RPG: I have so many ideas for a single player RPG, and I dont think there is anything similar playable right now. So, this would be mostly my own design. But, I'd still need a good IP to base it on, so I'd try to go for Feist's Midkemia / Riftwar Saga. But, this would be a single player sandbox RPG.
Well ... I mean you can just design your own system. Its not THAT hard.
Oh look your world has elves, dwarvs, werewolves, dragons, all that jazz. How did you ever come up with all these original and unique ideas.
And there is classes like Warrior, Assassin, Priest of something something a deity or another, Wizard. Seriously, how did you do that.
And your characters have stats like Strength, Dexterity, Empathy, Charisma. Nobody ever did that before.
And your characters can pick up feats like Whirlwind Attack or Scrollcrafting. Whowsies.
And your characters have skills like Stealth and Swordfighting. Whow I say, whow.
As sarcastic as the above statement is, feel like I would mirror it's fundamental sentiment.
A setting itself is not a guarantee of what a game will be like. Part of why people ask for new versions of other titles "but good".
A big consideration to be had is figuring out what the intended experience is. What kind of RPG? What kind of mechanics? What's the intended feel delivered by these mechanics?
Like Warhammer is fun and all, but what gameplay mechanics translates that setting into interactive play?
Warframe is a brutally grimdark setting in the narrative, but you'd never know that from the gameplay because it controls like it's Cirque Du Soleil with shotguns.
If trying to evoke a specific setting it's definitely necessary to sus out what mechanically makes the setting appealing, not just narratively, and how that can actually drive a user experience. Otherwise tonal dissonance could end up the lite side of your issues.
This applies to established settings as much as new ones. Like how many colonial settings have we gotten with places pre-colonized? How many times do we explore new star systems and worlds to find a space station in orbit or a facility? How many times do we get ageless elves that behave like the most impulsive goobers?
Lots of things need to be squared up between how it's poetically presented, versus how it's practically presented.
RPG: I have so many ideas for a single player RPG, and I dont think there is anything similar playable right now. So, this would be mostly my own design. But, I'd still need a good IP to base it on, so I'd try to go for Feist's Midkemia / Riftwar Saga. But, this would be a single player sandbox RPG.
Well ... I mean you can just design your own system. Its not THAT hard.
Oh look your world has elves, dwarvs, werewolves, dragons, all that jazz. How did you ever come up with all these original and unique ideas.
And there is classes like Warrior, Assassin, Priest of something something a deity or another, Wizard. Seriously, how did you do that.
And your characters have stats like Strength, Dexterity, Empathy, Charisma. Nobody ever did that before.
And your characters can pick up feats like Whirlwind Attack or Scrollcrafting. Whowsies.
And your characters have skills like Stealth and Swordfighting. Whow I say, whow.
Also, you dont have to pay anyone for an IP.
I'm totally clueless as to what you are trying to get at with your post. I was pretty clear that I'd be designing an RPG from scratch and that there isn't anything comparable on the market right now. Not sure where the mocking about generic fantasy ideas came from.
As for an IP, sure, I could create one myself (and im attempting to write a book right now to do just that) but honestly it's not where my strength lies. I'm a systems guy, but those systems need a skin, and that's where the IP comes in.
I'd rather my hard work be dressed in a recognisable IP, rather than something too generic or unknown.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
So a high fantasy, open world, sandbox MMORPG. Player-driven economy and politics. The possibility to only specialise in very specific things, like blacksmithing, transportation, ship building and so on. Darkfall did a lot of things absolutely phenomenal, but they could never keep it up.
Another thought was an open world, sandbox MMORPG set in a pirate world. That's what I thought Sea of Thieves was going to be, but then it turned out to be Sea of Memes. Gorgeous world, but the gameplay and main idea with the game turned out absolute garbage. Getting angry just thinking about it. It's like a tech demo for world building, but when it comes to the gameplay it flopped completely.
Err, I dont think full loot FFA PvP with real-time action is a winning concept.
Those are all ideas ideal for games you play for a while, but then move on.
For example full loot means you cannot have a real itemfocus in the game. Nobody would tolerate if they lose their holy sword of headbanging +7 in seconds after they grinded for it for months.
And real-time action, plain and simple, means the guy with the faster internet connection wins. End of story. This is a very, very bad basis for a MMORPG.
The active skill build system of 1, including dual classes.
The passive trait system of 2
A new level-less, stat-less gear system containing many thousands of combinations of interesting, Diablo-like gear effects. Purely horizontal, but also so diverse that you'll never run out of interesting options.
PvP modes of the 1st game, but also faction-based WvW from 2 (but improved). PvP utilizes premade gear set choices and equalized levels, while WvW remains a free for all.
Faction choice matters now, and your choice of faction will determine your team for faction-based PvP modes, as well as guild allegiances.
The fully instanced zones of 1, but with the addition of drop-in-drop out MMO-like patrol zones with dynamic events - 1 per region should do, ideally where regions connect.
Difficulty choices and Destiny-like selectable modifiers for all non-Patrol zones and missions.
A return to the holy trinity, except with Guild Wars 2's philosophy of giving each class the option to spec into damage, tanking, or support.
The flexible class philosophy of 2 in general, but with more complexity in buffs/debuffs.
The armor dye and wardrobe systems of 2, but now also with the ability to dye weapons as in 1.
No more jumping puzzles, or keep them strictly optional, and not worked into any legendary rewards. If unavoidable, perhaps offer players a way to bypass these kinds of activities with an NPC vendor that accepts gold for the needed items.
I spoke with Trent at Beamdog and a couple others over the years but the commitment is too great for many people to want to climb on board. Trent stated it would take 10 years or so to develop a 'true' successor. I don't agree but what are you going to do. With licensing a sticky subject with what would be required to pay if sales would reach a certain number and the logistics involved in servers and networking and the time commitment and labor hours involved it would be a huge undertaking to do it right.
Just does not look likely to ever happen.
hmmm not sure if they are correct though I don't know anything about costs for the online component.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I spoke with Trent at Beamdog and a couple others over the years but the commitment is too great for many people to want to climb on board. Trent stated it would take 10 years or so to develop a 'true' successor. I don't agree but what are you going to do. With licensing a sticky subject with what would be required to pay if sales would reach a certain number and the logistics involved in servers and networking and the time commitment and labor hours involved it would be a huge undertaking to do it right.
Just does not look likely to ever happen.
That makes me sad because NWN is one of my all time favorite D&D games. Nothing has ever come close to the same kind of experience. It is so open and flexible to all types of game play and levels of theory-crafting. I think I can understand the risk concerns, but it's still unfortunate.
I think I'd like to see just one good MMORPG "released" with good quality and not shot through and through with obnoxious monetization or player's cheating.
Maybe in heaven one day, not likely to happen here on Earth any time soon.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Comments
A setting itself is not a guarantee of what a game will be like. Part of why people ask for new versions of other titles "but good".
A big consideration to be had is figuring out what the intended experience is. What kind of RPG? What kind of mechanics? What's the intended feel delivered by these mechanics?
Like Warhammer is fun and all, but what gameplay mechanics translates that setting into interactive play?
Warframe is a brutally grimdark setting in the narrative, but you'd never know that from the gameplay because it controls like it's Cirque Du Soleil with shotguns.
If trying to evoke a specific setting it's definitely necessary to sus out what mechanically makes the setting appealing, not just narratively, and how that can actually drive a user experience. Otherwise tonal dissonance could end up the lite side of your issues.
This applies to established settings as much as new ones. Like how many colonial settings have we gotten with places pre-colonized? How many times do we explore new star systems and worlds to find a space station in orbit or a facility? How many times do we get ageless elves that behave like the most impulsive goobers?
Lots of things need to be squared up between how it's poetically presented, versus how it's practically presented.
the things that game has would honestly be groundbreaking if it had a proper sequel.
So a high fantasy, open world, sandbox MMORPG. Player-driven economy and politics. The possibility to only specialise in very specific things, like blacksmithing, transportation, ship building and so on. Darkfall did a lot of things absolutely phenomenal, but they could never keep it up.
Another thought was an open world, sandbox MMORPG set in a pirate world. That's what I thought Sea of Thieves was going to be, but then it turned out to be Sea of Memes. Gorgeous world, but the gameplay and main idea with the game turned out absolute garbage. Getting angry just thinking about it. It's like a tech demo for world building, but when it comes to the gameplay it flopped completely.
The active skill build system of 1, including dual classes.
The passive trait system of 2
A new level-less, stat-less gear system containing many thousands of combinations of interesting, Diablo-like gear effects. Purely horizontal, but also so diverse that you'll never run out of interesting options.
PvP modes of the 1st game, but also faction-based WvW from 2 (but improved). PvP utilizes premade gear set choices and equalized levels, while WvW remains a free for all.
Faction choice matters now, and your choice of faction will determine your team for faction-based PvP modes, as well as guild allegiances.
The fully instanced zones of 1, but with the addition of drop-in-drop out MMO-like patrol zones with dynamic events - 1 per region should do, ideally where regions connect.
Difficulty choices and Destiny-like selectable modifiers for all non-Patrol zones and missions.
A return to the holy trinity, except with Guild Wars 2's philosophy of giving each class the option to spec into damage, tanking, or support.
The flexible class philosophy of 2 in general, but with more complexity in buffs/debuffs.
The armor dye and wardrobe systems of 2, but now also with the ability to dye weapons as in 1.
No more jumping puzzles, or keep them strictly optional, and not worked into any legendary rewards. If unavoidable, perhaps offer players a way to bypass these kinds of activities with an NPC vendor that accepts gold for the needed items.
거북이는 목을 내밀 때 안 움직입니다
And are we (you) getting it/
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Summoner was... jesus it was just so good.
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
거북이는 목을 내밀 때 안 움직입니다
hmmm not sure if they are correct though I don't know anything about costs for the online component.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
거북이는 목을 내밀 때 안 움직입니다
1997 Meridian 59 'til 2019 ESO
Waiting for Camelot Unchained & Pantheon
Maybe in heaven one day, not likely to happen here on Earth any time soon.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon