I've imagined a new type of MMORPG that has the following features. What do you think? Doable with Unreal Engine, 50 developers in 5 years?
- Huge world, at least 500km x 500km
- Realistic graphics
- Sandbox play
- The player is not the saviour of the world
- Set in Europe dark ages 500AD or perhaps 10,000, 25,000 or 100,000 years ago
- High fantasy
- Server side physics
- Action / physics based combat
- Class based system
- No map
- No compass
- No hovering symbols above npcs heads
- AI driven dialogue
- AI driven combat
- AI driven NPC non combat activities
- No level scaling
- No instancing
- Build anywhere (buildings not protected from other players, hence the reason for the huge world and build anywhere feature)
- PvP enabled with consequences for evil players
- Protected areas for low levels
- Hit points only increase through physical exercise and recover with sleep or magical means.
- Increases in level only increase chance to block, parry or dodge but do not increase hit points to insane amount
- High level characters can be killed by low level characters if hit by surprise or in unarmoured part of body
- Underworld areas
- New players spawn in random location
- Many quests available but none essential
- Enemy level hidden from players
- First person view only except on inventory/vanity screen
- Food and drink required
- Sleeping required (character sleeps while logged out)
- Character turns into a trader NPC when player logged out
- Speaking into microphone produces speech through the character
- No automated, centralised, auction house
- Drops makes sense
- Weapon quality makes a difference to combat
- The purpose of playing the game is to explore, fight monsters, gain wealth, interact with others, role play, and have fun while doing it but without having your hand held through it all
Edit 24th Sep @ 14:27 UTC: Added points 16 & 17
Comments
Well, a good many as some of these things seem like they are your taste (hit points only regenerating with sleep or magical means.)
So, 50 developers in 5 years? how did you come up with those numbers?
Why not 60 developers in 4 years or 40 in 6 years?
Budget?
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Haha I thought you were going to say 8-14 years (aka the SC method)
The food and drink would give food and drink a value, for both collecting, trading, hunting, making, selling etc. I'm not saying it would be easy to starve to death in the game. Just imagine in the old days , most rivers were probably quite clean and safe to drink from. Starving to death takes weeks in real life.
What consequences should there be for evil players? Become "Wanted"? Rewards for other players to kill the evil player's character? Perhaps implement an imprisonment in jail for several real life days? So if you are evil then you can get arrested and go to a virtual prison. When you log into the game the next day, you're still in the same prison cell and all you can do is eat the gruel and look at the high window and the rats.
I guess a backstory and place names are also necessary. I haven't thought of that bit yet. Something high fantasy should be easy to conjure up from all those DnD games and books I've read. And there are name generators available for the place and NPC names.
If you are interested in making a MMO maybe visit my page to get a free open source engine.
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18. I'm all in on build anywhere but not protected from other players.
I'd add MOBs/NPCs too.
But I would want various means to defend my property. Magical wards, hired NPCs, trained guard animals, and constructed traps.
19. Consequences for evil players needs to be real. No workarounds. But they need to get caught, too.
21. Hit point increase. What limit? I'd suggest a Max for each Stat as well as an overall Max for total.
22. Shouldn't hit chances increase too?
25. New player spans. I don't like random for this. A player may want to RP that they came from a certain part of the game world. They may want to enter the world near their Guild of choice. Etc.
28. 1st person view.
Darkfall had an excellent limited backview. I absolutely hate 1st person view except in very close quarters or studying an item.
It is NOT realistic. Go outside and play some sports or hike around a little. Then put on a diver's mask and do it. You'll see.
I would not play a game with 1st person view only.
31. If a character turns into an NPC when logged out, and since they might do so out there in the wild dangerous world, I think you'd need a system where they can hide, using camouflage and skill.
I love the concept and have wanted something like that for a very long time.
Nicely done!
Once upon a time....
No physics, 3rd person view instead of 1st, but just about everything else was in UO at at least a minimum.
Addressing AI.
UO's MOBs had "goals" or "wants" such as food by type, gold, terrain type (I think I have that right). THey even looted such things from characters they killed. (Loved this stuff!)
UO's NPCs responded to key words. (Great feature, by the way!) They also remembered player characters they had recently seen and could give you a direction to them.
AI driven combat was as minimal as any other game, probably technically nonexistent, but at least they tried to escape when damaged enough.
Once upon a time....
If you are interested in making a MMO maybe visit my page to get a free open source engine.
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