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.
Or else hire time with industry professionals and learn the business.
It's important to note, not all "gamerz" are "loserz" who live in their parent's basements. We have degrees/advanced degrees, have started businesses, have successful careers, learned what was needed to to be successful in many ventures outside of our chosen careers.
I do agree spending time in the industry would be eye opening and informative.
IN any case this thread is really more about "cloud talking".
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I would make a 2D PVE MMO that looks similar to Don't Starve but has 50+ different classes that include the classics like Knight etc but also include ones like Mobster w/ tommy gun and a Chef that throws kitchen knives and attacks with pots and pans. The main thing in this game will be that everything is swappable so after you've leveled one class and got all the abilities, costume items/sets, emotes +extras they can put on another class. Some abilities, costume items/sets, emotes + extras will also only be random drops from mobs.
There would be open worlds where you'd see other players including a few main cities that serve different progression purposes but also specific themed instanced zones which is where you'd go to do all your farming, xp gain, etc. The themes would be everything from Wild West to Prohibition times, Steam Punk City and all the zones will add certain types or loot to the game but will not be locked into those areas so you can farm any zone you feel like and not get burnt out on looking at the same thing.
Character advancement and mob difficulty will be separated into 3 different levels(1,2,3 stars) that allow you to fight and defeat specific mobs in every zone. If you are at 3+ which is meant to be an advanced character system for a class you really enjoy playing that allows you to get perks for a specific class both visual(special costume) and skill wise(special abilities).
Pay model will be BTP W/cash shop visuals like costumes, weapons, pets, mounts and also DLC for stuff like housing and content created after the base game is completed.
A Sci-Fi setting with Guild Wars mechanics(+ jumping) in an open world. Same cross-class system GW used with only 8-10 skills on a bar. Level capped at 30 and Horizontal Progression. PvE rankings based on exploration and PvP based on Arenas/HoH/GvG with "seasons" every 6-12 months ending in a World Tournament. Would crown new Champs in Team(4v4 and 8v8) and in GvG.
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.
Well Debbie Downer, that was fun. Anyone else wanna shit all over this hypothetical parade?
Also, no one knows what's going to work... ever. Investing is always a crapshoot. Even "safe" investing is a crapshoot. I have a boss who had a ton of stock in VW and owned a TDi and always talked about how great VW was and how they were helping the environment. Well that turned out great for him.
If you look at WildStar, it had almost 100% of the ingredients that a safe person would bet on in making an MMORPG, and yet it failed miserably. Then look at Angry Birds. I can't think of a single safe minded investor who would have looked at that before it went to market and said "Yes, let me buy up a bunch of your stock, that's gonna blow up and be on the side of Formula 1 cars in a few months!".
Sandbox game with lots of PvPer, but no way to enter into combat with other players. (Server firsts, market manipulation, influencing NPCs for goals, manipulating how NPCs see other players, player elections, controlling which taxes affect which players, banning some players from selling 'guilded items' in some regions, and similar).
Everything else would be based on how the above is achieved.
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."
Depends on if the goal was to make profit or just a game that I know I would enjoy and edit at my whims. The former I wouldn't attempt. The latter would be a labor of love with money I wouldn't know what to do with and with no intention on making any returns (or catering to the whims of others that go against that vision).
I'd likely try to make several games within the same game. Most would be B2P / F2P save for one specific type, which will be P2P.
Fantasy Medieval World with unique systems suited for it Fantasy Caveman World with unique systems suited for it Fantasy Ancient worlds (maybe different ages) with unique systems suited for it. Fantasy Reniassance world with unique systems suited for it Fantasy Modern World with unique systems suited for it Fantasy Sci-Fi Futuristic Worlds & Galaxies with a Galactic Organization. Similar to Star Ocean. With the ability to fly to every planet in the game, but with strict laws about introducing technology to underdeveloped planets and the like. Systems in place that transform items and equipment (using technology) into things that make sense for whatever era the world is designated to be in. Etc.
The worlds that aren't Futuristic / Sci fi could be played in for free / b2p by players whom will populate them and go through / shape theirs tories and interact with important NPCs (or GMs that role play important NPCs like Kings and the like -- basically actors). They will have their own systems (the worlds), combat mechanics, guilds, gathering, crafting, etc. Basically each world is a MMO in their own right. With F2P / B2P players unable to have their native born character leave their homeworld. They're denizens of that world and subject to its laws. Though those who are with the Galactic Federation are free to travel to any world, provided they abide by the (in many cases, game system enforced) laws.
In addition, the worlds and Galactic story / game will all be tied together in various ways. Some worlds perhaps having specific resources. Being vacation points. Etc. Everything will have meaning in the Galactic "End Game" (which will be the game itself, and the P2P version) and be tied together. As well as participating in the other "MMOs". Native citizens of under developed worlds could become bakers and blacksmiths and such, for all intents and purposes practically viewed as NPCs by the Galactic players whom buy from them. But played by actual players. They may be a bit weaker if their world is under developed, or have special features or be extra strong if they live in harsh territories. Though galactic policies are in place to avoid direct conflict with natives (at least using any sort of technology that would give them an edge).
Basically a main game that is P2P and F2P / B2P ones that just provide lore / story / player support if they don't want to pay. With the main game having an incredible amount of systems including space travel, ship building, space fights, traveling to dozens of planets, mining asteroids, visiting galactics space stations and developed worlds and the like. Or just enjoying some premium benefits of being a Galactic Officer or citizen in an underdeveloped world.
The sheer scope of it is kind of mind boggling. Pretty much just think of a dozen or more full-fledged MMOs and MMO worlds in one setting (With very few if any half-assed; they're gigantic worlds -- or continents on worlds -- with their own story, history, lore, characters, systems and so on and so forth). Then tied together by a bigger MMO in a futuristic setting that contains all of them (while having just as much if not more content than all of them together, but in its own galactic setting) and tie them together.
In essence, it will probably never get done and there would likely not be enough money even if several lotteries were won. Talk about blowing through a billion in a year or two of development just by itself. That's not even talking expansions for the main game and patches for the worlds (which are still content for P2P players as well).
Due to frequent travel in my youth, English isn't something I consider my primary language (and thus I obtained quirky ways of writing). German and French were always easier for me despite my family being U.S. citizens for over a century. Spanish I learned as a requirement in school, Japanese and Korean I acquired for my youthful desire of anime and gaming (and also work now). I only debate in English to help me work with it (and limit things). In addition, I'm not smart enough to remain fluent in everything and typically need exposure to get in the groove of things again if I haven't heard it in a while. If you understand Mandarin, I know a little, but it has actually been a challenge and could use some help.
Also, I thoroughly enjoy debates and have accounts on over a dozen sites for this. If you wish to engage in such, please put effort in a post and provide sources -- I will then do the same with what I already wrote (if I didn't) as well as with my responses to your own. Expanding my information on a subject makes my stance either change or strengthen the next time I speak of it or write a thesis. Allow me to thank you sincerely for your time.
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.
Well Debbie Downer, that was fun. Anyone else wanna shit all over this hypothetical parade?
Also, no one knows what's going to work... ever. Investing is always a crapshoot. Even "safe" investing is a crapshoot. I have a boss who had a ton of stock in VW and owned a TDi and always talked about how great VW was and how they were helping the environment. Well that turned out great for him.
If you look at WildStar, it had almost 100% of the ingredients that a safe person would bet on in making an MMORPG, and yet it failed miserably. Then look at Angry Birds. I can't think of a single safe minded investor who would have looked at that before it went to market and said "Yes, let me buy up a bunch of your stock, that's gonna blow up and be on the side of Formula 1 cars in a few months!".
It's not so much about "these mechanics will be popular", as plenty of gamers have a good idea of what they like and a decent enough idea of what a lot of others like. Rather, it's about "these mechanics are practical to implement." There was a decent enough explanation of the problem on xkcd:
It takes a fair bit of experience to have a good idea of what you can add for $10 thousand versus what would cost $10 million. If you pick features purely on the basis of what would be cool without any idea of what it would cost, you're going to end up demanding the impossible and if you get a working game at all, it's going to be nothing like what you hoped for.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Similar mechanics to Mount & Blade with updated graphics/art design.
I would keep base classes (warrior, mage, rogue, priest) but allow for skill point allocation within and across occupational specialty. No levels.
Warriors could pursue either Knighthood in established knightly orders or as a mercenary in player run mercenary companies. Pinnacle of both paths would include either becoming a lord or a captain of your own mercenary company. Both paths would involve NPC followers to fill out your army. Skills (sword, axe, spear, shield, armors) would have to be practiced to be learned and mastered. Weapons would have a base damage modifier that could be tweaked with enchantment or quality of materials used while crafting. Damage would increase proportionate to the players skill in that particular discipline.
Mages could engage in scholarly pursuits in an established university or as an apprentice with a local hedge wizard. Different schools of magic to study. Master one or study them all. Different skill lines open and made available depending on skill choices made by the player. Spells would have to be researched based on found grimoires or parchments/scrolls. Some spells could be combined to create more powerful versions/combinations.
Customization on par with City of Heroes. Costume/armor pieces would be either crafted or unlocked via quests/loot mechanics. Crafting would incorporate occupations: Blacksmith, Leatherworker, Carpenter, Scribe, Enchanter, etc.
PvP would be between factions vying for control of the kingdom. Factions would be Noble Houses scattered about the kingdom. Maybe even a mini-game for guilds to play the houses off one another. Players would choose their faction/loyalties after achieving say... level 10. PvP zones would lie between opposing territories.
PvE would include quests throughout the kingdom; rescue the damsel, destroy the bandit camp, hunt down traitorous scum, escort vital supplies, protect a villiage from monstrous raids, seek out rare spell components, explore mysterious ruins, etc.
Dungeon delves like the good ol' days.
World bosses (Dragons, Giants, Powerful Necromancers, etc.)
Combat would be based on skill level, not twitch based.
No freakin' glowing exclamation marks floating above quest givers heads. You would actually have to talk to NPCs to find out what was going on in the local area.
Built in voice comms like DDO.
(My son speaking to his Japanese Grandmother) " Sorry Obaba, I don't speak Japanese, I only speak human."
FFXI-2...basically much of what made it great with some modern touches but keeping that old school group focus. This was kind of what XIV 1.23 was turning into but they scrapped everything to make something generic.
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 would make a smoother and cleaner SWG clone, keeping the sci-fi genre of course cause I don't care for fantasy. I want to make an mmo that I actually like than bother with trying to please the majority of the mmo playerbase.
The acronym MMORPG use to mean Massive Multiplayer Online Role-Playing Game.
But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
Well I know it's not possible but since this is a what if type question....
I would like to make a mmo that was a little like Elite dangerous where you could travel around in space and do the whole sci fi thing space combat etc BUT I would like to have an interesting twist.
While many worlds would be plain procedurally generated just like in Elite I would like to have some system that had worlds that were actually all different mmos themselves.
For example you go to system xxx and land on one planet which would actually be Tera, some other system would have a planet which would have a planet which be DDO another Lotro etc etc.
In each case once landed on the world You would have to use that worlds "gaming system" etc.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Which would pickup the story and world from my first two which were part of NWN2. I would however completely create my own class/race system since I wouldn't really be able to use DND for it but that would just make it all the more fun.
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.
I miss the 4th edition, have all the others.
And yeah, that is how a standard run works but there is a lot of none standard runs as well. The well paid hard runs should go as you say, but not everything you do really need to be that advanced either. Players tend to get involved in a lot of other crap, my current players got involved in the Helloweener-Ripper gang war for instance and also in the mob war in New Orleans.
A mix of good runs, more simple stuff, wetworks and some dynamic events where the crap just hit the fan and the players are in the wrong place the wrong time would work excellent. Just like in any MMORPG you need to have a good mix of different things to do.
The planning stage with a heist styled gameplay would be rather fun as long as you don't have to do it all the time, I miss something similar in current MMOs.
And the SR world do have some great bad guys, like the Universal brotherhood to mention just one. But it wouldn't be a standard kill 10 rat kind of MMO, which I am fine with.
Also, a PvP scenario where players either actually have a corp and customized the security themselves or get hired in by a corp to protect trying to stop another team that is doing the run have potential.
Gonna be a realist hear and I know it's not in the spirit of the topic. I thought at one point that I would have loved to get Anarchy Online should I have won the lotto. Also provided Funcom wanted to sell something that just makes them profit regardless of how much.
But truthfully I wouldn't buy any MMO unless I could get AO dirt cheap and that wouldn't happen. Doing this with lotto winnings seems like a good way to loose all that money. If I'm not smart enough to start up a dev company on my own. Then get funding for my endeavor through loans or something. Why waste a once in a lifetime thing. One were I could be pretty much anywhere I want in the world and provided that I did not waste winnings. Like on a MMO. I wouldn't have to worry about a thing for the rest of my life. Seems crazy to me. Sorry to be a party pooper.
I would hire a good producer like Warren Spector, have developers pitch ideas until we both hear something that sounds really interesting and have him produce the game with me staying the hell away from development work. We already have enough bosses that keep interrupting creative people and ask them to put in features that they have seen in other games.
Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
I would take my millions of lottery winnings and invest in Pantheon, Rise of the fallen. Not only would I get an awesome game to play, I would also become filthy rich by doing it!
It's as simple as that!
With the earnings from Pantheon, I would invest in a remake of Star Wars Galaxies. Because of that, we now have 2 of the greatest games from the old era.
After that is all done, I am insanely, ridiciously, disgustingly, filthy rich...
Comments
It's important to note, not all "gamerz" are "loserz" who live in their parent's basements. We have degrees/advanced degrees, have started businesses, have successful careers, learned what was needed to to be successful in many ventures outside of our chosen careers.
I do agree spending time in the industry would be eye opening and informative.
IN any case this thread is really more about "cloud talking".
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
There would be open worlds where you'd see other players including a few main cities that serve different progression purposes but also specific themed instanced zones which is where you'd go to do all your farming, xp gain, etc. The themes would be everything from Wild West to Prohibition times, Steam Punk City and all the zones will add certain types or loot to the game but will not be locked into those areas so you can farm any zone you feel like and not get burnt out on looking at the same thing.
Character advancement and mob difficulty will be separated into 3 different levels(1,2,3 stars) that allow you to fight and defeat specific mobs in every zone. If you are at 3+ which is meant to be an advanced character system for a class you really enjoy playing that allows you to get perks for a specific class both visual(special costume) and skill wise(special abilities).
Pay model will be BTP W/cash shop visuals like costumes, weapons, pets, mounts and also DLC for stuff like housing and content created after the base game is completed.
Also, no one knows what's going to work... ever. Investing is always a crapshoot. Even "safe" investing is a crapshoot. I have a boss who had a ton of stock in VW and owned a TDi and always talked about how great VW was and how they were helping the environment. Well that turned out great for him.
If you look at WildStar, it had almost 100% of the ingredients that a safe person would bet on in making an MMORPG, and yet it failed miserably. Then look at Angry Birds. I can't think of a single safe minded investor who would have looked at that before it went to market and said "Yes, let me buy up a bunch of your stock, that's gonna blow up and be on the side of Formula 1 cars in a few months!".
Everything else would be based on how the above is achieved.
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."
I'd likely try to make several games within the same game. Most would be B2P / F2P save for one specific type, which will be P2P.
Fantasy Medieval World with unique systems suited for it
Fantasy Caveman World with unique systems suited for it
Fantasy Ancient worlds (maybe different ages) with unique systems suited for it.
Fantasy Reniassance world with unique systems suited for it
Fantasy Modern World with unique systems suited for it
Fantasy Sci-Fi Futuristic Worlds & Galaxies with a Galactic Organization. Similar to Star Ocean. With the ability to fly to every planet in the game, but with strict laws about introducing technology to underdeveloped planets and the like. Systems in place that transform items and equipment (using technology) into things that make sense for whatever era the world is designated to be in. Etc.
The worlds that aren't Futuristic / Sci fi could be played in for free / b2p by players whom will populate them and go through / shape theirs tories and interact with important NPCs (or GMs that role play important NPCs like Kings and the like -- basically actors). They will have their own systems (the worlds), combat mechanics, guilds, gathering, crafting, etc. Basically each world is a MMO in their own right. With F2P / B2P players unable to have their native born character leave their homeworld. They're denizens of that world and subject to its laws. Though those who are with the Galactic Federation are free to travel to any world, provided they abide by the (in many cases, game system enforced) laws.
In addition, the worlds and Galactic story / game will all be tied together in various ways. Some worlds perhaps having specific resources. Being vacation points. Etc. Everything will have meaning in the Galactic "End Game" (which will be the game itself, and the P2P version) and be tied together. As well as participating in the other "MMOs". Native citizens of under developed worlds could become bakers and blacksmiths and such, for all intents and purposes practically viewed as NPCs by the Galactic players whom buy from them. But played by actual players. They may be a bit weaker if their world is under developed, or have special features or be extra strong if they live in harsh territories. Though galactic policies are in place to avoid direct conflict with natives (at least using any sort of technology that would give them an edge).
Basically a main game that is P2P and F2P / B2P ones that just provide lore / story / player support if they don't want to pay. With the main game having an incredible amount of systems including space travel, ship building, space fights, traveling to dozens of planets, mining asteroids, visiting galactics space stations and developed worlds and the like. Or just enjoying some premium benefits of being a Galactic Officer or citizen in an underdeveloped world.
The sheer scope of it is kind of mind boggling. Pretty much just think of a dozen or more full-fledged MMOs and MMO worlds in one setting (With very few if any half-assed; they're gigantic worlds -- or continents on worlds -- with their own story, history, lore, characters, systems and so on and so forth). Then tied together by a bigger MMO in a futuristic setting that contains all of them (while having just as much if not more content than all of them together, but in its own galactic setting) and tie them together.
In essence, it will probably never get done and there would likely not be enough money even if several lotteries were won. Talk about blowing through a billion in a year or two of development just by itself. That's not even talking expansions for the main game and patches for the worlds (which are still content for P2P players as well).
https://xkcd.com/1425/
It takes a fair bit of experience to have a good idea of what you can add for $10 thousand versus what would cost $10 million. If you pick features purely on the basis of what would be cool without any idea of what it would cost, you're going to end up demanding the impossible and if you get a working game at all, it's going to be nothing like what you hoped for.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I'd make "Kingdom of Heroes: Silver & Steel"
Similar mechanics to Mount & Blade with updated graphics/art design.
I would keep base classes (warrior, mage, rogue, priest) but allow for skill point allocation within and across occupational specialty. No levels.
Warriors could pursue either Knighthood in established knightly orders or as a mercenary in player run mercenary companies. Pinnacle of both paths would include either becoming a lord or a captain of your own mercenary company. Both paths would involve NPC followers to fill out your army. Skills (sword, axe, spear, shield, armors) would have to be practiced to be learned and mastered. Weapons would have a base damage modifier that could be tweaked with enchantment or quality of materials used while crafting. Damage would increase proportionate to the players skill in that particular discipline.
Mages could engage in scholarly pursuits in an established university or as an apprentice with a local hedge wizard. Different schools of magic to study. Master one or study them all. Different skill lines open and made available depending on skill choices made by the player. Spells would have to be researched based on found grimoires or parchments/scrolls. Some spells could be combined to create more powerful versions/combinations.
Customization on par with City of Heroes. Costume/armor pieces would be either crafted or unlocked via quests/loot mechanics. Crafting would incorporate occupations: Blacksmith, Leatherworker, Carpenter, Scribe, Enchanter, etc.
PvP would be between factions vying for control of the kingdom. Factions would be Noble Houses scattered about the kingdom. Maybe even a mini-game for guilds to play the houses off one another. Players would choose their faction/loyalties after achieving say... level 10. PvP zones would lie between opposing territories.
PvE would include quests throughout the kingdom; rescue the damsel, destroy the bandit camp, hunt down traitorous scum, escort vital supplies, protect a villiage from monstrous raids, seek out rare spell components, explore mysterious ruins, etc.
Dungeon delves like the good ol' days.
World bosses (Dragons, Giants, Powerful Necromancers, etc.)
Combat would be based on skill level, not twitch based.
No freakin' glowing exclamation marks floating above quest givers heads. You would actually have to talk to NPCs to find out what was going on in the local area.
Built in voice comms like DDO.
(My son speaking to his Japanese Grandmother) " Sorry Obaba, I don't speak Japanese, I only speak human."
Quotas for quests!
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?"
But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
I would like to make a mmo that was a little like Elite dangerous where you could travel around in space and do the whole sci fi thing space combat etc BUT I would like to have an interesting twist.
While many worlds would be plain procedurally generated just like in Elite I would like to have some system that had worlds that were actually all different mmos themselves.
For example you go to system xxx and land on one planet which would actually be Tera, some other system would have a planet which would have a planet which be DDO another Lotro etc etc.
In each case once landed on the world You would have to use that worlds "gaming system" etc.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
"Its better to look ugly and win than pretty and lose"
Which would pickup the story and world from my first two which were part of NWN2. I would however completely create my own class/race system since I wouldn't really be able to use DND for it but that would just make it all the more fun.
People , zombie kill each other for the prize of real money weekly and monthly . Totally chaotic game where human natural show off .
APB:Reloaded with a lot more city zones and some form of territory control or housing for guilds
or
Fallen Earth with a more persistent/permanent farming/camp/settlement system
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
Imagine exploring all of Azeroth+ with a customized character. I think people would buy this just to see it rendered with next gen graphics and depth.
And yeah, that is how a standard run works but there is a lot of none standard runs as well. The well paid hard runs should go as you say, but not everything you do really need to be that advanced either. Players tend to get involved in a lot of other crap, my current players got involved in the Helloweener-Ripper gang war for instance and also in the mob war in New Orleans.
A mix of good runs, more simple stuff, wetworks and some dynamic events where the crap just hit the fan and the players are in the wrong place the wrong time would work excellent. Just like in any MMORPG you need to have a good mix of different things to do.
The planning stage with a heist styled gameplay would be rather fun as long as you don't have to do it all the time, I miss something similar in current MMOs.
And the SR world do have some great bad guys, like the Universal brotherhood to mention just one. But it wouldn't be a standard kill 10 rat kind of MMO, which I am fine with.
Also, a PvP scenario where players either actually have a corp and customized the security themselves or get hired in by a corp to protect trying to stop another team that is doing the run have potential.
But truthfully I wouldn't buy any MMO unless I could get AO dirt cheap and that wouldn't happen. Doing this with lotto winnings seems like a good way to loose all that money. If I'm not smart enough to start up a dev company on my own. Then get funding for my endeavor through loans or something. Why waste a once in a lifetime thing. One were I could be pretty much anywhere I want in the world and provided that I did not waste winnings. Like on a MMO. I wouldn't have to worry about a thing for the rest of my life. Seems crazy to me. Sorry to be a party pooper.
It's as simple as that!
With the earnings from Pantheon, I would invest in a remake of Star Wars Galaxies. Because of that, we now have 2 of the greatest games from the old era.
After that is all done, I am insanely, ridiciously, disgustingly, filthy rich...
You won't hear me complain... LOL... :awesome: