Shadowrun, so close to the P&P game as possible. No levels, no tanking and player run corps.
If I couldn't get the license I would make a musketeer MMO. We have too many fantasy MMOs, at least high fantasy. I guess a low, fantasy could work as well.
Are we talking the real Shadowrun, the Sega version?
Or are we talking the crappy Shadowrun, the SNES version?
Or are we talking the horrible not-related version, the FPS one?
If you're talking the real Sega Shadowrun, I am onboard. IDGAF how bad it is, if it's remotely close to that version I will pay money to MF play that SOB.
Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC) Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
- Extremely high focus on not having features and mechanics that breaks immersion, all decisions should be valued against possible immersion-breaking. - Evolving dynamic world (both manually and programmed/AI) - GM staff full time tweaking and creating events in said world, that is both unique GM events as well as more standardized scripted events. GM is not the person who shows up when you petition, they are silent and invisible gods (though they can still roleplay npc or monsters in the world). - Events/quests are unique-ish or time/resource/etc length, and following the demands of the dynamic world - Factions! .. what you do in this world matters and has consequences, though faction standings are never permanent but with varying difficulty to regain. - Highly skill based combat with coop elements and roles - Combat that has other ways of dealing with tank, heal, debuff, cc, dps roles by atively taking advantage of environment and player skill uses.. like tanking is not as much a matter of soaking up damage but more protecting the lesser armored group members by path-blocking, shielding, pushing, interrupting and taking advantage of environment, while other group members adapt by positioning themselves accordingly and generally support each other with their arsenal of skills. - A combat session should ideally last at least a minute, so the full potential of tactical choice and good decisions can come into play. - Class less but not role less, skill progression system - restrictions will apply, race matters - Level scaling or horizontal progression are forbidden in all its forms. - Story driven and narrative are out, player should choose their adventures and their experiences will be unique and based on their choices. - Any pvp will be consensual and tied to events in the world, sort of like how EqNext described it. - Each server will (because the world is dynamic) evolve individually with their own unique history written by the players actions (mostly). - There will absolutely be NO gear for currency and venders of such, gear is dropped in the world or crafted from drops and collected parts. - RNGesus will rule supreme, at any time a players should be able to feel the joy of finding something rare, this is so very very very important in a mmorpg.. very. If you feel you are entitled to getting handed and rewarded exactly the same as your next player, go play another game and be bored. - Variety in stats on same gear (Diablo2 style). - Power is earned, skill is practiced, wisdom is knowledge.. feeling of accomplishment is only real if you put in effort, if you want instant gratification go play something else. - Crafting will be skill based (think eq2 crafting) and can fail and produce goods of varying quality, affecting the stats on the final product (like it was before eq2 crafting was messed up). - Players will be given tools and reasons to "hire" each others services, crafting services, protection services, gathering services, assisting in production, assisting in achieving dynamic world goals - Shop with in-game items or currencies should be avoided at all cost or at least be so removed from actual gameplay that it does not break immersion, aka no in-game shop/currencies or references to it in the game client. Ideally the cost of game development should be covered by its box price. - Player made content should be added to the game, by choice of quality-council and player voting, I am thinking about assets and maybe particularly good lore or other unforeseen player inspired ways to play the game or anything really. - High fantasy settings, just because such a game is really best suited that.
Shadowrun, so close to the P&P game as possible. No levels, no tanking and player run corps.
If I couldn't get the license I would make a musketeer MMO. We have too many fantasy MMOs, at least high fantasy. I guess a low, fantasy could work as well.
Are we talking the real Shadowrun, the Sega version?
Or are we talking the crappy Shadowrun, the SNES version?
Or are we talking the horrible not-related version, the FPS one?
If you're talking the real Sega Shadowrun, I am onboard. IDGAF how bad it is, if it's remotely close to that version I will pay money to MF play that SOB.
None of them, the original pen and paper roleplaying game. And don't mention that FPS thing again, it makes me want to cry.
The P&P game would make a good conversion with mechanics different from what people are used to, more or less all MMOs are based on an old D&D conversion back in the days and P&P games have moved forward a lot since.
It would Ultima Online : Renaissance but look like RIFT with changes to some skills and crafting. I would add dungeons like in WoW and battlegrounds. I would eliminate some skills and add others.
Shadowrun, so close to the P&P game as possible. No levels, no tanking and player run corps.
If I couldn't get the license I would make a musketeer MMO. We have too many fantasy MMOs, at least high fantasy. I guess a low, fantasy could work as well.
Are we talking the real Shadowrun, the Sega version?
Or are we talking the crappy Shadowrun, the SNES version?
Or are we talking the horrible not-related version, the FPS one?
If you're talking the real Sega Shadowrun, I am onboard. IDGAF how bad it is, if it's remotely close to that version I will pay money to MF play that SOB.
I own every Shadowrun edition and sourcebook going back to the first edition. I've GM'd thousands of sessions, and played thousands more.
The problem with Shadowrun as an MMORPG is that it's a phase based game. You have the "meet" phase where the runners meet their Johnson to get their mission. Then there's the research phase where runners talk to their contacts and find out everything they can about the run. Then there's the planning and execution phases where the runners plan how to carry out the run. Then there's the cleanup phase where they get paid.
The problem is that in order to stay faithful to the RPG, some of those phases are nearly impossible to carry out, and the runs will also become extremely routine over time. Who wants to talk to their contacts after the 100th time they've infiltrated the arcology for the wiz new bioware data?
It's a fantastic RPG, and my number 2 all time favorite, but translating it into MMO standards is extremely difficult IMO. It's not a game about mowing through hundreds of bad guys like D&D is. In fact, if you start shooting during a run, then you've fucked up somewhere as the best runners are ghosts.
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?"
Shadowrun, so close to the P&P game as possible. No levels, no tanking and player run corps.
If I couldn't get the license I would make a musketeer MMO. We have too many fantasy MMOs, at least high fantasy. I guess a low, fantasy could work as well.
Are we talking the real Shadowrun, the Sega version?
Or are we talking the crappy Shadowrun, the SNES version?
Or are we talking the horrible not-related version, the FPS one?
If you're talking the real Sega Shadowrun, I am onboard. IDGAF how bad it is, if it's remotely close to that version I will pay money to MF play that SOB.
None of them, the original pen and paper roleplaying game. And don't mention that FPS thing again, it makes me want to cry.
The P&P game would make a good conversion with mechanics different from what people are used to, more or less all MMOs are based on an old D&D conversion back in the days and P&P games have moved forward a lot since.
I've only ever played AD&D and Robotech on pen and paper. I didn't even know for a long time that there was a Shadowrun on pen and paper until I was in a comic store one day as a teenager, and even then I apparently forgot about it! The sega version completely grabbed my imagination, I had never conceived something of that genre or world before, aside from the Keanu Reeves movie.
If someone could do it right, it would make an amazing online interactive experience.
Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC) Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
I would invest in trying to redo elements in FFXI if SE took my money. For some reason, I can't find anything that gives me all the elements it used to. Or at least give them money to open a legacy server capped at 75 (yeah I know there's private servers, but I'd like something official).
Cross between Kingdom of Drakkar and Legends of Kesmai.
Cross play PC , Android , Mac , IOS and Consoles.
Detailed HD Art. Detailed paper doll information ( weapons , armor , cloak , particles effects where applicable etc ) Limited animations. Certain spells mostly. Character building and skills matter. Immersive sounds and atmosphere. Perks for grouping. Few but meaningful quests. Much of the gear is made from enemies ( crocodile skin , dragon scales , furs etc ) Formidable Lair encounters with great rewards. AA system to continue character growth. Etc.
-FPS combat without instakills; head and heart shots or repeated shots elsewhere temporarily paralyze you but can kill you from bloodloss if you are not bandaged by a player medic
-Completely open world PvP sandbox with construction, herding, farming, etc
-Limited number of NPC settlements with gun checks and guards, but mostly player settlements
-Aging system where for every hour spent in game, a new attribute point is gained, which can be spent on attributes like strength (melee damage), dexterity (reload speed), constitution (disease resistance), etc, and your avatar looks a year older
-XP is gained on weaponry and mounts with use
-Everything is player crafted, with quality/stats dependent on the crafter's performance in the associated crafting minigame and choice of attributes
-Dynamic AI for wildlife based on season, time of day and weather (bison migrate south in the winter, for example)
-Hidden karma system for players that attack others unprovoked (with even more karma from attacking people who are running away, unarmed or surrendering), which causes bullets to stray from their path, disease/infection more likely to kill, reduced quality of crafted items, etc
Then again, if I had enough money to acquire the Fallout IP, I would definitely make Fallout Online.
Say you acquired a very large sum of money. Say you also found a competent team of devs eager to show off their skills. What game would you have them make? List the aspects you would require if you could put an mmo out to the world.
Myself: * Medieval / Pioneer Setting * A Simulation Game much like the EA sims series but for online multiplayer * A pet system with breeding * Cash shop free to play or maybe box to pay but definitely NOT a subscription * Voice system where character's mouth movements mimicked the mic chat. * Virtual Reality flip switch in housing, small rooms only. * Small treasure spots with VR flip switch - like find a cellar door and explore a tiny dungeon and when zoning it opts to VR.
most lotteries you can win would still not net you enough to do a big ambitious mmorpg like any excited kid with a go all out ticket would, like the ones in this thread
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?"
Spending a ton of money on an MMORPG without having a background to have a decent shot at pulling it off is how lottery winners go bankrupt. Well that and because lottery winners are chosen from lottery players, a self-selecting group of people who can't manage money well.
If you win the lottery, don't try to be a venture capitalist. Pick safe investments and get used to telling people "no" or else the money will be gone and you'll be bankrupt before you know it.
If you do win the lottery and you're really set on making an MMORPG, don't throw money at it until you've spent some time in the industry to have some idea of what can work and what is doomed to fail. Otherwise you'll probably throw your money at something with no real chance of success. That time spent in the industry will probably change your views of what you'd make from what you post on a thread like this.
None, because it would be a horrible return for all the effort put in.
This is an exercise in creativity, not economics.
If your economics aren't creative, find another accountant.
They call economics the "dismal science" because it's largely about telling people that their crazy plans won't work. Hypothetical crazy plans that you'll never act on are harmless, but actually winning the lottery would ruin your life.
A tactical pet capturing/breeding/combat game. Combat would be similar to that of Dofus and Disgaea, while the non-combat gameplay would be like A Tale In The Desert or Wurm, including player-constructed housing and crop growing, except with NPCs, NPC factions and towns, and quests. There would not be any raids, realm v. realm, or other large-scale combat; the limit on number of players in the same battle would probably be 6, so the pvp could be 1v1, 1v1v1+, 2v2, and 3v3. Each player would control a small army of pets (probably up to 6). Individual pets would be more customizable than pokemon or digimon. There would probably not be an evolution system, aside from the necessity of raising pets to adulthood before they can be bred.
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.
None, spending my money to please the mmorpg crowd would be futile.
But what I will do is promise you the world, take your money, and then proceed to sell you more stuff while the game is delayed year after year. Did I mention the sales for stuff......8)....$$$$$$$
None, because it would be a horrible return for all the effort put in.
This is an exercise in creativity, not economics.
If your economics aren't creative, find another accountant.
They call economics the "dismal science" because it's largely about telling people that their crazy plans won't work. Hypothetical crazy plans that you'll never act on are harmless, but actually winning the lottery would ruin your life.
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?"
Comments
Are we talking the real Shadowrun, the Sega version?
Or are we talking the crappy Shadowrun, the SNES version?
Or are we talking the horrible not-related version, the FPS one?
If you're talking the real Sega Shadowrun, I am onboard. IDGAF how bad it is, if it's remotely close to that version I will pay money to MF play that SOB.
Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC)
Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
- Extremely high focus on not having features and mechanics that breaks immersion, all decisions should be valued against possible immersion-breaking.
- Evolving dynamic world (both manually and programmed/AI)
- GM staff full time tweaking and creating events in said world, that is both unique GM events as well as more standardized scripted events. GM is not the person who shows up when you petition, they are silent and invisible gods (though they can still roleplay npc or monsters in the world).
- Events/quests are unique-ish or time/resource/etc length, and following the demands of the dynamic world
- Factions! .. what you do in this world matters and has consequences, though faction standings are never permanent but with varying difficulty to regain.
- Highly skill based combat with coop elements and roles
- Combat that has other ways of dealing with tank, heal, debuff, cc, dps roles by atively taking advantage of environment and player skill uses.. like tanking is not as much a matter of soaking up damage but more protecting the lesser armored group members by path-blocking, shielding, pushing, interrupting and taking advantage of environment, while other group members adapt by positioning themselves accordingly and generally support each other with their arsenal of skills.
- A combat session should ideally last at least a minute, so the full potential of tactical choice and good decisions can come into play.
- Class less but not role less, skill progression system - restrictions will apply, race matters
- Level scaling or horizontal progression are forbidden in all its forms.
- Story driven and narrative are out, player should choose their adventures and their experiences will be unique and based on their choices.
- Any pvp will be consensual and tied to events in the world, sort of like how EqNext described it.
- Each server will (because the world is dynamic) evolve individually with their own unique history written by the players actions (mostly).
- There will absolutely be NO gear for currency and venders of such, gear is dropped in the world or crafted from drops and collected parts.
- RNGesus will rule supreme, at any time a players should be able to feel the joy of finding something rare, this is so very very very important in a mmorpg.. very. If you feel you are entitled to getting handed and rewarded exactly the same as your next player, go play another game and be bored.
- Variety in stats on same gear (Diablo2 style).
- Power is earned, skill is practiced, wisdom is knowledge.. feeling of accomplishment is only real if you put in effort, if you want instant gratification go play something else.
- Crafting will be skill based (think eq2 crafting) and can fail and produce goods of varying quality, affecting the stats on the final product (like it was before eq2 crafting was messed up).
- Players will be given tools and reasons to "hire" each others services, crafting services, protection services, gathering services, assisting in production, assisting in achieving dynamic world goals
- Shop with in-game items or currencies should be avoided at all cost or at least be so removed from actual gameplay that it does not break immersion, aka no in-game shop/currencies or references to it in the game client. Ideally the cost of game development should be covered by its box price.
- Player made content should be added to the game, by choice of quality-council and player voting, I am thinking about assets and maybe particularly good lore or other unforeseen player inspired ways to play the game or anything really.
- High fantasy settings, just because such a game is really best suited that.
AND THEN ONCE THAT PART IS DONE ........
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
The P&P game would make a good conversion with mechanics different from what people are used to, more or less all MMOs are based on an old D&D conversion back in the days and P&P games have moved forward a lot since.
The problem with Shadowrun as an MMORPG is that it's a phase based game. You have the "meet" phase where the runners meet their Johnson to get their mission. Then there's the research phase where runners talk to their contacts and find out everything they can about the run. Then there's the planning and execution phases where the runners plan how to carry out the run. Then there's the cleanup phase where they get paid.
The problem is that in order to stay faithful to the RPG, some of those phases are nearly impossible to carry out, and the runs will also become extremely routine over time. Who wants to talk to their contacts after the 100th time they've infiltrated the arcology for the wiz new bioware data?
It's a fantastic RPG, and my number 2 all time favorite, but translating it into MMO standards is extremely difficult IMO. It's not a game about mowing through hundreds of bad guys like D&D is. In fact, if you start shooting during a run, then you've fucked up somewhere as the best runners are ghosts.
Logic, my dear, merely enables one to be wrong with great authority.
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?"
I've only ever played AD&D and Robotech on pen and paper. I didn't even know for a long time that there was a Shadowrun on pen and paper until I was in a comic store one day as a teenager, and even then I apparently forgot about it! The sega version completely grabbed my imagination, I had never conceived something of that genre or world before, aside from the Keanu Reeves movie.
If someone could do it right, it would make an amazing online interactive experience.
Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC)
Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
explore, settle land, protect farm, create settlements, build the railroad, find gold, find oil, etc.
basically the show Hell On Wheels as an MMO sandbox
NOT I repeat NOT 'Red Dead'
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
This isn't a signature, you just think it is.
Cross play PC , Android , Mac , IOS and Consoles.
Detailed HD Art.
Detailed paper doll information ( weapons , armor , cloak , particles effects where applicable etc )
Limited animations. Certain spells mostly.
Character building and skills matter.
Immersive sounds and atmosphere.
Perks for grouping.
Few but meaningful quests.
Much of the gear is made from enemies ( crocodile skin , dragon scales , furs etc )
Formidable Lair encounters with great rewards.
AA system to continue character growth.
Etc.
-Leveless, classless, questless
-FPS combat without instakills; head and heart shots or repeated shots elsewhere temporarily paralyze you but can kill you from bloodloss if you are not bandaged by a player medic
-Completely open world PvP sandbox with construction, herding, farming, etc
-Limited number of NPC settlements with gun checks and guards, but mostly player settlements
-Aging system where for every hour spent in game, a new attribute point is gained, which can be spent on attributes like strength (melee damage), dexterity (reload speed), constitution (disease resistance), etc, and your avatar looks a year older
-XP is gained on weaponry and mounts with use
-Everything is player crafted, with quality/stats dependent on the crafter's performance in the associated crafting minigame and choice of attributes
-Dynamic AI for wildlife based on season, time of day and weather (bison migrate south in the winter, for example)
-Hidden karma system for players that attack others unprovoked (with even more karma from attacking people who are running away, unarmed or surrendering), which causes bullets to stray from their path, disease/infection more likely to kill, reduced quality of crafted items, etc
Then again, if I had enough money to acquire the Fallout IP, I would definitely make Fallout Online.
Buzz Killington
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?"
거북이는 목을 내밀 때 안 움직입니다
If you win the lottery, don't try to be a venture capitalist. Pick safe investments and get used to telling people "no" or else the money will be gone and you'll be bankrupt before you know it.
If you do win the lottery and you're really set on making an MMORPG, don't throw money at it until you've spent some time in the industry to have some idea of what can work and what is doomed to fail. Otherwise you'll probably throw your money at something with no real chance of success. That time spent in the industry will probably change your views of what you'd make from what you post on a thread like this.
But what I will do is promise you the world, take your money, and then proceed to sell you more stuff while the game is delayed year after year. Did I mention the sales for stuff......8)....$$$$$$$
What if you have quickbooks?
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?"