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So I've thought about it for a while now, what do I need to feel totally satsified with an mmorpg? By that i mean way beyond loving the game. Well, I'd pay 50 bucks a month to see this idea in action lol.
1.Single Global Server
2.Huge Open World.
3.Dual Classing
4.12 Races(all races have unique skills and stats, modifiers are only 1 to 3 + or - though)
5.3 Factions
6.10 Classes(heavily unbalanced, a warrior may have 5 intelligence, where a mage starts with 30)
7. no cookie cutter looks, let us customize what our character looks like to huge a extent, everyone is unique.
8. innovative fun pet system.
Holy Allegience
Human
Elves
Dwarves
Drocian(half dragons)
Neutral Faction
Fey
Beastmen
Halfing
Avian(yes, their bird people)
Dark Legion
Demons
Orcs
Dark Elves
Vampires
Stat Briefiing
Stat ranges excellent to poor,Strength is damage, Defense is damage resistance, Vitality is max hp and hp regeneration, Speed is hit rate and dodge chance, Intelligence is magic damage past intitial spell damage value, Wisdom is max mp and mana regeneration, resistance is damage reduction from spells.
Classes(list stats later if anyone cares)
1.Warrior
2.Mage
3.Rogue
4.Mage Knight
5.Summoner
6.Healer
7.Paladin
8.Dark Knight
9.Berzerker
10.Squire, this basically is the only unfamilar class so some info, stats are 90% balanced, has a small skill tree and can learn useful skill from other classes, like one downgraded skill per class.
I thought all this stuff was mmorpgs were about, seems like this died after everquest, even the great WoW fails in some of these areas, and the crap characters in WoW look horrible. Now almost everything is free to play and so narrow its crazy, even major mmos that are pay to play are all drained of this. To me, this is the dream, when I think of an mmorpg and the games I play they don't feel like enough. Any thoughts?
Comments
In the last few Wizardry games, they had a half-dragon race and they made good Lords. Intersting to see that same basic premise in your doc. Is that from some kind of mythos or just a random coincidence?
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
hmm, I don't know much about wizardy so I'm pretty sure I didn't copy it. Basically they'd be descedants of dragons capable of breathing fire, ice or thunder but not flying, and they'd be just a little larger than a human.
Interesting xD Well, not really, some points don't even make sence (especially the one of the pet system, well sure we all want a fun pet system, but fun is different for everyone ^^)
That said, my perfect MMOPRG would be like this:
- Huge open world
I agree here with you that's just awesome )
- No classes
Just let us be who we want without having to choose first, if we want to be everything you should be able to in one character.)
- No races
Pretty much the same point as with the classes. Customization should go beyond races, make up your own race and appearance, if we are going for a perfect MMORPG you should be able to make your own race !)
- Let players controll the world
The open world should be controller and build by the players, start with a huge world with nothing man-made in it and then let player build and create themselves. Also let them start their own clans (and perhaps races), make your own weapons (and the appearance of them), armour, buildings and let them even change the world itself.
- No limits
Make it so players can do anything from making armour to building houses (as I said in my previous point) but also anything from farming a piece of land to breeding their own creatures to starting their own clans/cities to inventing new technologies to building spaceships and inhabiting other planets. Also let players contoll the market, allow huge wars and political games. Let people make their own laws and start a police to enforce these. Perhaps even create your own magic !
- Doing something has meaning
Anything a player does should make a permanent change in the world. When you die you'll have to start over, when you kill someone that person doesn't just respawn. When you build something everyone can see it and interact with it.
Being a game developer myself I know this is probably never going to happen, or not in the near future that is. But I can hope right
The biggest problem is balancing, actually there should be no balancing but that's probably even harder xD
wow, I hate you, but I do have a game I'd recommend to you,its not everything you want but its a start, try istaria. Its an old game with a lot of races and no classes but still updated, also you can leave that little landmark on game too.
Haha, sorry Just though you didn't go far enough for a perfect MMORPG
Mine probably isn't perfect enough either :P But I had a thought for such a game a while ago, it's more like the perfect open world game rather than the perfect MMORRG, but it could make a great rpg too I think
-P
Maybe I'm just not getting it but this looks extremely run-of-the-mill. It's just so generic. Normally I walk into one of these threads and have a lot to say about how the ideas being suggested would ruin the game or how certain aspects of the game completely fail to fit together. But you haven't listed anything like that. Instead, it's the total opposite: you're so safe with your design that it looks exactly like all the typical MMOs out there. A bunch of races, a bunch of classes, stats locked in per race/class, three factions split by race (although you didn't even mention if there was PvP or not), all the class names are completely ordinary to the point of being clichéd. Just about the only thing I see that is not typical of most games is having only 1 healing class out of 10.
Pablini, have you checked out A Tale in the Desert? It's exactly what you described, right down to the permadeath... sort of. While there is no combat, I believe I've heard that it is possible for someone with high political pull to have another player banished.
Ok then, tell me one just one new mmoprg that has 3 factions and that many races/classes? Character creation is a big deal to me, I don't see anything with a dynanic character creator. Of course the game would have PVP. Finally where do you see a game where all the action resides on a single server?? I see none and I don't see much dual classing either. Todays mmorpgs don't have enough options or customization. I really think you should re examine my main points in this thread, if you fit in all my main points theres nothing "Generic" about what I'm suggesting. Oh and fyi, a paladin is a healing class, LMAO
I find a lot of things missing before I can make a call on if I'd like it or not. How would the PVP work? Crafting? Class customization?
Crafting is of minor concern to me, I'd have more real loot and less crafting materials, PVP be done in certain zones or like WoW by asking a player to a duel. As I stated before, it would have dual classing, you'd pick a major class and minor.
I wasn't accusing you of copying anything. Just asking if there was some lore or it was based on.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
oh sorry that sounded harsh. I've heard of wizardy and I felt like explaining it anyway.
You've got me on the 3 faction thing... I'm not interested in games that are mainly based around PvP, and people have whined a lot about the lack of a third faction in WAR and Rift and a ton of other games, so it seemed like it was an obvious staple that's usually included in PvP games. Now I see that it isn't. But separating factions by race is very common.
Dynamic character creation? I'll save you the trouble of typing "character creation" into YouTube: here you go. For pretty much every game that someone would bother to make a video of the character creation screen, there are inevitably more than a dozen sliders for the face alone and 30+ hairstyles. Creating a highly detailed character is by no means rare among MMOs from the last couple years.
For single server, there's Xyson, I think. I haven't been following it very closely. And EVE Online of course. I could ask why it's important to not have anyone else playing on a different server, but eh. Dual classing? FFXI had that, and Rift has triple classing. This is one of the rarer things on your list but you also didn't say anything about it other than just "Dual Classing". How would you like to see it implemented and why?
Options and customization: again, Rift. I don't like it and don't play it but it's obvious at just a glance that there are countless ways to create and tweak a build. And EVE Online again, because there are about a million different skills to work on.
I have not yet played a game where Paladins were used as healers instead of tanks. It's an uncommon role for them to occupy.
OP, I was in the same mind set as you when I first started. I was all about classes and races and customization. I had a list like you had and it was just the same mundane stuff that is saturated in the industry. I thought it wasn't because it was those ideas with my twist. I got really defensive when people would say I really didn't have anything just another cooker cutter mold. What did I have to show different? What did I have to improve current game elements? Essentially, my classes where just abilities that where carbon copies of other existing classes with different effects. Why was my class mechanics better than others class mechanics? They wasn't.
After pondering on for a while, I realized that everyone who gave me feedback was right. How was this IP better or different than existing ones? It wasn't. Since class design is a big deal to me, I started on that first. I thought about what kind of game design philosophy I wanted to use. How did I want the player to interact with the game world using the classes I have designed? I thought about Everquest, how there was a vast array of diversity with classes. Each class was relatively different but yet still had similar abilities for familiarity. Each class was just enough different from each other you had a somewhat immersive feel. I wanted to improve Everquest's class design philosophy.
Essentially my class design philosophy is, each class is unique to each other by a core mechanic that would define each class. Meaning, each class would play different and compliment directly to that theme so the player can feel immersed when you're playing that class. I wanted to throw away class builds because I believe they allude customization and handicap your class. But how can I implement my class design to excel even further to justify that my design is based on innovation and improvements? Thinking like that, brought me into the other side of class design. Combat mechanics. I wanted to capture the combat should be adaptive and strategic in combat. I have came up with two very distinguished combat mechanics that would hopefully immerse the player another level within combat. Class design and combat mechanics would be two seperate game design elements and yet still be very complementary so class balance wouldn't over lap. I wanted orginization and keeping class design and combat mechanics seperate in a sense so both can be balanced.
It took me 5 revamps to finally have my own vision that I am fully confident. That isn't really a rehash. I figured how to bring something new to the table and yet it still has some traditional game elements for familiarity. So I ask you, how are your class mechanics going to be different or improved than current titles that are out now? Class designers must comprehend that your designing the median for the player to interact with the world. What kind of experience do you want your players to feel when they play a class?
Ok so I here Tera's character creation system is quite nice, but I've played Rift and some of the other newer mmos, whiles its a big step from WoW 's character creation, it leaves a lott be desired for me. Xyson, Eve Online? These games are jokes imos. Their crap to me, Xyson is about some crazy future babarian age, right? Boring. Eve is all about trading and over complicating shit, yeah they may be single server but thats like their only good points. Rift is great but its starting to get lonely and I have some other gripes about I won't bring up.
My idea of dual classing is this. You pick 2 classes at the beginning, a main and a student class, so a Mage(main)+Paladin(Student) would learn all mage spells and gain 11+ int per level from mage main and 6+ str from paladin studies, the character would get an entire mage skill tree but half a paladin tree.Once you have a main and a student class you can't swap which is main or student either. Finally, in my game I would have a paladin cast buffs and healing and defensive magic, in my opinion that should be there role with less intelligence and more defense then a cleric.
Well you kinda confused me with that huge post about classes but thats ok. I suppose they wouldn't be too different, each classes would focus certain stats out of 6 different ones, I think the idea of dual clasing is enough for me. As far as fighting, a tactical turn based system with 3D grids would be awesome. There I'm getting away from WoW and I love it.
What was you confused about? Are you serious about this mmo? Do you want to make a design document for it? Or is just a "what if" fantasy?
dude, I don't code, so thats pretty much what I'm limited to, this idea isn't gonna get passed on to some huge gaming company so it pretty much has to a "what if" fantasy. Unless you explain better.
Check out post #4. The first link is to the IGN preview of Horizons. It sounds a lot like what you describe in your OP. Add some APB style character customization and you could have a hit In my book anyway. The developers cut a ton of content or never started it, before they launched. Since then the game has changed ownership and it's name to Istaria, I believe. Original vision was never materialized.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
Do you know anything about game design? You don't necessarly code when you're a game designer. What you do, is design high concept documents for what ever you're designing. While designing, you have to take into consideration is, how will this work with the engine you have developed. a basic understanding of code so you can know (doesn't mean you will code," if you;re a class or combat designer you're going to have to work with the programmers and animators to get the "feel right" ect. Sometimes you may need to script some stuff but that's it. I don't code either, but you need to read up what a game designer is. I think you'd get a better understanding and it would answer a lot of your questions.
I know what a game designer is how is that gonna land me a job making the perfect game? I could go on and about more in depth in things for this game but its kinda pointless, this is an idea because that what I'm limited to. My orginal post was a lot more lore and stat ideas but I decided not to bore people with that and just them talk about the idea.
looks similar to my idea. I've played Istaria before, its a cute little old game with a ton of races and no classes, not much guidance though either
Yeah, I couln't bring myself to play after reading how far off the launch was from the original concept. About the only thing they kept was playable dragons.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
Sorry to burst your bubble, there is no perfect game and a game is never really finished. You're always going to work on it and improve it and make changes. Especially mmos. I am not sure you know what a game designer is, because I was speaking what a game designer does in both of my posts. I don't really see how your design is anything "perfect". How are you going to balance your classes? Each class is based off one stat? What kind of class mechanics do you have? Whats your idea on that? What kind of experience do you want the players to have when they play youer classes? You gotta take all of that into consideration as a game designer.
You have to design the most efficient, fun product you can get done in each milestone with the time and budget you have as a company. And if you're idea is perfect and you don't want to express your ideas because they are boring then how is it perfect? Remember, if you're serious the design is not just for you, it's for everyone else too. And you have to ask your self why someone would play your game over something else?
The perfect MMO
I'm a bit torn on this.
I'd want the perfect MMO to have a balanced PvE and PvP
I'd like it to be fully PvP... but I'd hope there would be some sort of penalty for gankers (people who camp lowbies / new people)
I wouldn't want PvP to completly overshadow the PvE either .... content for both is important to me.
The perfect MMO the best weapons / equipment couldn't be bought.. but had to be earned via trials / quests / effort
It would have large scale events requiring anywhere from 12 ~100+ people and require coordination not just random tossing of bodies.
Think like the first time pandemonium warden was taken down in ffxi.. and not like those retards who made the news for failing after 18 hours straight of fighting and going to the hospital lol.
It would also have small scale events and things a person could get done with only 15~20 mins play time a day... tiny mini events so you don't need a huge investment of time to enjoy the game.
Bottom line i guess would be a well balanced amount of content for everybody that is updated every few months.
Doing only PvP or only PvE can get boring... being able to do a decent balance of both is important to me.