just go around and kill everything - and exhaustion would need rest, there's be wounds and disease to deal with, sore muscles would make you way less effective etc...
I think that's a very interesting concept. I think there's a lot of range in there that depends on the game itself on what's good and what's "too far".
I am extremely tired of the total lack of failure and it's consequences, and even the lack of a cost to your efforts. It's not only boring and lacks any challenge, but it removes a great deal of a player's personal story in their MMORPG experience.
Imagine a closed ecosystem with finite resources that just goes through virtual evolution.
That'd be awesome indeed, but in this world of "run and kill everything" playerbase, the game would die quickly.
Didn't UO try that back in 1997? Maybe not the evolution part, but started with a working ecosytem?
Uo wanted a working ecosystem, but it ended up with too small of a world for the numbers on each server. Players were overrunning the world and hacking and slashing it to bits. It was a great idea that fell victim to many challenges at the time. One challenge being that they didn't expect the massive numbers of gamers interested in the idea of an MMO world.
They thought it was an experiment that would draw a few hundred players, and it turned out to be at the beginnings of a technological boom that's led to the social media frenzy we see today. (Unbeknownst to them at the time.)
I don't play games to escape my life, I play them because of the ability to do things that are either impossible or prohibitively dangerous/expensive in real life. As such I actually do like some real life features in games. I realize a lot of people hate this, but I love locked first person. Games with locked first person just feel so much more immersive to me.
Comments
Artistic creation is actually relatively easy to manage so that it will not be a detriment to the game, though I am assuming a game where players are expected to be 18+ and there's no chat filtering or other censorship. In this case art can be controlled very easily by limiting it to players' private property and public gallery areas. Players who wish to avoid the possibility of obnoxious art can then easily avoid those locations.
I'd like to see players be able to setup shops and work their store.
I'd like to see player/GM run events that matter, like GM's spawning large groups of mobs outside a city and having the city send out an alarm as they are being attacked.
I'd like to see banks and investment opportunities not totally run by players.
I'm reading yours right now.
You are thinking "this guy probably thinks he is incredibly funny...ha ha ha."
VG
How about "setbacks"?
"Win" is so easy in MMORPGs that it really feels pretty much like a handout.
Although, I wouldn't exactly say that it's something that "fascinates me in RL", lol.
Once upon a time....
That would also include warehouses. Player built warehouses in player built cities, protected by NPC city guards, warehouse NPC guards, locked doors, magical defenses, etc. Plus actual player owned crates with magical seals that get moved from one location to another in trade, with seals that apply ownership and can change hands through trade.
This give deeper game play for economics, and a lot more game play for other players such as Ship Captains, Mages, and player run Trade Houses.
Plus players as "law enforcement" in protecting a city's assets. Instead of "wide open PvP", a game can have PvP based on crime (this idea needs a lot of fleshing out but I think it's possible), as well as sanctioned wars...
...i.e. remove ganking because it sucks so bad. But allow crime AND have a justice system that works.
Once upon a time....
Fuck... Yes... Just fuck yes. I want that
So all i ask is plausible realism in the way i would expect to be living in a world.
But to mention one expectation has already been mentioned...an ECOSYSTEM should be in every single game,the same way housing should be in every single game.
Most every single one of these mmorpg's are NOT mmorpg's,they only pretend to be by having levels and linear quests of which BOTH ideas are NOT true ROLE playing ideas.Which leads me to quests,they should be RARE and EPIC and to each their own,they should not be some train on rails whereby every single person in the game rides the exact same path and options,that is NOT Role play gaming.
It is suppose to be YOUR game not a connect the dots bunch of computer code.When a dev comes along with a clue and does it properly,i will be very happy,i should send them a Christmas card filled with money.
Never forget 3 mile Island and never trust a government official or company spokesman.
It's a shame that games that could be awesome are stuck on glowy autorun path pushing us through treadmills of advancement just for the sake of advancement. An opportunity for social, economic and adventurous gameplay and we are stuck following the beaten path completing the same quest the person before you did.
Didn't UO try that back in 1997? Maybe not the evolution part, but started with a working ecosytem?
VG
It's a shame MMORPG have less multiplayer gaming than small scale games.
It will help structure; economy, farming, player ran government, PVP, and many other features that are absolutely abused beyond recognition by players simply because they can.
¯\_(ツ)_/¯
It's like that for technical and logistical reasons. The more you work around those issues the more the game is single player like. It defeats the purpose of being an MMORPG.
I am extremely tired of the total lack of failure and it's consequences, and even the lack of a cost to your efforts. It's not only boring and lacks any challenge, but it removes a great deal of a player's personal story in their MMORPG experience.
Once upon a time....
It was a great idea that fell victim to many challenges at the time. One challenge being that they didn't expect the massive numbers of gamers interested in the idea of an MMO world.
They thought it was an experiment that would draw a few hundred players,
and it turned out to be at the beginnings of a technological boom that's led to the social media frenzy we see today. (Unbeknownst to them at the time.)
Once upon a time....