I suspect I've already mentioned this, but hey I feel like doing it again (must have written it on some forum somewhere):
• Fantasy/magic/medieval world w. copy of the word as some kind of "ghost" world, mostly mirroring the landscape from the real world.
• Long visual range
• Persistent game world (!) With persistent player stuff..
• Animals.. all kinds.. and fungus.. flora.. trees..
• Yuge seamless game world with no fake loading gimmicks
• Long range archery / ballista etc combat
• Melee combat, with great depth
• Horse riding
• Magic casting, in various ways! No button pushing. Imagine drawing signs in the air with your fingers/hands/items, maybe requiring words spoken, and items/accessories.
• Seasonal changes with appropriate weather effects
• Dragons flying in the air, and possibly other forms of "mounts" for a few lucky players, maybe even levitating with magic. Nothing too goofy. Flying carpet is ok though, but how many are there in the game world? Just one? Ok.
• Stone castles, stone towers, bridges and shit.
• Player housing and entire player made towns, all sensibly made, because I as a devs would be clever enough to work with such potential awkward issues.
I wonder if we have the technology to make decent procedurally-generated adventure game puzzles yet, or if they would be terrible...
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.
Completely open world, with seriously in-depth -- almost Sims level -- professions and sandbox features, with EQ style PvE progression, and serious ArcheAge on steroids style housing and naval components.
Would cater to all four of Bartle's player types, and would be the legendary WoW killer.
Completely open world, with seriously in-depth -- almost Sims level -- professions and sandbox features, with EQ style PvE progression, and serious ArcheAge on steroids style housing and naval components.
Would cater to all four of Bartle's player types, and would be the legendary WoW killer.
The original Bartle types don't really include players who like story and lore, which is a fairly major thing that draws WoW's players to it. Not saying its a bad idea, because I like the general idea of an ArcheAge/Sims sandbox game, but I'd feel lost and bored if it didn't have some kind of quest and story structure, and non-combat sandbox games which don't have good NPC interactivity tend to feel sad and dead.
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 haven’t won the lottery but I’ve
working on a game concept.
Wall of text incoming!
A Sci-Fi Cyberpunk heavy Third
Person Shooter/melee combat game
Taking place in the near future
on a distant world covered in alien ruins. The goal is to make a revolutionary
MMORPG, focused on customizable game play, giving each player as close to an
optimal experience as possible. Team play will be accessible, fun and
productive, but not forced. You’ll have the freedom to explore, complete
missions, pursue your goals, unlock secrets, develop technologies, or design
buildings and outposts.
While other games offer millions
of planets to explore, I want to offer all the depth and complexity imaginable
in one phenomenal world. At launch the players will arrive on a planet
untouched by man, everyone fresh out of hibernation. One immense persistent
world, organically changing and reacting to the players. Largely procedurally
generated, players will be able to make unique areas and scenarios, creating
ever more content and developing the world. How players harvest resources and
develop their population centers will determine how many NPCs are attracted there
to live and work.There will be opportunities for combat of course, but also
covert missions, infiltration, and heists.
It will be largely player driven
game. Characters can rise to lead their factions, allowing them to set goals
and plan development for their area of influence. Player made content will be
supported and seamlessly integrated into the game world, player made areas,
missions, and scenarios. Players will also be able to act as Game Masters
(PGMs) and control NPCs in other’s missions, or RTS style control enemy
assaults. A PGM can even run full campaigns for others. What the players can do
is limited by what they have unlocked in the game, and their PGM rank. Higher
ranks will allow control of tougher enemies or larger groups. Player support
will be rewarded with tokens for game time, or other in game unlocks.
While some will be happy to
wander the open world, others will want to have a narrative to guide their
story. There will be a World Story unfolding as the players build and explore,
it won’t be a series of quests, but large events that change the “landscape”
and the goals of the factions. Each character will also have their own personal
Story, simple guides to achieve your goals or paths to fantastic adventure.
Want to be The Chosen One? Become the best Bounty Hunter? Or wake up not
knowing who you are? Those are the types stories.
Multiple factions compete for power,
resources, and information. The players will be the early colonists, working
for Mega Corporations, serving in the unified military/police force, freelancing
as a Mercenary or Explorer, playing a Raider or Bandit. There will be familiar
paths, Engineers, Soldiers, Scientists, Medics and Hackers, along with the
fantastic archetypes. Players can be the rare unenhanced humans, genetically or
cybernetic enhanced specialists, cyborgs, robots, androids, or unique animal hybrid
characters originally created to be soldiers. Alien races would be unlockable as
the game progresses.
Designed like a stealth/exploration
game, with dodging, climbing, vaulting, cover mechanics, and even flying. There
are no classes or characters levels, players will have the freedom to select
and improve skills for their characters as they choose. Combat will be like an
Action movie, varied and above all entertaining. With flashy finishers, and
moves that actually connect and interact with your opponent. Creatures won’t be
just friendly, passive, or hostile, either ignoring you or trying their best to
kill you. An animal could be passive until you make a loud sound, enemies may
try to flee, a much stronger enemy you stumble upon won’t kill you instantly,
it will warn you, hassle you, or maybe just take your stuff, but don’t push it!
Defeated players may get captured, or wake up left for dead, if they still have
some Luck left.
With different combat options
like melee, sniping, and drone control, you can RP with a special UI, play the
role of the mission operator, research tech upgrades, enhance equipment, design
and decorate housing, hack systems for fun or profit, tame animals, repair and
program bots, tweak your characters look, play a game of chance in a cantina,
race beasts or vehicles, run your own shop, etc. I want it so that you can hop
on to play a short mission or stay online for hours. Focus on one character or
have a horde, characters are always online doing something, their day job, practicing
skills, set to available for hire.
To make it easy to play together
content will support groups with different skill levels, the AI reacting
appropriately to player/character level. There will be fast travel options that
don’t require unlocking, and some travel can even be initiated in advance by
mobile device. Some factions oppose each other, but teaming up with anyone is
possible. There will be no barriers to playing with friends, new or old. No
servers, level or faction restrictions, or solo only missions. Content will
scale to a wide range of group sizes, so no one will be left out. You can even
leave your character on auto to tag along with your group if you have to go
AFK.
This an incredibly ambitious
game, that will it cost hundreds of millions. I realize it I will near
impossible to get funding for a game of this scale as an industry newcomer, but until someone else builds a quality MMORPG
that measures up to the potential these kind of games have, I’ll keep trying.
Completely open world, with seriously in-depth -- almost Sims level -- professions and sandbox features, with EQ style PvE progression, and serious ArcheAge on steroids style housing and naval components.
Would cater to all four of Bartle's player types, and would be the legendary WoW killer.
The original Bartle types don't really include players who like story and lore, which is a fairly major thing that draws WoW's players to it. Not saying its a bad idea, because I like the general idea of an ArcheAge/Sims sandbox game, but I'd feel lost and bored if it didn't have some kind of quest and story structure, and non-combat sandbox games which don't have good NPC interactivity tend to feel sad and dead.
I believe that would be the 'explorer' player type.
Completely open world, with seriously in-depth -- almost Sims level -- professions and sandbox features, with EQ style PvE progression, and serious ArcheAge on steroids style housing and naval components.
Would cater to all four of Bartle's player types, and would be the legendary WoW killer.
The original Bartle types don't really include players who like story and lore, which is a fairly major thing that draws WoW's players to it. Not saying its a bad idea, because I like the general idea of an ArcheAge/Sims sandbox game, but I'd feel lost and bored if it didn't have some kind of quest and story structure, and non-combat sandbox games which don't have good NPC interactivity tend to feel sad and dead.
I believe that would be the 'explorer' player type.
Eh.... going around talking to NPCs and reading lore books is a kiiiind of exploring, but the type of person who does is it usually not the same kind of person who likes climbing mountains and looking at waterfalls and that kind of thing. It would be really misleading to try and bundle both of these types of player into one term, because they don't have the same preferences or motivations.
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.
Id love to help develope VR supportive items, like touch gloves, blouses, jackets, threadmills, 360 visual cabines with even better design than they have now.
Then when that is done, Id start making the game of my dreams. But I think the above covers just about a whole lottery win.
Otherwise the dreamgame is a game with some of the best gear, mount and pet designers (looking at ESO staff there, come on over guys)
A nice vanity item store.
Bgs.
Characters that can age and die (should be optional though, a decent ageing process that renders your character unable to really do demanding tasks would suffice also, old people also have their value afterall.)
Id like huge beautyfull worlds to explore.
A deep profession system that can be a whole game on its own. An alternative path to lvling your character or at minimum your characters skills over time.
Should be possible to lvl via bgs or pvp in general.
Should be possible and viable to lvl via dungeons exclusively if people wish that.
The whole premise of an MMORPG forcing people to do quest, its got to go. Questing is fun and all, but I wouldnt do what WoW currently does. Questing should be something that is wished to be done, not the only alternative to effectively lvl in a world of an MMORPG where the real fun part is to socialize and do things actively with others in the world.
To maybe make questing somewhat interesting the rewards should be full of quality vanity rewards, pets, dyes for your gear, toys, skills.. and many more things I have yet to come up with, that would be amazing.
Ofcourse the questing would need a good story for those who likes to read and play a part in a story online.
Puzzle games, riddles.
Fun minigames like races on your mounts.
Climate changes that are actually visible. When it snows the snows piles up on the ground and shows on the trees around you. Rain will show on the ground and on the surface of waterplaces like rivers and lakes.
Should be weather seasons in certain places ingame.
Housing, but both instanced and along with a place in the world, where the cluster of playerbought houses roam freely, a place where players can take a walk and get inspired by all the house creations and ask to be invited inside to see uniqe decorating.
All in all, basicly something very close to ESOs formula, but with VR implementation and small minigame bgs.
And with flying mounts allowed in areas designed with flying in mind.
Emotes should be fun and plentyfull.
But all the luxury from succesfull MMORPG would be nice also. LFR and LFD finder, premade finder, /who search. Target tools should be working optimal. Right click player name and or character to chose options to group/whisper etc. These things are actually not a given in a lot of games and slightly annoying when they are not present.
I have a lot of ideas I would do but one thing my game would have is an extremely tight forum rules. Most games today the forums are just cesspools of trolls and haters. That wouldn't be the case in my game.
I already fleshed out most of what I want in an MMO. I want a real Marvel Universe Online, with City of Heroes - level character customization, with a universe that is as expansive as the largests MMOs encompassing every character and location from the comics. Below is the starting point premise.
The Premise
On Earth 619, the Civil War between those in support of and
those against the Superhero Registration Act, have laid down their arms and a
truce has been negotiated between Tony Stark (Iron Man) and Steve Rogers
(Captain America). There would be an
all-volunteer force created that spanned all groups of superheroes. This force,
known as “The Initiative” would work in conjunction with all the governments of
the world and be headed by Iron Man, Captain America, Professor Xavier, Dr.
Strange, Black Bolt, Black Panther, Reed Richards, Namor, and Maria Hill as a SHIELD
representative and liaison between the superhuman community and world
governments.
The Initiatives first act was to establish training
facilities, based on establish a hero’s origin type, to help guide them in the
use of their abilities, coordination in forming groups, and all the threats
that they may encounter . These
facilities are as follows:
The Xavier Institute for Mutant Studies – Mutant
The Sanctum of Mystical Mastery – Magic
The Enclave - Technology
Camp Hammond Field Training Institute – Natural
The Four Freedoms Foundation – Science
Heroes who join one of the five institutes are granted
access to a network of resources from all facilities as well as S.H.I.E.L.D.
While performing hero work outside the Initiative is not prohibited, doing so
outside the law may get you branded a vigilante.
Upon hearing of the
formation of the Initiative and fearing a unified hero front, villain
organizations and key players gathered to form their own version, The
Cabal. Like the Initiative, the Cabal
would seek out new super powered beings twist their perceptions and turn them
to a life of crime whose profits would funnel up to the founding members, Dr.
Doom, The Mandarin, Mr. Sinister, Baron Zemo, the High Evolutionary, Magneto
and Taskmaster acting as the head of training and representative of the Cabal
to all the other gangs and organizations set to profit from their
involvement. The Cabal too established
special facilities across the globe to funnel resources to create an endless
stream of super villains of all types, but like the Initiative, separated into four
facilities:
The Latverian Metahuman Acadamy – Technology, Magic
New Genosha School for Mutant Excellence – Mutant
The Hydra Advanced Combat Institute – Natural
A.I.M. Facility One - Science
In this world,
players start of neither as heroes or villains until they chose an affiliation
either through one of the institutes or through their actions in the open
world. If you stop a mugging, your
affinity will lean toward hero, but rob a bank and you lean toward villainy.
Through your career, your affinity can change as is oft to happen in actual
comics, but redemption or a fall from grace has a cost. In the case of an MMO, the cost is a level decrease,
the notion being you may have been a good hero, but you still have something to
learn about being a villain and vice-versa. Players who chose a particular
training facility will have the ability to call upon known Marvel characters
affiliated with each facility at a cost of influence (in-game currency)
depending on how prestigious the character. If you decide to go freelance, you
can call upon unaffiliated characters through contacts or unlocking them
through team-up missions.
I want a Superhero MMO where Origins mean something.
Origins
Origins determine a characters natural affinity. Your origin will determine
the type of missions you will receive at lower levels, the type of enemy
types that will actively seek you out and the types of salvage you can craft
to create origin-based temporary powers. Throughout the game world there
will be opportunities to either temporarily or permanently combine your
origin to advance to higher levels. Some origins combine more fluidly giving
a more significant boost in stats, while others less so. Below is a list of
the Origin Affinities:
Any origin except for Natural can advance to the level of Paragon without
combining origins. To compensate, Naturals are able to combine with any
other origin to increase a hero’s effectiveness. An example of this would
be Batman trying to stop a meteor from hitting the earth. His fighting and
detective skills would be useless, but some form of tech or science would
allow him to get the job done.
Natural
Whether of Earth, alien planet, or alternate dimension, your inherent
abilities began at baseline human. With training and experience, you can
perform at peak human levels.
Science
An exposure to some chemical, biological, or radiological agent has changed
your physical structure in some strange way.
Technology
You wield some form of device either as a tool or as part of your body. It
is this technology that cannot be recreated and is specific to the user.
Mutation
Your DNA was different from baseline human from birth giving you special
abilities. These abilities are as much a part of you as your arms or legs,
making you a specialist with them.
Magic
You are a magical being, student of the arts, or a wielder of a magical
object; you have tapped into the forces of the unknown.
As a superhero, your level may mean you are more powerful, but not even mission needs a tank to solve it.
Level Types
Hero (Villain)
As a hero, your ability allows you to easily overcome 5 non-powered minions
or three powered minions. It would take two fully powered and trained heroes
to defeat a fully powered and trained super villain. A hero takes it to the
streets protecting citizens neighborhood by neighborhood.
Superhero (Super Villain)
As a superhero, you can easily defeat 12 non-powered minions or 5 powered
minions. It would take three fully powered and trained superheroes to defeat
a single, fully powered and trained scourge. You are the defender of the
city and an icon of the people.
Paragon (Scourge)
As a paragon, you can easily defeat 20 non-powered minions (usually the
entire room) and 10 powered minions. It would take 8 fully powered and
trained paragons to stand against a single Cosmic. You are a paragon, called
upon to stop a hurtling asteroid or invading alien force. The world depends
on you.
Cosmic
A fleeting level of power, cosmic is the pinnacle of power, but to no mortal
man, alien, or demigod can hold it for long. Cosmic power gives you the
ability accesses all the possible combinations of powers within your origins
as well as powers specified by the mission or object of empowerment that
granted you cosmic-level abilities. Reaching cosmic level will be temporary,
but may leave the character with residual boosts to stats that fade over
time.
AAA companies have a lot more money than a winning number, they just need to stop following bad trends and do better games. I'll keep buying games that are worth paying for, but with a winning lottery i don't think gaming is the first thing i would want to do.
EDIT: just wanted to add that in the scenario where i do hire a dev team, i would just make a great single player game with coop capabilities where you can host your own game and invite as many friends as your own PC/Network can handle.
On second thought, our lottery doesn't pay enough. Apparently even 120m+ $ doesn't seem to be enough anymore to develop a game And our lottery does not come near that amount.
This is animated introduction pitch to
Marvel Games for a new MMO. The scene opens on a typical midday in Manhattan, a
businessman leaving a cafe in a rush, a woman trying to catch a cab, a family
in Central Park taking a stroll. Suddenly there is an explosion off in the
distance, fire and rescue rushing to the scene, and in the air Iron Man and
Thor flying overhead, followed by Spiderman and Captain America. The scene turn
back to each of the average people where the businessman wipes out a card with
the Avengers logo on it flashing "Avenger Assemble"! The businessman
body turns to pure energy and he flies off, the woman misses her cab because
she has received a telepathic alert saying "To me my X-Men"! The woman
pushes a button on her watch to reveal a body cover in steel-hard scales as she
leaps over the cab and onto a traffic light and off toward the explosion. The
father and mother in the park look up into the air to see a flaming
"4", the mother look at her husband and says, "Bring home a
carton of milk". The wife kisses him as his body converts to smoke the
rises in the air, forming the bold letters, THE MARVEL UNIVERSE WHERE YOU ARE
THE HERO!
I'd take a large sum of that money, present it to MJ over at City State Entertainment and tell him to hire a bunch more devs to finish developing Camelot Unchained.
Completely open world, with seriously in-depth -- almost Sims level -- professions and sandbox features, with EQ style PvE progression, and serious ArcheAge on steroids style housing and naval components.
Would cater to all four of Bartle's player types, and would be the legendary WoW killer.
The original Bartle types don't really include players who like story and lore, which is a fairly major thing that draws WoW's players to it. Not saying its a bad idea, because I like the general idea of an ArcheAge/Sims sandbox game, but I'd feel lost and bored if it didn't have some kind of quest and story structure, and non-combat sandbox games which don't have good NPC interactivity tend to feel sad and dead.
I don't think Bartle factored that in because he probably didn't think a traditional MMORPG story should be driven by a developer's narrative, but by the players themselves.
I also don't think a significant portion of WoW's players at any point in time, were playing primarily for the story.
A Sims-esque MMORPG where your avatar has it's own AI and you act as an otherworldly entity bound to them, working indirectly and directly through the avatar you haunt to do stuff in the game.
Basically, it's the goal of creating as close to a persistent world while still letting players move in and out of the game and not feel like they're losing their place in it.
Comments
However, it would just be a graphical overhaul of Planetside 1.
"If I offended you, you needed it" -Corey Taylor
• Fantasy/magic/medieval world w. copy of the word as some kind of "ghost" world, mostly mirroring the landscape from the real world.
• Long visual range
• Persistent game world (!) With persistent player stuff..
• Animals.. all kinds.. and fungus.. flora.. trees..
• Yuge seamless game world with no fake loading gimmicks
• Long range archery / ballista etc combat
• Melee combat, with great depth
• Horse riding
• Magic casting, in various ways! No button pushing. Imagine drawing signs in the air with your fingers/hands/items, maybe requiring words spoken, and items/accessories.
• Seasonal changes with appropriate weather effects
• Dragons flying in the air, and possibly other forms of "mounts" for a few lucky players, maybe even levitating with magic. Nothing too goofy. Flying carpet is ok though, but how many are there in the game world? Just one? Ok.
• Stone castles, stone towers, bridges and shit.
• Player housing and entire player made towns, all sensibly made, because I as a devs would be clever enough to work with such potential awkward issues.
• Sword fighting ofc.
• Throwing spears.
• Throwing rope, climbing rope, cutting rope, burning rope..
• Boats, oceans, water, lakes, rain, puddles, wet clothing, cold, coughing, magic weather effects
• Demons, ghosts, lore, mysterious magic (no skill tree )
• Survival! Against monsters, players, the land, and harsh weather. Starvation. Sickness, gluttony.
• Bodily injury. Decapitation. Scarring. Bone fracture. Impaired vision. Disease.
• Gods and religion, and magic..
• Countless magical items..
• Curses..
• Player quirks
• "Natural age"
• Epic world
• Epic adventure
• Epic gameplay
• Subscription based, fuckers!
Would cater to all four of Bartle's player types, and would be the legendary WoW killer.
Done.
I haven’t won the lottery but I’ve working on a game concept.
Wall of text incoming!
A Sci-Fi Cyberpunk heavy Third Person Shooter/melee combat game
Taking place in the near future on a distant world covered in alien ruins. The goal is to make a revolutionary MMORPG, focused on customizable game play, giving each player as close to an optimal experience as possible. Team play will be accessible, fun and productive, but not forced. You’ll have the freedom to explore, complete missions, pursue your goals, unlock secrets, develop technologies, or design buildings and outposts.
While other games offer millions of planets to explore, I want to offer all the depth and complexity imaginable in one phenomenal world. At launch the players will arrive on a planet untouched by man, everyone fresh out of hibernation. One immense persistent world, organically changing and reacting to the players. Largely procedurally generated, players will be able to make unique areas and scenarios, creating ever more content and developing the world. How players harvest resources and develop their population centers will determine how many NPCs are attracted there to live and work.There will be opportunities for combat of course, but also covert missions, infiltration, and heists.
It will be largely player driven game. Characters can rise to lead their factions, allowing them to set goals and plan development for their area of influence. Player made content will be supported and seamlessly integrated into the game world, player made areas, missions, and scenarios. Players will also be able to act as Game Masters (PGMs) and control NPCs in other’s missions, or RTS style control enemy assaults. A PGM can even run full campaigns for others. What the players can do is limited by what they have unlocked in the game, and their PGM rank. Higher ranks will allow control of tougher enemies or larger groups. Player support will be rewarded with tokens for game time, or other in game unlocks.
While some will be happy to wander the open world, others will want to have a narrative to guide their story. There will be a World Story unfolding as the players build and explore, it won’t be a series of quests, but large events that change the “landscape” and the goals of the factions. Each character will also have their own personal Story, simple guides to achieve your goals or paths to fantastic adventure. Want to be The Chosen One? Become the best Bounty Hunter? Or wake up not knowing who you are? Those are the types stories.
Multiple factions compete for power, resources, and information. The players will be the early colonists, working for Mega Corporations, serving in the unified military/police force, freelancing as a Mercenary or Explorer, playing a Raider or Bandit. There will be familiar paths, Engineers, Soldiers, Scientists, Medics and Hackers, along with the fantastic archetypes. Players can be the rare unenhanced humans, genetically or cybernetic enhanced specialists, cyborgs, robots, androids, or unique animal hybrid characters originally created to be soldiers. Alien races would be unlockable as the game progresses.
Designed like a stealth/exploration game, with dodging, climbing, vaulting, cover mechanics, and even flying. There are no classes or characters levels, players will have the freedom to select and improve skills for their characters as they choose. Combat will be like an Action movie, varied and above all entertaining. With flashy finishers, and moves that actually connect and interact with your opponent. Creatures won’t be just friendly, passive, or hostile, either ignoring you or trying their best to kill you. An animal could be passive until you make a loud sound, enemies may try to flee, a much stronger enemy you stumble upon won’t kill you instantly, it will warn you, hassle you, or maybe just take your stuff, but don’t push it! Defeated players may get captured, or wake up left for dead, if they still have some Luck left.
With different combat options like melee, sniping, and drone control, you can RP with a special UI, play the role of the mission operator, research tech upgrades, enhance equipment, design and decorate housing, hack systems for fun or profit, tame animals, repair and program bots, tweak your characters look, play a game of chance in a cantina, race beasts or vehicles, run your own shop, etc. I want it so that you can hop on to play a short mission or stay online for hours. Focus on one character or have a horde, characters are always online doing something, their day job, practicing skills, set to available for hire.
To make it easy to play together content will support groups with different skill levels, the AI reacting appropriately to player/character level. There will be fast travel options that don’t require unlocking, and some travel can even be initiated in advance by mobile device. Some factions oppose each other, but teaming up with anyone is possible. There will be no barriers to playing with friends, new or old. No servers, level or faction restrictions, or solo only missions. Content will scale to a wide range of group sizes, so no one will be left out. You can even leave your character on auto to tag along with your group if you have to go AFK.
This an incredibly ambitious game, that will it cost hundreds of millions. I realize it I will near impossible to get funding for a game of this scale as an industry newcomer, but until someone else builds a quality MMORPG that measures up to the potential these kind of games have, I’ll keep trying.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Then when that is done, Id start making the game of my dreams. But I think the above covers just about a whole lottery win.
Otherwise the dreamgame is a game with some of the best gear, mount and pet designers (looking at ESO staff there, come on over guys)
A nice vanity item store.
Bgs.
Characters that can age and die (should be optional though, a decent ageing process that renders your character unable to really do demanding tasks would suffice also, old people also have their value afterall.)
Id like huge beautyfull worlds to explore.
A deep profession system that can be a whole game on its own. An alternative path to lvling your character or at minimum your characters skills over time.
Should be possible to lvl via bgs or pvp in general.
Should be possible and viable to lvl via dungeons exclusively if people wish that.
The whole premise of an MMORPG forcing people to do quest, its got to go. Questing is fun and all, but I wouldnt do what WoW currently does.
Questing should be something that is wished to be done, not the only alternative to effectively lvl in a world of an MMORPG where the real fun part is to socialize and do things actively with others in the world.
To maybe make questing somewhat interesting the rewards should be full of quality vanity rewards, pets, dyes for your gear, toys, skills.. and many more things I have yet to come up with, that would be amazing.
Ofcourse the questing would need a good story for those who likes to read and play a part in a story online.
Puzzle games, riddles.
Fun minigames like races on your mounts.
Climate changes that are actually visible. When it snows the snows piles up on the ground and shows on the trees around you.
Rain will show on the ground and on the surface of waterplaces like rivers and lakes.
Should be weather seasons in certain places ingame.
Housing, but both instanced and along with a place in the world, where the cluster of playerbought houses roam freely, a place where players can take a walk and get inspired by all the house creations and ask to be invited inside to see uniqe decorating.
All in all, basicly something very close to ESOs formula, but with VR implementation and small minigame bgs.
And with flying mounts allowed in areas designed with flying in mind.
Emotes should be fun and plentyfull.
But all the luxury from succesfull MMORPG would be nice also. LFR and LFD finder, premade finder, /who search. Target tools should be working optimal.
Right click player name and or character to chose options to group/whisper etc. These things are actually not a given in a lot of games and slightly annoying when they are not present.
These are just whats on top of my head.
The Premise
On Earth 619, the Civil War between those in support of and those against the Superhero Registration Act, have laid down their arms and a truce has been negotiated between Tony Stark (Iron Man) and Steve Rogers (Captain America). There would be an all-volunteer force created that spanned all groups of superheroes. This force, known as “The Initiative” would work in conjunction with all the governments of the world and be headed by Iron Man, Captain America, Professor Xavier, Dr. Strange, Black Bolt, Black Panther, Reed Richards, Namor, and Maria Hill as a SHIELD representative and liaison between the superhuman community and world governments.
The Initiatives first act was to establish training facilities, based on establish a hero’s origin type, to help guide them in the use of their abilities, coordination in forming groups, and all the threats that they may encounter . These facilities are as follows:
The Xavier Institute for Mutant Studies – Mutant
The Sanctum of Mystical Mastery – Magic
The Enclave - Technology
Camp Hammond Field Training Institute – Natural
The Four Freedoms Foundation – Science
Heroes who join one of the five institutes are granted access to a network of resources from all facilities as well as S.H.I.E.L.D. While performing hero work outside the Initiative is not prohibited, doing so outside the law may get you branded a vigilante.
Upon hearing of the formation of the Initiative and fearing a unified hero front, villain organizations and key players gathered to form their own version, The Cabal. Like the Initiative, the Cabal would seek out new super powered beings twist their perceptions and turn them to a life of crime whose profits would funnel up to the founding members, Dr. Doom, The Mandarin, Mr. Sinister, Baron Zemo, the High Evolutionary, Magneto and Taskmaster acting as the head of training and representative of the Cabal to all the other gangs and organizations set to profit from their involvement. The Cabal too established special facilities across the globe to funnel resources to create an endless stream of super villains of all types, but like the Initiative, separated into four facilities:
The Latverian Metahuman Acadamy – Technology, Magic
New Genosha School for Mutant Excellence – Mutant
The Hydra Advanced Combat Institute – Natural
A.I.M. Facility One - Science
Origins
Origins determine a characters natural affinity. Your origin will determine
the type of missions you will receive at lower levels, the type of enemy
types that will actively seek you out and the types of salvage you can craft
to create origin-based temporary powers. Throughout the game world there
will be opportunities to either temporarily or permanently combine your
origin to advance to higher levels. Some origins combine more fluidly giving
a more significant boost in stats, while others less so. Below is a list of
the Origin Affinities:
Natural: Science, Tech, Mutation, Magic
Science: Tech, Natural, Mutation
Tech: Science, Natural
Mutation: Natural, Magic, Science
Magic: Natural, Mutation
Any origin except for Natural can advance to the level of Paragon without
combining origins. To compensate, Naturals are able to combine with any
other origin to increase a hero’s effectiveness. An example of this would
be Batman trying to stop a meteor from hitting the earth. His fighting and
detective skills would be useless, but some form of tech or science would
allow him to get the job done.
Natural
Whether of Earth, alien planet, or alternate dimension, your inherent
abilities began at baseline human. With training and experience, you can
perform at peak human levels.
Science
An exposure to some chemical, biological, or radiological agent has changed
your physical structure in some strange way.
Technology
You wield some form of device either as a tool or as part of your body. It
is this technology that cannot be recreated and is specific to the user.
Mutation
Your DNA was different from baseline human from birth giving you special
abilities. These abilities are as much a part of you as your arms or legs,
making you a specialist with them.
Magic
You are a magical being, student of the arts, or a wielder of a magical
object; you have tapped into the forces of the unknown.
Level Types
Hero (Villain)
As a hero, your ability allows you to easily overcome 5 non-powered minions
or three powered minions. It would take two fully powered and trained heroes
to defeat a fully powered and trained super villain. A hero takes it to the
streets protecting citizens neighborhood by neighborhood.
Superhero (Super Villain)
As a superhero, you can easily defeat 12 non-powered minions or 5 powered
minions. It would take three fully powered and trained superheroes to defeat
a single, fully powered and trained scourge. You are the defender of the
city and an icon of the people.
Paragon (Scourge)
As a paragon, you can easily defeat 20 non-powered minions (usually the
entire room) and 10 powered minions. It would take 8 fully powered and
trained paragons to stand against a single Cosmic. You are a paragon, called
upon to stop a hurtling asteroid or invading alien force. The world depends
on you.
Cosmic
A fleeting level of power, cosmic is the pinnacle of power, but to no mortal
man, alien, or demigod can hold it for long. Cosmic power gives you the
ability accesses all the possible combinations of powers within your origins
as well as powers specified by the mission or object of empowerment that
granted you cosmic-level abilities. Reaching cosmic level will be temporary,
but may leave the character with residual boosts to stats that fade over
time.
AAA companies have a lot more money than a winning number, they just need to stop following bad trends and do better games. I'll keep buying games that are worth paying for, but with a winning lottery i don't think gaming is the first thing i would want to do.
EDIT: just wanted to add that in the scenario where i do hire a dev team, i would just make a great single player game with coop capabilities where you can host your own game and invite as many friends as your own PC/Network can handle.
So I just spend it in a good way I guess.
This is animated introduction pitch to Marvel Games for a new MMO. The scene opens on a typical midday in Manhattan, a businessman leaving a cafe in a rush, a woman trying to catch a cab, a family in Central Park taking a stroll. Suddenly there is an explosion off in the distance, fire and rescue rushing to the scene, and in the air Iron Man and Thor flying overhead, followed by Spiderman and Captain America. The scene turn back to each of the average people where the businessman wipes out a card with the Avengers logo on it flashing "Avenger Assemble"! The businessman body turns to pure energy and he flies off, the woman misses her cab because she has received a telepathic alert saying "To me my X-Men"! The woman pushes a button on her watch to reveal a body cover in steel-hard scales as she leaps over the cab and onto a traffic light and off toward the explosion. The father and mother in the park look up into the air to see a flaming "4", the mother look at her husband and says, "Bring home a carton of milk". The wife kisses him as his body converts to smoke the rises in the air, forming the bold letters, THE MARVEL UNIVERSE WHERE YOU ARE THE HERO!
I also don't think a significant portion of WoW's players at any point in time, were playing primarily for the story.
Basically, it's the goal of creating as close to a persistent world while still letting players move in and out of the game and not feel like they're losing their place in it.