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What fascinates you in RL that you'd like in your MMO?

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  • nerovergilnerovergil Member UncommonPosts: 680
    community
  • AmarantharAmaranthar Member EpicPosts: 5,852
    goboygo said:
    There is no experiences I love in the real world that I would want replicated in a game.  The things I love I do, the things that I cant do in RL I do in games.

    I think this is a silly post.
    I think this is a silly reply, so we're even. =)

    There are all kinds of cool things in RL that are desirable in games.
    Art
    Architecture
    flora
    fauna
    exploring
    minerals
    ...etc.

    Most of it can be enhanced with sci-fi or fantasy additions, much of it can be used "realistically" to enhance the gaming experience.

    Most games are based on things people love to do in RL.
    Skateboarding games, for example, or racing.

    Silly person.

    Once upon a time....

  • MendelMendel Member LegendaryPosts: 5,609
    I have gained some respect for this community because, 4 pages in, no one has wanted a 'Real Housewives' feature added to an MMORPG.

    Logic, my dear, merely enables one to be wrong with great authority.

  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Mendel said:
    I have gained some respect for this community because, 4 pages in, no one has wanted a 'Real Housewives' feature added to an MMORPG.
    If it was a Real Housewives feature that allowed me to kill the housewife (or, if I was playing a female, kill my husband and take all his stuff) then sure :pleased:


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

  • DeasantDeasant Member UncommonPosts: 198
  • DeasantDeasant Member UncommonPosts: 198
    mmoguy43 said:
    Tinkering like with electronics or chemicals. Finding new and creative uses for things they weren't originally made for. Would love a "MacGyver" type playstyle.
    I always wanted to see mechanical stuff.
    I like medieval fantasy, so I'm thinking more along the lines of watermills and then adding more stuff like rack and pinion mechanics ....
    httpstse2mmbingnetthidOIPMce1c30de651159515aa701175be5aa01o0pid151P0w266h200

    to build up a system that players can use to power movement of things like heavy stone sliding doors.
    Powered by weight (water) or air (wind). Maybe add in elephant/bull/Troll power systems.

    But that system in a MMORPG would be more likely based on "send" codes rather than real physics. Like opening a door, basically pushing a code button and it sends the movement to the target.

    With that, you can change the "buttons" and the targets to shift the same system to electronic and chemicals (especially the bubbling/explosive types) for Sci-Fi or Steampunk games.
    Imagine Steampunk with that! (Maybe it's already been done to some degree?)


    httpstse2mmbingnetthidOIPM5dba9cc2fa7affc1a454c639d7c1b13fo0pid151P0w300h300

    The game would basically be stacking "send" codes according to the player's constructions to cause things to go 'round and move things. Think of the possibilities.




    Skysaga introduced the early building block features of this with Lumostones in Alpha 9, check it out. So far I know there are physical switches, AND and NOT gates (possibly other logic gates, haven't tinkered yet, just started playing). They can be wired to gates and other devices. All of this will be greatly expanded upon. They also are getting inspiration on development by watching how people use the items they put in game, whether that's within the intentional design intent or completely outside of it. Going to be fun to watch and play as it develops.

    There's also an EA game on Steam I wishlisted, Scrap Mechanic, with great potential in this area. But I fear for it's ability to ever go mainstream as an mmo due to it being more of just a creative sandbox type. But if you're of the minecraft mindest you'd probably really enjoy it. Whereas Skysaga is trying to add an equivalent PvE style side to things (and I've also read of PvP FWIW).
  • mmoguy43mmoguy43 Member UncommonPosts: 2,770
    ^
    Games aren't just conjured out of nothing. Real life has a lot of influence on what is put into the game design. Art imitates life, and in some cases art imitates life and then life imitates art  (real prosthetics influenced DXHR and then real prosthetics were made from the game) Although, influencing is one thing and directly taking a chunk of how something is and works in real life and then dropping it into a game is something else. 
  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    edited September 2016
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    What does this even mean in MMO?  Or is this just "Social Justice" buzzwords at work?

    VG

  • AmarantharAmaranthar Member EpicPosts: 5,852
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    What does this even mean in MMO?  Or is this just "Social Justice" buzzwords at work?
    It's self explanatory.

    I actually thought WoW did a fine job with it. But I didn't play the game to it's fullness like many, so I may be missing something. Each race had their own feel, from what I could see, and the player could get that immersion if they didn't ignore it like many power-gamers usually do.

    In UO a largish group of Roleplayers designed their own Orc nation(s), complete with their own language. Some Roleplayers also did cultures based on Spiders, Mondain (the lore's historic bad guy), and a few other things. The intent to build different cultures was pretty successful even though UO actually has one race, humans, by design.

    Once upon a time....

  • DeasantDeasant Member UncommonPosts: 198
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    What does this even mean in MMO?  Or is this just "Social Justice" buzzwords at work?
    It's self explanatory.

    I actually thought WoW did a fine job with it. But I didn't play the game to it's fullness like many, so I may be missing something. Each race had their own feel, from what I could see, and the player could get that immersion if they didn't ignore it like many power-gamers usually do.

    In UO a largish group of Roleplayers designed their own Orc nation(s), complete with their own language. Some Roleplayers also did cultures based on Spiders, Mondain (the lore's historic bad guy), and a few other things. The intent to build different cultures was pretty successful even though UO actually has one race, humans, by design.
    So it seems as though the example you gave had zero diversity. Good job.
  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    What does this even mean in MMO?  Or is this just "Social Justice" buzzwords at work?
    It's self explanatory.
    Not really.  This NOT Earth.  These are NOT beings we know.  Why must people carry their political correctness phobia's into gaming?  Are some players so bored, they seek pixels to take up a banner for now?

    VG

  • AmatheAmathe Member LegendaryPosts: 7,630
    Boobies. That's what I want from real life to see more of in the game. Many games meet this need. But some games totally, shall we say, fall flat. *looking at you EQ2*

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Amathe said:
    Boobies. That's what I want from real life to see more of in the game. Many games meet this need. But some games totally, shall we say, fall flat. *looking at you EQ2*

    bring back boob sliders in character creation?  Full range too starting at C cup and going to FFF.  j/k haha
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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    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?"




  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    I have been staying away from this thread only becuase there is a TON of things in RL that i would like to see in a game and it would be exhausting to list them all. That said lately the one I have been 'thinking' on is refineries...like real ones, complex and all. I want to build one in a game, all with pipes, proper pressure all of it.

    clearly not to the detail that would require me to be a real engineer with multiple displines but enough to not be a joke either.

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • AmarantharAmaranthar Member EpicPosts: 5,852
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    What does this even mean in MMO?  Or is this just "Social Justice" buzzwords at work?
    It's self explanatory.
    Not really.  This NOT Earth.  These are NOT beings we know.  Why must people carry their political correctness phobia's into gaming?  Are some players so bored, they seek pixels to take up a banner for now?
    Wtf? Leave your own phobias behind. I can't even follow this reasoning without assuming that you are knee jerking this to crazy heights.

    Once upon a time....

  • AeolynAeolyn Member UncommonPosts: 350
    H0urg1ass said:
    The ability to create art within the game.
    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.
    Healing diseased plants or animals is a great way to produce rare mutants.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    Aeolyn said:
    H0urg1ass said:
    The ability to create art within the game.
    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.
    Healing diseased plants or animals is a great way to produce rare mutants.
    That's a pretty good idea. =)

    Once upon a time....

  • anemoanemo Member RarePosts: 1,903
    Aeolyn said:
    H0urg1ass said:
    The ability to create art within the game.
    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.
    Healing diseased plants or animals is a great way to produce rare mutants.
    some strains of sweet corn originally came from diseased mutants, though admitably it was us giving the parents radiation sickness, and sufficently bored scientists deciding to try and eat some of the child plants cobs(original study was actually to study the effects of mutation on future children rather than trying to make a new staple).

    Practice doesn't make perfect, practice makes permanent.

    "At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."

  • CaptainSoapCaptainSoap Member UncommonPosts: 142
    Lots and lots of awesome sex.
  • DullahanDullahan Member EpicPosts: 4,536
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    Sorry you missed EQ and Vanguard. Probably most diverse racial characteristics and lore of any MMOs made.


  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    LynxJSA said:
    Cultural diversity. Haven't seen that in an MMO since UO. 
    What does this even mean in MMO?  Or is this just "Social Justice" buzzwords at work?
    It's self explanatory.
    Not really.  This NOT Earth.  These are NOT beings we know.  Why must people carry their political correctness phobia's into gaming?  Are some players so bored, they seek pixels to take up a banner for now?
    Wtf? Leave your own phobias behind. I can't even follow this reasoning without assuming that you are knee jerking this to crazy heights.
    Ya know...  You may be correct.  I think I misread what LynxJSA meant.  If they meant races/cultures being significantly different in MMOs, then I am all for that.  Sorry for jumping the gun, there.

    VG

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