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If you could create your own MMO, what would it be like?
Games played:
Runescape -------------- www.runescape.com
Magic of the Gods ------ www.magicofthegods.com
Saga of Ryzom ---------- www.ryzom.com
World of Warcraft ------- www.worldofwarcraft.com
Comments
Vanguards classes
City of Heroes character creation
AoCs world graphics
SWG's(pre nge) crafting
L2's pvp
WARs public quests
LotROs Story driveness/cutscenes
WoW's population numbers
Eq2s Housing/guild housing
Darkfall.
www.badboysforlife.se/forum
A game with two modes, you have to pick one per character, RTS or RPG.
Some people would be playing a Dungeon keeper like RTS, they would be the dungeon masters, controlling all of the mobs.
The other people would be playing a standard pvp based fantasy RPG. Any MOB they fight is actualy under the control of an RTS player.
RTS players would compete against each other.
a fanstasy based mmo like wow or war. where the economy is Real life money like in sosial games like second life.
Want to play: Lego Universe
I have two main ideas about what can I do, to make my game unique, challenging and fun. First thing is the strategic element. It's pretty boring when most of the mobs could be killed by any of the heroes. I mean, what's so hard about enemy, that could be killed with either type of magic, bow or different kinds of swords. So I'm going to creat some kind of strategic game, where you control more then one character and you should carefully choose which of them you goint to sent to face the exact enemy. Ofcourse, it's going to be much more complicated then this, but you get the idea.
The second idea, i haven't seen in any other MMO, but I will not say that I'm sure that there isn't at all. It's about the quests. I've been always irritated by the games that are trying to tell the story from first person view. I get the idea of "making you feel part of the world", but that way my hero doesn't have any voice, mimics or reaction of any kind. I'm more a fan of cinematic point of view. This way the story is more alive. So I preffer the quest to be with cinematic cut-scense... I know couldn't be possible in normal MMO-world. So the best way to achieve that is going to be by cutting the player of the main world and puting him in his own game for the quest. I know, that way the whole idea of being in MMO is going to collapse. But this way the developers would have a lot bigger freedom in creating the quests, story and gameplay... The "kill 10 mobs and collect 5 items"-formula is just to boring for me...
Ofcorse, in the close future, I believe, the MMO's are going to have a lot more freedom and complex quests, but for now, I think my idea is going to be pretty succesful.
A massive Game in which Many diffrent types of Game-play are combined.
For your RPGer, Every choice you make in the game leaders you to create a Deep, Original Character.
For your RTSers, In room in each capital city you can play "Wargames" with armys move them around and Play against other players.
For your FPSers, Bow combat, (Much like Darkfall) Would zoom you into a First person view, You would fight like that..
For your Tycoon Players, A Crafting sytem would allow you to create an Empire of Shops, Plantions or anything else you could think of..
For a Designer, You can Creat your own missions and Instances..
Just dreaming -_-..
~Borme~
~Borme~
It would be pretty close to what Darkfall is supposed to be.
Every item being crafted by the players.
Epic mobs not dropping gear but rather mats and only mats. Everytime someone pulls a rusty old sword out of a dragons hoard I go WTF imagine what you could do with those scales.
Massive territory control that takes up 3 sides of the map(last side left open for expanding the PvE stuff). Territory control unlocking resources and mini PvE campaigns(a small handful of 10-40 man group quests, basically cliche stuff like waking the big scary monster, making the item that you need to defend against its attack or hurt it, and keeping it dead) to the controlers.
Well designed world that gets people to meet up in spots, choke points where PvE'ers meet up in their areas and PvPers can use to defend their territory, a world where it's easy to get on a well beaten path where you'll see people while still having huge 'unbeaten' areas. All in all real world design instead of crap.
____
Yes it's sandbox, and no sandbox does not magically make it so PvE(enemy and enviroment) content can't exsist.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
I want a game that puts the RP back in MMORPG.
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Meow
My game would be a more actiony take on MMORPGing, with a gameplay style that is more like something from the 3D Gauntlet games. Real hack-n-slash action with lots of flashy attacking, dodging about, and all that. It would be mostly open PVP, though the PVP would be dictated equally be who you want to stab in the back at that instant, and who your culture is not seeing eye-to-eye with at that point. The game's story would be based around a number of groups whose alliances with one another are, at the least, in flux.
Players could create a character based loosely upon classic warrior cultures, Pirates, Samurai, Knights, Vikings, Cowboys, Spartans, Musketeers, and whatever else gets worked in, but the specifics of that character are in the player's hands. If they, say, want to play as a ninja, they could pick the samurai culture and create a character with a great deal of DPS and magic skills, along with some great speed and some low-level magic to boot. They'd just have to be prepared to have that character be unable to take alot of damage. You want a Pirate Paladin, or a Cowboy Mezzer, or a Spartan who summons monsters in place of his offensive abilities, or any number of other bizarre combinations, they're more then welcome, and you'd be able to customize your character's look with a great number of unique pieces based upon their culture. No Knights with Pirate hats, unfortunately.
Grouping would be rewarded in a number of ways. Grouping with people of different cultures, along with trade, is among the best ways to mend fences between them. If you find that you and a friend of yours are on opposite sides of a conflict between the Cowboys and the Vikings (insert pro football reference here), teaming up with him for a while could really cool some heads amongst the leaders of your respective groups. Likewise, experience gained and loot gathered would both be greater if a group is gathering them. I rather like the idea of the "multi-player" part of MMORPG, which is why such a concept is in place.
Trade prices would fluxuate too, with cultures that are on good terms being the ones that give each other favorable deals. To that end, cultures that are constantly going to war with everyone and anyone that moves are going to be the poorer of the lot, while the more peaceful groups will do better overall.
There's a bit more to it, but this is just the basic stuff.
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Playing: Nothing
Played: Champions Online, CoX, STO, PSO, WoW, lots of free-to-play crap
Looking Forward To: DC Universe Online, Blade and Soul
It would be entirely different from other MMO's.
I would probabaly wait until virtual reality was mainstream or something, then create something along the lines of that "Spy Kids 3d" Movie LOL.
Would be freaking awesome. Oh but I wouldn't trap the players like in the movie.
So you want a game where you just look at videos and post about them on forums? Why?
-No levels
-Lots of grouping areas- aka dungeons
-World Pvp
-'Social' mechanisms- eg. maybe along the lines of MSN with people's status, and add in emoticons to make it a bit different.
-Rare item drop, or at least not excessively common so items are more valued.
-Ecosystems
-Not overly common but meaningful quests
Its too bad all the creative gamers out there cant be a part of MMO development, unless you have lottery winning luck I guess. I've often dreamed of making games but there just doesnt seem to be any way to get into that position from where I am now, a cog in a business machine.
My game would definately be a futuristic sci-fi MMO. There would be no base character level, instead there would be skill points. You can get points by doing just about anything, from crafting and gathering, to PVE / PVP or quests and diplomacy. There would be a huge skillset divided by tiers, lower level tiers cost less skill points then higher level ones, and lower level tiers are more general where higher level tiers are more specialized. For example you might have "ranged combat" as a tier 1 skill, from which you need x amount of skill to begin its branch paths, such as 'phase plasma rifles 1'.
There would be like 10 general tiers where skill cost is on an exponential curve. So there is really no cap, and you could theoretically get to very high skill. Since there is nothing 'lost' you never have to think about re-rolling, you would just start making more skill points and put them in other areas.
One of these tiers will begin a sort of 'class' branch. Of these you can only reach the top tier in 1 class. The level of specialization determines how far, if at all, you can go in other classes. You could even choose to go 1 tier deep in many classes, or 5 tiers deep in 2 classes, or 1/9 or spec 1 class to tier 10 for example.
The classes will have unique abilities such as sniping, healing, stealth. Most of these you can do already without specialization but not on any level compared to a full class spec.
The no-limit skill point requirement curve will allow people to really ahieve a very high level of skill. But since it is exponential there will come a point where putting more skill will cost a very high amount.
Items will have a kind of level themselves, so when you craft a sword, if your sword crafting spec is a prodigal level then what you will get might be something that no-one is even able to equip. If they can then you can bet it would be very powerfull.
Since crafting skills have no limits there will be those who have been in the game since the beginning, and are the only one available to make such high stat equipment. Of course the cost requirement will follow the same curve.
Game mechanics is the most important part of any game for me personally. An MMO like this could come in many flavors pvp or fantasy etc etc.
Alot of people might say 'no lifers will get supreme skill and the game wont be fun for the rest of us' Well if someone puts that much work in to their character then yea, they can acheive a level of skill you could never hope to acheive.
Class balance would simply be what you invest in the general tiers, Want a wizard who can punch anyone for massive damage? Well with enough skill you can do that.
"Good? Bad? I'm the guy with the gun."
That sounds pretty good. Maybe you *should* go talk to some game developers.
When you said,
"Its too bad all the creative gamers out there cant be a part of MMO development"
I remembered that Saga of Ryzom was originally supposed to be like that with collaboration between game devs and players. Ryzom changed ownership since then, but the Ryzom Ring allows players to customize some things and create scenarios within the game.
Magic of the Gods gives players a chance to basically help design the game, but that cuts both ways. You can have a huge impact in how the game evolves, but that's partly because the game is so unfinished and because there aren't very many other players trying to help design the game.
I'm sure at some point there's going to be something like that and it will be open source and will be like the linux of MMOs where a huge number of people work together cooperatively to do it.
Games played:
Runescape -------------- www.runescape.com
Magic of the Gods ------ www.magicofthegods.com
Saga of Ryzom ---------- www.ryzom.com
World of Warcraft ------- www.worldofwarcraft.com
QFT.
Sounds like you want Darkfall too buddy. Have a quick read.
It would HAVE what was ON THE BOX in the GAME! At launch.
-Lum
First I would have it set in a Sci-Fi setting.
Features would include
PC run cities with any kind of city run platform, communisim, republic what have you for examples thru a diplomacy skill set.(kinda like Vanguards)
Classes: Sci-Fi type like Bio-Engineer, Nano Technician stuff like that but they would of course fall into the normal mage scout warrior healer types with differant skillsets Unique to each class im so tired of the same skills basically just differant class.
Tradeskills: Anything that you want to work on like farming, Mining, Wood Cutter, Machinist, stuff like that
Full out PvP with a little RvR type system i think
I dont know i have a vision but hard for me to write it down.
setting would be Sci-fi, space travel, semi advance weapons (think firefly)
combat would be a long the lines of Mass effect with a few tweaks, I like the idea from stargate with "focus" meter(i think thats what it was called). basically the more your character gets hit out in the open the more his/her focus drops. the lower your focus the less accuracy you have and the less damage you do overall. firing from cover will slowly regain focus or at least keep it steady .... this is done to make it not just a fragfest more of a tactical shooter.
Character Design: Skill based like EVE were as the more skills you have the longer it takes to learn others. however you can pretty much take any skill you wish.
Other additional gameplay features ....
Space combat - pure twitch based combat. command the stars with your clan in your destroyer class ship. or be the scourge of space with a pack of smaller more agile ships.
Ground and space combat would have hostile and controlled zones where PVP is open and free. most of the better resources will be found on PVP open planets ... so the struggle to control them will always be a hot spot for conflict.
resource gathering from mining as well as creatures all around the galaxy. think SWGs rotating resource quality system. with an EQ2 like minigame crafting, with experimentation points so you can put your own spin on an item.
City building as well as space station building.
now with all that being said everything is in other games, except the combat system so i don't see why this game couldn't be made easily.
The home "holodeck" i have a nice little program in mind..hehe
When I said i had "time", i meant virtual time, i got no RL "time" for you.
Pervert! HAHA =P
You know robotics has come a long way..
"Good? Bad? I'm the guy with the gun."
Pervert! HAHA =P
You know robotics has come a long way..
Ya, will finally be able to toss the rubber woman in the dumpster.
When I said i had "time", i meant virtual time, i got no RL "time" for you.
Ultima Online, pre-AOS with amazing graphics and the same gameplay
hi
It would take too long to describe the setting and systems I would like to see in just one post. Some features:
- The world of the Talislanta tabletop RPG. Incredible fantasy world with no elves, no dwarves, not even humans or horses. The license would not cost very much and all the hard work of creating a compelling setting is already done. Most of the game mechanics I would also draw from that game system.
- Magic would not be simple premade spells you pick from a list. You design your own spells by first picking the effect type (damage, buff, illusion, etc), then deciding what modifiers the spell would have (eg. area of effect, damage over time, size, attribute it affects, etc). At the end you would pick a visual look for the spell and toy around with that look until you had the right spell for you. Again, the Talislanta rpg has all the game mechanics already worked out for doing this.
- Skill based advancement (no levels). Experience would be obtained from a combination of real time and activity: you would improve individual skills by doing the task associated with that skill, but in real time you would gain some generic skill points that you could spend in any skill. Skills cost exponentially more to improve with each level (as per the tabletop RPG) and a hard cap would be put in place for each skill.
- The world would not be so densely packed with mosters to kill that you cant even move without triggering a mob. You would have to move for at least a 30-60 seconds before encountering something that would attack you out in the wild (though there would be plenty of other non-threatening things out there to gaze/hunt/interact with).
- No errand-boy quests (I shall call them missions). Missions would be available from NPCs, but there would be no glowing exclamation mark above their head to show they had a mission to give. Completing those missions would give no XP reward from the NPC, though they might give some money and a small token of their gratitude (often some equipment points - see below). The missions would however require the player to use certain skills, so the player would then naturally improve those skills by doing them.
There would only be one quest available in each region. This would be a public quest of enourmous scope that would take a large scale organised effort by players over a period of months to eventually accomplish. Eg. defeat the Ice Wizard. Upon defeating the Ice Wizard (in this region-specific example) the player who struck the killing blow would immediately be given a choice: destroy him or take his place. If he chose to kill him the next epic quest in the rotation would trigger, and the player would get a special achievement reward/badge. If he took his place he would be given the rights to choose 3 lieutenants, they would become the bad guys and have an army of NPCs they could command to try to conquer the region with. It would be a slow process of resource building, attacking and taking over cities etc, and for those four players the game would be more of a strategy game than anything else. They could however go out and ransack places with their characters and 20 or so NPC minions (eg. Ice Giants). Eventually the players in the area would have to get themselves organised to kill the bad guys or be taken over.
- Player driven economy. NPC sellers would just sell equipment points (see below). Materials and items would need to be moved cross country via slow moving caravans that could be intercepted and looted by other players. Resource taps would appear randomly throughout the region, but be limited in number and resource supply. They would also have to be located by skilled players first.
- Individuals would lose their loot when killed, but would not be able to be looted. Instead of loot players would get equipment points automatically (no more searching of bodies for crap). This generic amount of equipment points would be able to be cashed in at any time for a chance to find a common item in your backpack. Need a lantern? Spend some equipment points and see if you remembered to pack one. Need more arrows? Spend some equipment points and see if you have any left. See the Donjon tabletop RPG for such a system.
- Mechanisms that reinforce social behaviour. I would institute a player rating system where anyone could give any other player a positive or a negative rating. If anyone gave someone else a negative rating they would also receive one negative rating point themselves. After x amount of negative rating a player loses their ability to rate others. When selling buying items on the market players could restrict the purchase or sale of their items to people who have too low a rating (chosen by the player).
I could write pages and pages of text on the reasons why I would implement each of these systems and a lot more, and why I think they would work. But since nothing like that is ever going to get made I will just continue grinding away I guess. Hey The Agency looks cool so there is hope yet.