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Can it be done? Your help would...help.Follow

#1 Mar 03 2006 at 12:21 PM Rating: Decent
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Call me a dreamer. Call me an optimist. Hell, call me an idiot. I care not. I have a lofty goal of one day creating my own MMORPG. My friends and I have several ideas floating around ranging from gameplay mechanics to forum stylesheets. About 85% of what we discuss is feasible, 10% is plausible and the other 5% is downright ludicrous (but dreams would be a reality if everything worked out, now wouldn't they). This is where you, the real gamers come in. We have all delved into the constructive parts of our brains at one point or another and thought, "You know what would make this even better..." or "You know what I would like to see done...". I shall pose a question and, if you would be so bold, allow your mind to run rampant. Privy, be as thorough as possible. There are no boundaries. No rules. No regulations. No constraints of any kind. It is a dream, after all. Let us begin:



What ideas do you or have you had that you feel could be implemented into an MMORPG world that would set it above all others?



Enjoy. I look forward to your repsonses. I will be keeping these as a reference point. If this game slowly transitions from dream to reality, and we decide to use some of your ideas, you will get the proper billing.

Edited, Fri Mar 3 12:34:01 2006 by Mearyk
#2 Mar 03 2006 at 1:27 PM Rating: Good
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1,885 posts
I read this and my first reaction was, "Oh yea, I know some things that could..." as I slid up to the keyboard. But then I faltered and halted, thinking that most good ideas are already in place in many games. It may be as easy as learning and repeating those ideas, avoiding the pitfalls.

It seems to me the most significant breakout would be genre. There are but a handful of games that don't involve a sword and magic in some fashion. How many different ways can you present that? (rhetorical question, no response needed)

Then it breaks out into other types: puzzle (Myst), solo-FPS (Doom), team-FPS (SOCOM), turn-based, strategy, text, etc.

I am happy to see Dungeons and Dragons Online break from the mold and provide a different way to play. Which is, by the way, you don't get exp from killing mobs, only from completing quests. They are also fortunate to have a long and huge following for the name brand, but only if you don't count the movie. :)

Play to pay style would also be a big issue. Free after purchase? (Guildwars) Monthly fee (most everything)? Pay real money for virtual items (Station Exchange and that other game, I forget)? I know I avoid particular games based on that. I'm ok with paying a monthly fee.

Video engine would be critical, as would the art. Guildwars is beautiful in art yet limited in scope. The old days of flat faces in EQ1 has given way to 20 ways to tweak your Ogre eyebrows in EQ2. Cartoon (WoW) versus Realism (EQ2).

I'm not a programmer, but it would appear extremely difficult to break out of the surroundings and be noticed, since there are so many games by so many companies. Maybe a game just needs to be solid in all facets and it can gain a following.

So, to finally not answer your question (sorry!) I think I can sum it up thusly:
1 - Smooth, functional, intuitive interface
2 - Mechanically sound
3 - Beautiful to look at
4 - Fun
5 - Supported
6 - Vast world
7 - Many classes and professions (do I hear tinkering?)

That might be in order of priority, but each factor weighs so heavy. If one item was an utter flop, it would kill the others. Yet a mediocre item could be helped along by the others, with hope of a patch someday.

I apologize for the long wind, I applaud you and your efforts. I know it's something I would only dream of. :)

Ok, here's the bottom line (in no particular order):
- Quests to include non-killing options. Build the suspense!
- Movable and destroyable objects
- Some level of player input to the world, it's lore, and items. (Build a guild hall, chat with gods, create a new spell)
- Creative monsters with smart AI (yes, the healer SHOULD be targeted first!)
- Live events and Dev involvement
- Geography and zones that takes a micro and macro slant in design. (Not sure if that makes sense - think Fantastic Voyage)
- Crafting system that is fun
- Balance

Let me know when my Beta approval is in the mail. :)
#3 Mar 03 2006 at 1:39 PM Rating: Good
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1,625 posts
I always wanted to be a pimp.

Could you make a game where I could realize my real calling without the problem of being thrown into jail?
#4 Mar 03 2006 at 2:05 PM Rating: Good
Tutan the green noted:
Quote:
It seems to me the most significant breakout would be genre. There are but a handful of games that don't involve a sword and magic in some fashion. How many different ways can you present that? (rhetorical question, no response needed)

response pending...

For years now, I have wanted to see an mmorpg based on the Stargate SG1 franchise. I think the premise is perfect for the format of an online game.

You accept a mission and assemble your group in the ready room... or the cafeteria or wherever... then you proceed to the amory to gear up for the mission and finally to the gate room where you zone to one of the available worlds to carry out your mission.

Anyway, that's my contribution... the only fly in the ointment is that Sony now owns MGM which owns the SG1 franchise...
#5 Mar 03 2006 at 2:18 PM Rating: Good
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159 posts
There are so many games that try to do the same thing than others just adding a few new features that I think focus should be on genre. Adding something that has not really have been before. Maybe a MMORPG in the line of birthright ? You have kingdoms, countries to defend, dungeons to explore, etc. That would be awesome for the PvP fans, where they would feel very implicated and that their numbers of kills is more significant than a 'slayer' title as they see their empire grow. It would also create a solid family feeling when everyone has to get to 'that town' to protect it from an invasion. Of course there would be things to look at. Not everyone can log as much as the other dude next door, so you would have to make it so that even if you log in for only 1 hour you sitll feel like you can accomplish something even if you dont 'go out at war' Add the typical dungeons in several areas and youve got yourself (i think) a new kind of MMORPG. At least something that has not been overexploited still.

As far as crafting go, I think theres a lot potential there. One way to make it interesting is feeling like youve created something original. Lets take pristine forged cobalt gauntlets in EQ2. Every each of them has +14 agi +14 wis on them. To me, it makes no sense. They shouldnt be all alike, since they have not been all crafted by the same person. You could have a system where, those same gloves, depending on an 'extra' ingredient and talent of your armorer, get a +20 total stats that you can distribute as you want. Makes the process of crafting feel like youre more implicated, while not everyone around is dressed in the same gear with the same stats on them. It's just an idea like that.

Another thing id like to see in a game like this is a way to increase the replay value of dungeons and/or instances. One way to do it would be to have a dungeon or instance that is always different everytime that you enter it. A 'random' dungeon if you want, doesnt have to be the biggest dungeon around, but would make the replay value of your non-raiding high end content grow up.

These are just some ideas im throwing around, you may or may not like them.

Oh and i was about to forget. One point not to take lightly : music for your game ! I like EQ2, i play it every day and 6 days out of 7 i really enjoy myself. But EQ2 music is, well, weak. Thats an aspect to not neglect, because the right music for the right environment can REALLY make a difference...
#6 Mar 03 2006 at 3:07 PM Rating: Good
Quote:
They are also fortunate to have a long and huge following for the name brand, but only if you don't count the movie. :)
It couldnt be that bad of a movie since they made a sequel.


As far as what I would put.

The character customization of CoX, there is not a game out that compares to how much influence you have on your looks.

The flashy powers of CoX, if a caster thoughs a fire ball or lightning bolt it should be noticable.

Well developed quests, with back stories.

A game where each class is different, and race means something. I dont mind that SOE didnt want to make one race better then another, but there really isnt any reason to play one race or another besides looks.

Overall a grouping game. Raid zones and areas that soloing would be suicide. But leave areas where soloing is still an option.

More unique classes, I may try to elaborate, but using tuts example of tinker. They can build robots which they can repair and upgrade. They can also build traps and ranged weapons.

I like the idea of not having to do things one way, make sneaking viable, as well as charming, influencing to the goal. The door is locked so you can find the key, pick the lock, breack down the door, take the hinges off, of find an NPC to open it for you.
#7 Mar 03 2006 at 3:50 PM Rating: Decent
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For years now, I have wanted to see an mmorpg based on the Stargate SG1 franchise. I think the premise is perfect for the format of an online game.


That one is coming in a few years. No hard facts as yet, but it is being done.


The problem with creating games or an actual mmorpg is the fact of originality. That is hard, very hard, but it isn't really necessary to be completely original. I helped with a couple of people to create a board game, science fiction style, plenty of good ideas from everyone but after a while most of those turned out to be copies of something, be it a book once read or a movie. But ultimately, about everything's been done before.

It might be best not to try and please everyone, that might end up with a game that offers a bit of everything but ultimately satisfies no one.

A basic question would be the background, the setting of the game you would like to create. Would you want to create a pure fantasy game, a science fiction game, a horror type perhaps even? Or a hybrid of all of the above?


If I can offer one suggestion, it would be creating a game that dares to be very flexible. No truly set surroundings or maybe even quests. It's a suggestion from the WoW boards I read a while back too, cities belonging to one faction should be able to be overtaken by other factions on a regular basis.

Quote:
It couldnt be that bad of a movie since they made a sequel.


Hmm, I'll have to find that movie! I am a rare breed actually, I enjoyed and own the first part on DVD. But then again, perhaps I should see a psychiatrist.



#8 Mar 03 2006 at 4:14 PM Rating: Decent
Wild West MMO, the genre has had some hits in the past couple years but they have either sucked (red dead revolver) or been to damn short (Gun).

I'm a big western fan and would love to be able to live out my fantasy's in a landscape of towering mesa's and rolling dunes, would just rock.
#9 Mar 03 2006 at 4:30 PM Rating: Good
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Wild West MMO

Hmmm... why does West World spring to mind???

Nothing can go wrong, go wrong, go wrong...
#10 Mar 06 2006 at 9:53 AM Rating: Decent
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991 posts
Wow. You all really have some interesting ideas. I never even entertained the possibility of a different genre, as my expertise lies in the fantasy realm. I do not believe I could, in good conscience, lend my efforts to anything other.

That said, it will be very hard to get noticed on the coat tails of EQ2 and WoW (not to mention Vanguard, D&D, some new one coming out, etc.) Maybe a new genre is the only way.

Let me lay out some of the ideas I have been tossing around.

  • Experience based on class specific skills
    A tank would get experience based on his expertise in taking damage and tasks that require brute strength (i.e. moving rocks from doors). A scout could gain experience by their expertise in stealth and tracking and so on.

  • One hit kills
    Assassins would finally be able to sneak up behind and, depending on their skills, kill mobs with a single hit. Other classes would be able to do similar things.

  • Manual control of weapons
    You can manually target certain areas on a mob with differing results. Along the lines of point number 2, Rangers would be able to get a one-hit kill head shot with a bow. Want to slow a mob down? Aim for the legs. Mob swinging a 2H Sword? Target one of his arms to decrease effectiveness.

  • These are just some of the things. And, ThatGuy, I absolutely LOVE your crafting idea. That is excellent. So, keep this thread going. Throw some more ideas around.

    Edited, Mon Mar 6 09:54:11 2006 by Mearyk
    #11 Mar 08 2006 at 10:36 AM Rating: Decent
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    159 posts
    I like the swinging at specific body parts idea. However, you have to take in consideration that if a playing character with intelligence is capable of doing so, mobs with 'intelligence' have to be capable of doing the same. Which would make fights interesting...logically, if the tank is focusing, lets say, on the legs of the mob, his guard will be down for his own upper body part, making him more vulnerable to, lets say, shots to his head.
    It would be a LOT of work on behalf of A.I but it would make it really interesting :)

    As for other ideas, some I have require some 'realism'. I always hesitate to use that word since we are talking about a fantasy setting, but even in such an evironment 'realism' is a possible thing. Quick exemple (using EQ2, after all, we are on an EQ2 board...) I died 9 times for some reason. My screaming mace is at 10%. Some other dude just finished the quest, he has a brand new one in his hands at 100%. We both do the same damage. To me it makes no sense. How can a 90% damaged weapon be as efficient as a brand new one ? Damage, chances to hit (its so close to break you handle it differently so it doesnt break in your hands) and chances for critical hits should be lessened. Not only that but you can also make it so 'procs' have less and less chances to work properly the more the weapon is damaged.

    Something else. If you use the tradionally accepted concept that wizard spells are based on elements for the most part...then you can have specialized mages, some would focus more on water based elemental etc. Still the wizard has to draw upon the strenght of the element to be efficient. Which means a water wizard would see his spells efficiency reduced in a desert, since water is a rare commodity. Since most mobs in a desert would logically be weak against water and ice spells, the wizard could carry spell components on him, consumables, so that he can unleash the fury of his powers. Same can go for priests. Have your priests serve gods. The more the god has influence in a certain area, the stronger the powers of the priest. If the god has little if no influence over the area, then the priest would see his powers lessen, or you can counter this by, for example, using more power to have priest spells work properly. Then you can have epic or very long campaigns going to increase the god's influence. You can even have a system of missionaries that go and spread the teachings. That could have some impact over the course of the game, a zone under the influence of the god of knowledge would prolly not be populated with the same mobs than the zones under the influence of the god of death...

    ETC, ETC...what is cool with ideas is they keep coming and coming lol. Of course some stuff would require more work than other, and some ideas may be bad ideas. Just tossing them around, I like to dream too :)
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