It'll heavily borrow Second Life (thematically..because social network styles widens the player demographics), Grand Theft Auto and Portal's designs because you can make real money off it but with full access even if it's f2p (I'll invite Google or any Linux distro outfits in because the base frameworks shall be open source and I adhere to the "Do NO evil" mantra . Google's expertise in sneaking in ads for revenue in the overall settings should prove..shall we say.."well targeted"..) + open PvP so you can take over some lands or just kill some apparent cultists in it for the heck of it. I mean come on now..how many of us here who didn't for 1 second drooled over the possibility of killing annoying SL avatars? Beautiful....and all profits goes to peace advocating, anti-DirectX and green tech NGOs. I'm imagining a totally, ridiculously lucrative venture out of that albeit with the very probable risk of only being able to run it in less than 6 months, a good chance to lose my sanity and definite lawsuits flying as well.
But as they say..ground breaking ideas requires sacrificial imaginations and even self sometimes.
like wow but: -without the raid and rep grind -not gear-centric -crafters make the finest items (by finest i mean coolest looking) -with player housing -equip your favorite old gear without losing stats so your toon can look how you want it to look -more body types -no level grind -mount breeding -real crop farming -specs more different: for example, beastmaster hunter: is the only hunter with a pet and he has no special shots or special melee attacks or traps. but his pet is uber. survival hunter is the only hunter with traps. has no pets. has great cc melee ability. his traps are uber. marksman hunter: no traps or pet. but his guns and bows do more damage and his special shots are uber.
EverQuest death penalty (exp loss+ body retrieval, softened by presence of your body at the entrance of the instance you died in, and NPC corpses summoners against an in-game gold fee to recover bodies lost in the gameworld) Vanguards classes with WoW-like Skill-trees City of Heroes character creation AoCs world graphics SWG's (pre nge) crafting Lineage 2 PvP WARs RvR WARs public quests with increased difficulty to promote grouping LotROs Story driveness/cutscenes WoW's population numbers Eq2s Housing/guild housing classic raid content replaced by random boss mobs spawning in the gameworld, preferably in the middle of RvR zones. Hardcore monitoring/kicking of gold farmers/ lvling-for-money chinese people
That's pretty much the game i'd like to play... i thought Vanguard would provide most of it 2 years ago!
My addiction History: >> EQ1 2000-2004 - Shaman/Bard/Wizard/Monk - nolife raid-whore >> WoW 2004-2009 + Cataclysm for 2 months - hardcore casual >> Current status : done with MMO, too old for that crap.
No Classes. Skill Tree system similar to what the original UO used (aka not the skill/class based one SWG pre-cu had). City of Heroes character creation (not real sure on this but it was the best thing about CoH) AoCs world graphics (would depend but it would be nice to have) Crafting similar to the Earth and Beyond system. If you never played Earth and Beyond it would take a bit to explain but basicly you added recipes by taking apart the items you found. No PvP. In my opinion it just leads to issues. The game should either be entirely PvE or developed with PvP as the goal to start. Trying to combine both equates to two half assed systems. No Quests. No Story driven anything. Unless it was being done by a team similar to the interest team of Ultima Online. with a volunteer team on every server to create unique history on each server. Goal of 100,000 to 200,000 subscribers maximum. SWG style housing system with player cities. Strict Community code that is enforced aka ToS and Eula will be enforced. If you have to be banned more than once we would hire someone to kill you. (I had to add something sarcastic in here... so sorry) Most definitely a Sci-Fi setting or "near future".
I was gonna explain why I said some of the things I did.. but oddly I don't feel like type the ramble... so I'll just leave it as this.
*edit* oh and I apologize for not putting my changes into another color but I haven't slept in 3 days.. anyway... *snooze*
The game would be based in a city you would have two factions good and bad.
Good side would have police, army, doctors and vigilante.
Bad side would have Thief, Drugdealer, Terrorist and Pimp.
Charictors would be fully customisable faces can be imported useing pics if desired can ajust builds hair color.Outfits would be decided at first depending on class but as you get promotions new outfits become availible and more customisation options open up.
Exsample of leveling system would be
Army class
level 1 = recruit
level 10 = promoted to Private
level 20 = promoted to Corporal
level 25 =car truck ambulance depending on class and choice this would be customisable via resprays and body shops.
level 30 = Major
level 40 = Colonel and faster automobile
level 50 = General and chopper/plane/jet
To level up a person would have to do missions or kill oppsing faction npc's or players run instances.
Instances would come in the form good and bad instance both instances would be identical apart from the npc's inside would have oppisite factions.
Quality of gear is obtained via how well a person does in instance or on a quest.So At end of a instance you would be given ratings top dps top damage taker top healer top cc and so forth.The person with the highest ranking in each catagory would recive an item for there class.To even out unbalnced groups the game would calculate every1 when they enter the instance and compensate for this.
People can take up jobs and buy player houseing.Tis just short idea what i would like to see done.
pvp would be world based and something simler to wow bg system eg disarm bomb capture the drugs.
Whole articles could be written on this subject, seeing that is quite a vast one, but I'd rather focus on something else, namely the future of these games.
The current trends in massive multiplayer online gaming are:
1) Simpler economies and game mechanics (City of Heroes virtually does away with the economy. World of Warcraft simplifies most every element of Mmorpgs)
2) Experimentation with new pricing models (EQ2's downloadable adventures, Sony's package deal with several games, Guild Wars and its no-monthly-fees-but-lots-of-expansions model, etc.)
3) The rise of socially-oriented content (There, Second Life, Tale in the Desert are more about players than about game play.
Who knows what else the future might bring, especially considering the latest developments in this area (Microsoft's deal with Marvel, for example), as well as the increasing importance of Mmorpgs developed for gaming consoles. We'll probably have online tournaments offering substantial cash prizes, more and more news about gaming, and so on. Actually, gaming is likely to become something as important as sports, and with the same media coverage. And why shouldn't it, considering that there are more people playing on their computers than people practicing some form of sport nowadays.
But…………If you consider me as a gamer and I would love to play the game in these few lines of development………
1) If given the chance to implement something along these lines, I would extend the ideas a bit further with a proposal for a player “caste” system, wherein Players are allowed to gain power and wealth to the point where they become mayors or emperors, exerting control over NPC slaves/employees/citizens, and even Players as well (i.e. a Player could hire himself out to design and build a bridge for a wealthy Players, or could volunteer for his country’s army). Armies, too, would be controlled by Players in a chain of command–the king deciding who to make war with, his generals deciding how to make war on a strategic level, and the captains and sergeants deciding how to accomplish specific missions on a tactical level. The grunts would for the most part be NPCs, but Players would also be welcome to serve in the lower ranks, perhaps as specialists (i.e. snipers or engineers), but following the orders of their commanders.
2) So in my game, a player might start out as a poor character and have to seek employment from other Players or NPCs (”Such-and-such needs a bridge built across that canyon and is hiring laborers for $5/hour”, or “So-and-so urgently needs this message sent to Such-and-such, and will pay $100 for its save delivery”). Thus the player would have opportunities to climb the social ladder, and could also choose a variety of skills or careers to pursue (i.e. architect designing/building new structures, a craftsman designing/building new armor, a mercenary warrior, etc.).
3) My game would truly emphasize the players building the story and world around them, rather than having a world and story defined by developers. In the event of a war, you would need players to organize the army, you would need people assigned to supply and courier duties (can’t have an army starving on the battlefield), and so forth. At the same time, a nation’s (Player) leader might desire peace, and so he would need diplomats and emissaries to bargain and negotiate with other leaders. In order to avoid being assassinated (player killing would be ubiquitously allowed, in some sense or another), leaders would either need to surround themselves with hordes of trusted bodyguards, or rule with a benevolent hand such that the citizens themselves love their leader and want to protect him.
Cheers Sourajit Nandi
" Don't listen to anyone who tells you that you can't play this or that. That's nonsense. Make up your mind,and you'll never whine or repent about gaming hours anymore, then have a go at every Game. Open up the Internet, join in all the Mmorpgs you can. Go make the Guild. But never, never let them persuade you that things are too difficult or impossible. "
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.
I like this idea. Interestingly, I designed a similar game (on paper) with modern military theme using RTS/FPS.
I'm currently developing my own Fantasy-Themed Massive Multiplayer Online Role Playing First Person Shooter Game System. Massive Multiplayer Online, Each Server supports 256 simultaneous players over the Internet, scalable from 1 x 256 Solo Party to 4 x 32 Full Party. Role Playing in a SciFi/Fantasy setting based on my own Elemental DRifter RP Ruleset and Lore. First Person Shooter, featuring First Person Shooter Combat (w /Guns) for real-time, high-intensity action. Game System, providing Modular Entity Construction Tools that players use to create their own Content and Adventures.
Well I guess if I were gonna make a game I'd just buy the Realmcrafter engine then generate some terrain and use all the default graphics and models and let everyone think I was working on making the graphics better instead of just waiting for the advanced version of the game engine to be released.
If I am able to create a mmo then I will make a Strategy Civilization game and it is definitely PVP but there is no role like other mmorpg and no grind. It will be matured game18 or 21+
1.) Extensive character customization at creation and the ability to modifiy character features later in game.
2.) Choice between whether to be PVP or PVE without being forced to be one or the other and still have viable character in the game or the abiltity to switch back and forth at whim.
3.) A viable crafting system that allows for a vast player economy where crafted gear can be equal to or better than looted gear. Crafting system where crafters are still required even after items have been created to maintain, alter, or enhance previous made goods. A harvesting system besides "Stand at stone, swing pick, get ore, fill sack, return to town to swelt, rinse and repeat." That gets old fast and there should be other options. If a player wants a small amount of resource that works great, but if a player wants large amounts, the ability to hire an NPC to collect it over time, or harvestors you can buy or make then drop and maintain works better.
4.) Armor that can be mixed and matched to get the appearance that a player wants even if it may not be as good in total as the cookie cutter one look fits all gear. Ability to change the color of individual pieces of armor.
5.) A game where community is important, not just the monthly buck for paying to play. Where players are allowed an active part in what goes into the game as it gives the player a sense of "ownership" in that game so they can call it home.
6.) Player housing with the ability to decorate the interiors. Whether this is done by houses players can drop anywhere in the world or thru houses or apartments they rent in specific cities (with in game money, not real life currencies other than monthly subs). Housing gives players a place to go when they want to craft, group of with friends to decide where to go and what to do, guild or group meetings. Also allows for RP as players can design their homes based on their perceptions of what the game is all about and something they can show off to others.
7.) Mounts or vehicles that you can customize the appearance of or tweak the abilities of. Some people like having the same car as others, but some prefer to make their vehicle unique.
8.) PVP that has meaning. Arenas are fun for a while, battlfields the same. But the general "if it's red it's dead" gets old quickly unless it has meaning.
9.) PVE that isn't all about instances or raiding. That kind of PVE becomes a second job as you have to spend hours gathering materials and consumables just to be able to make the raids each night. And then it becomes all about the biggest guilds, not the average players.
10.) Wide PW's or large area maps to allow players who want solitude to be able to find it. Resources scattered across the maps as well as mobs. Otherwise, everyone clusters and fights over the same resources or mobs.
11.) Alternate game experience. Most games have ground based combat only. The ability to either go to space or out on the water for an alternate form of game play is very nice. Breaks up potential boredom while waiting for new content to be released.
12.) Quests and lots of them. This can help players stay interested in a game when they are done mob grinding, PVP'ing, or crafting. Story line quests can offer hours upon hours of game play whether for single player or in groups.
13.) Non-combat professions that can survive in the wilds for short periods. Ever have a crafter that cannot leave town due to being killed by the local rodents? Not fun when you are trying to harvest crafting materials.
14.) Multi-class character abilities. Ability to mix and match player skills to create a wide variety of skills based on what players wanted for their character. Ability to borrow a little or a lot of skills and abilities from various classes or specialize in one or more classes. Be the master of a class or a jack or all trades/master of none, choice is yours.
Only one game I have ever played that had all of this and it was Pre-NGE Star Wars Galaxies. Wasn't the greatest game around, but had the main ingredients that could keep players busy. Waiting for another game to come out that offers the same base features, even if it is a different genre of fantasy.
Comments
It'll heavily borrow Second Life (thematically..because social network styles widens the player demographics), Grand Theft Auto and Portal's designs because you can make real money off it but with full access even if it's f2p (I'll invite Google or any Linux distro outfits in because the base frameworks shall be open source and I adhere to the "Do NO evil" mantra . Google's expertise in sneaking in ads for revenue in the overall settings should prove..shall we say.."well targeted"..) + open PvP so you can take over some lands or just kill some apparent cultists in it for the heck of it. I mean come on now..how many of us here who didn't for 1 second drooled over the possibility of killing annoying SL avatars? Beautiful....and all profits goes to peace advocating, anti-DirectX and green tech NGOs. I'm imagining a totally, ridiculously lucrative venture out of that albeit with the very probable risk of only being able to run it in less than 6 months, a good chance to lose my sanity and definite lawsuits flying as well.
But as they say..ground breaking ideas requires sacrificial imaginations and even self sometimes.
if I could make a game.. it would pretty much be darkfall online
Remember Old School Ultima Online
*sigh* it seems the sci-fi craze is beginning.
------------------------------
Meow
like wow but:
-without the raid and rep grind
-not gear-centric
-crafters make the finest items (by finest i mean coolest looking)
-with player housing
-equip your favorite old gear without losing stats so your toon can look how you want it to look
-more body types
-no level grind
-mount breeding
-real crop farming
-specs more different: for example,
beastmaster hunter: is the only hunter with a pet and he has no special shots or special melee attacks or traps. but his pet is uber.
survival hunter is the only hunter with traps. has no pets. has great cc melee ability. his traps are uber.
marksman hunter: no traps or pet. but his guns and bows do more damage and his special shots are uber.
Guild Wars 2 is my religion
That's pretty much the game i'd like to play... i thought Vanguard would provide most of it 2 years ago!
My addiction History:
>> EQ1 2000-2004 - Shaman/Bard/Wizard/Monk - nolife raid-whore
>> WoW 2004-2009 + Cataclysm for 2 months - hardcore casual
>> Current status : done with MMO, too old for that crap.
I was gonna explain why I said some of the things I did.. but oddly I don't feel like type the ramble... so I'll just leave it as this.
*edit* oh and I apologize for not putting my changes into another color but I haven't slept in 3 days.. anyway... *snooze*
Pre-CU SWG (about where the game was in mid-2004). For me, that's enough. More than enough. Having a space game attached to it would be a bonus.
A lot of people (including this^ guy) seem to be describing the features of Darkfall - check it out, beta next month, due to release end of this year.
It would be like Bladerunner or Judge Dredd.
Not like in the corny movie with Stallone though.
Crime
The game would be based in a city you would have two factions good and bad.
Good side would have police, army, doctors and vigilante.
Bad side would have Thief, Drugdealer, Terrorist and Pimp.
Charictors would be fully customisable faces can be imported useing pics if desired can ajust builds hair color.Outfits would be decided at first depending on class but as you get promotions new outfits become availible and more customisation options open up.
Exsample of leveling system would be
Army class
level 1 = recruit
level 10 = promoted to Private
level 20 = promoted to Corporal
level 25 =car truck ambulance depending on class and choice this would be customisable via resprays and body shops.
level 30 = Major
level 40 = Colonel and faster automobile
level 50 = General and chopper/plane/jet
To level up a person would have to do missions or kill oppsing faction npc's or players run instances.
Instances would come in the form good and bad instance both instances would be identical apart from the npc's inside would have oppisite factions.
Quality of gear is obtained via how well a person does in instance or on a quest.So At end of a instance you would be given ratings top dps top damage taker top healer top cc and so forth.The person with the highest ranking in each catagory would recive an item for there class.To even out unbalnced groups the game would calculate every1 when they enter the instance and compensate for this.
People can take up jobs and buy player houseing.Tis just short idea what i would like to see done.
pvp would be world based and something simler to wow bg system eg disarm bomb capture the drugs.
거북이는 목을 내밀 때 안 움직입니다
Whole articles could be written on this subject, seeing that is quite a vast one, but I'd rather focus on something else, namely the future of these games.
The current trends in massive multiplayer online gaming are:
1) Simpler economies and game mechanics (City of Heroes virtually does away with the economy. World of Warcraft simplifies most every element of Mmorpgs)
2) Experimentation with new pricing models (EQ2's downloadable adventures, Sony's package deal with several games, Guild Wars and its no-monthly-fees-but-lots-of-expansions model, etc.)
3) The rise of socially-oriented content (There, Second Life, Tale in the Desert are more about players than about game play.
Who knows what else the future might bring, especially considering the latest developments in this area (Microsoft's deal with Marvel, for example), as well as the increasing importance of Mmorpgs developed for gaming consoles. We'll probably have online tournaments offering substantial cash prizes, more and more news about gaming, and so on. Actually, gaming is likely to become something as important as sports, and with the same media coverage. And why shouldn't it, considering that there are more people playing on their computers than people practicing some form of sport nowadays.
But…………If you consider me as a gamer and I would love to play the game in these few lines of development………
1) If given the chance to implement something along these lines, I would extend the ideas a bit further with a proposal for a player “caste” system, wherein Players are allowed to gain power and wealth to the point where they become mayors or emperors, exerting control over NPC slaves/employees/citizens, and even Players as well (i.e. a Player could hire himself out to design and build a bridge for a wealthy Players, or could volunteer for his country’s army). Armies, too, would be controlled by Players in a chain of command–the king deciding who to make war with, his generals deciding how to make war on a strategic level, and the captains and sergeants deciding how to accomplish specific missions on a tactical level. The grunts would for the most part be NPCs, but Players would also be welcome to serve in the lower ranks, perhaps as specialists (i.e. snipers or engineers), but following the orders of their commanders.
2) So in my game, a player might start out as a poor character and have to seek employment from other Players or NPCs (”Such-and-such needs a bridge built across that canyon and is hiring laborers for $5/hour”, or “So-and-so urgently needs this message sent to Such-and-such, and will pay $100 for its save delivery”). Thus the player would have opportunities to climb the social ladder, and could also choose a variety of skills or careers to pursue (i.e. architect designing/building new structures, a craftsman designing/building new armor, a mercenary warrior, etc.).
3) My game would truly emphasize the players building the story and world around them, rather than having a world and story defined by developers. In the event of a war, you would need players to organize the army, you would need people assigned to supply and courier duties (can’t have an army starving on the battlefield), and so forth. At the same time, a nation’s (Player) leader might desire peace, and so he would need diplomats and emissaries to bargain and negotiate with other leaders. In order to avoid being assassinated (player killing would be ubiquitously allowed, in some sense or another), leaders would either need to surround themselves with hordes of trusted bodyguards, or rule with a benevolent hand such that the citizens themselves love their leader and want to protect him.
Cheers
Sourajit Nandi
" Don't listen to anyone who tells you that you can't play this or that. That's nonsense. Make up your mind,and you'll never whine or repent about gaming hours anymore, then have a go at every Game. Open up the Internet, join in all the Mmorpgs you can. Go make the Guild. But never, never let them persuade you that things are too difficult or impossible. "
Once An Addict Always An Addict .
I like this idea. Interestingly, I designed a similar game (on paper) with modern military theme using RTS/FPS.
I'm currently developing my own Fantasy-Themed Massive Multiplayer Online Role Playing First Person Shooter Game System. Massive Multiplayer Online, Each Server supports 256 simultaneous players over the Internet, scalable from 1 x 256 Solo Party to 4 x 32 Full Party. Role Playing in a SciFi/Fantasy setting based on my own Elemental DRifter RP Ruleset and Lore. First Person Shooter, featuring First Person Shooter Combat (w /Guns) for real-time, high-intensity action. Game System, providing Modular Entity Construction Tools that players use to create their own Content and Adventures.
darkfallonline.com
Like that ^^
거북이는 목을 내밀 때 안 움직입니다
Well I guess if I were gonna make a game I'd just buy the Realmcrafter engine then generate some terrain and use all the default graphics and models and let everyone think I was working on making the graphics better instead of just waiting for the advanced version of the game engine to be released.
But I guess magic of the gods beat me to it.
If I am able to create a mmo then I will make a Strategy Civilization game and it is definitely PVP but there is no role like other mmorpg and no grind. It will be matured game18 or 21+
I would want a MMORPG with the following:
1.) Extensive character customization at creation and the ability to modifiy character features later in game.
2.) Choice between whether to be PVP or PVE without being forced to be one or the other and still have viable character in the game or the abiltity to switch back and forth at whim.
3.) A viable crafting system that allows for a vast player economy where crafted gear can be equal to or better than looted gear. Crafting system where crafters are still required even after items have been created to maintain, alter, or enhance previous made goods. A harvesting system besides "Stand at stone, swing pick, get ore, fill sack, return to town to swelt, rinse and repeat." That gets old fast and there should be other options. If a player wants a small amount of resource that works great, but if a player wants large amounts, the ability to hire an NPC to collect it over time, or harvestors you can buy or make then drop and maintain works better.
4.) Armor that can be mixed and matched to get the appearance that a player wants even if it may not be as good in total as the cookie cutter one look fits all gear. Ability to change the color of individual pieces of armor.
5.) A game where community is important, not just the monthly buck for paying to play. Where players are allowed an active part in what goes into the game as it gives the player a sense of "ownership" in that game so they can call it home.
6.) Player housing with the ability to decorate the interiors. Whether this is done by houses players can drop anywhere in the world or thru houses or apartments they rent in specific cities (with in game money, not real life currencies other than monthly subs). Housing gives players a place to go when they want to craft, group of with friends to decide where to go and what to do, guild or group meetings. Also allows for RP as players can design their homes based on their perceptions of what the game is all about and something they can show off to others.
7.) Mounts or vehicles that you can customize the appearance of or tweak the abilities of. Some people like having the same car as others, but some prefer to make their vehicle unique.
8.) PVP that has meaning. Arenas are fun for a while, battlfields the same. But the general "if it's red it's dead" gets old quickly unless it has meaning.
9.) PVE that isn't all about instances or raiding. That kind of PVE becomes a second job as you have to spend hours gathering materials and consumables just to be able to make the raids each night. And then it becomes all about the biggest guilds, not the average players.
10.) Wide PW's or large area maps to allow players who want solitude to be able to find it. Resources scattered across the maps as well as mobs. Otherwise, everyone clusters and fights over the same resources or mobs.
11.) Alternate game experience. Most games have ground based combat only. The ability to either go to space or out on the water for an alternate form of game play is very nice. Breaks up potential boredom while waiting for new content to be released.
12.) Quests and lots of them. This can help players stay interested in a game when they are done mob grinding, PVP'ing, or crafting. Story line quests can offer hours upon hours of game play whether for single player or in groups.
13.) Non-combat professions that can survive in the wilds for short periods. Ever have a crafter that cannot leave town due to being killed by the local rodents? Not fun when you are trying to harvest crafting materials.
14.) Multi-class character abilities. Ability to mix and match player skills to create a wide variety of skills based on what players wanted for their character. Ability to borrow a little or a lot of skills and abilities from various classes or specialize in one or more classes. Be the master of a class or a jack or all trades/master of none, choice is yours.
Only one game I have ever played that had all of this and it was Pre-NGE Star Wars Galaxies. Wasn't the greatest game around, but had the main ingredients that could keep players busy. Waiting for another game to come out that offers the same base features, even if it is a different genre of fantasy.
Will post other suggestions as I think of them.