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To be honest, I'mnot sure but I have an idea i want to run with. The Idea is this: To write the first hand account of creating a true MMORPG 2.0. In a rapidly changing genre, something has been forgotten. FUN! as has something else. Role-playing. =)

Author: Amblin

It's time. time to show how it should be done.

Posted by Amblin Sunday April 13 2008 at 11:11AM
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Well folks,

It's been a while, longer than I would have liked. Unfortunately life gets in the ways and things get forgotten or put off in preference to the needs of the now.

But now i'm back and after some thought I have decided to go the whole hog and set up a website and go forward and try and make a game of my own.

Crazy? Most likely, however I have simply had my fill of the repetetive bilge produced by the current generation of mmo makers.

So I am going to attempt or die trying, to create a real 2.0 MMo or atleast a tech demo of one displaying the features I want to see in MMo games.

To this end I am going with a modified Idea I had a long time ago. My MMo will cater for most if not all current genres of gaming.

That means there's going to be sports, war, rts, puzzle, rpg, fps and flight games all rolled up onto one original IP.

Still sounds mental right?

Well hear me out. So many games try to portray a grand opera, a war opera at that. And all we get are instanced non -ynamic games where regardless of how many foes you defeat, no matter how hard you work, when you log in the world was just as you left it.

I just left Tabula Rasa today for this reason, the story could be great a really good premise on par with the new run of Battlestar Galactica. However, the game is linear, instanced to hell and back and nothing changes. You take a mission in an instance, complete it and it's back to where it was before you entered ready for the next person. Why? What was so great about it that everyone should be allowed to play it? Why would you want someone's sloppy seconds? Most instances don't even progress the so call story or plot woven into most mmo's, they're just time sinks.

Wouldn't it be better to be in a squad, take a mission to free some prisoners and escape? Better still, you could roll the dice and decide to retake the prison, calling up extra help in the form of other squads and any freed prisoners! Or over and above that, allow yourself to be captured to set up a diversion in the prison to distract the guards from an impending rescue mission in the first place! the possibilites are endless. Well not endless but you get the drift.

And afterward, if successful the prison is liberated, and is now free to be used by your side!!! It could be visited, even have follow up missions like data mining enemy records and data, removing sabotage devices to make an area safe, hunting down fleeing guards and the warden, hell you may need to recapture soe prisoners who are a threat to both sides?  Or if it fails you could be catured and now might try to escape form the inside! or uncover a plot of evil experiments  and have to find a way to stop it.

I'm talking about dynamism. I'm talking about entertaining the player by actually allowing them to write thier own small story in a much larger tale, to affect the outcome of a war by their actions. And most importantly, allow that war come to an end. If Star wars has taught us anything it's that there's always new enemies and crises to challenge us.

This is what is missing from MMo's. They aren't entertaining anymore, the point of games is to entertain, perhaps make us think, be a new artform and allow us mere mortals the chance to fantasise for a little while about What if.....

Secondly, I have come up with a system that make gold farming defunk'd. Putting it in basic terms It's called action = reward. Want a house, well don't worry you get one free, want something above average, you earn it via missions or quest or what ever you want to call it. No amount of gold will buy you anything of real value or use. glod farm forwever and all you will have is a lot of gold. Play cleverly and you could own the galaxy though your actions/deeds.

On top of this there will be no Auction House as it stands in current MMo's. All loot will be sold to 3rd party npc's crafted and dropped alike. Prices will fluctuate based on supply and demand within limits, so you won't ever have to pay inflated prices for items or consumables etc. Crafters will get to sign deals with the 3rd parties to promote their wears. You will be avble to buy what ever is in the 'pot' from a vendor. No more waiting no more 500% price hikes for crafting materials. Just a simple working system that is fair to all. Secondly when your after material etc, you can get these by setting up contacts to supply you. They will give you an agreed amount in return for something they need.

Player weapons, for those wishing to get physical will grow with the player. You can still buy something new and use it however over time players will be given the option of improving a weapon they have continually used. So no more raiding for that ultimate loot! You make your own weapon a legend! It grows with you as you make a name for yourself.

Then there is the thorny issue of player classes and skills/levels. Well i'm going with a carreer/skill based set up, so you can choose from a host of carreers to suit you gamestyle.

I already posted this on my leaving form to TR, but if you have a war setting why not have a war correspondant class that instead of killing like everyone else is there to shoot and record the action of the squad they're attached to? then this could be edited and made into a machinma for others to view on ingame tv or via the website. Wouldn't it be cool to hear about your squad on the ingame radio or tv with the news reader extolling your heroics to the masses? Making you a legend?

If the class as given the tools to flesh out the role it could be great to watch some glorious victories.

 PVP. FFA PVP is something I understand hover PVP should have consequences. You murder someone, someone will come looking for you, bounty hunters, police etc. However being an outlaw opens up options, pereviously unavilable, however it's a risk vs reward decision.

You screw someone over or make a nuscance of yourself, I'll put you in stocks and let passers by throw rotten tomatoes at you for example.

Finally, death. Permadeath is not an option but then again death is but the beginning of a new journey, whether it leads back to the physical world or somewhere else is left up to you. Just because you see in 3D doesn't mean the universe isn't 23D does it?

Just some ideas and ramblings.

So I have ranted on gone about some stuff, but come back soon, as I am registering a domain and getting some hosting for a new website for this game.

Wish me luck and smoke me a kipper, i'll be back fro breakfast. =p

 

 

Drolletje writes:

Well, all I can say is: Good luck

Sun Apr 13 2008 11:50AM Report
Mirokata writes:

Player controlled enviroment with the no trading directly between players? Cutting out the entire economy and sticking in some vendors?

That boggles my mind man.

Sun Apr 13 2008 1:31PM Report
vajuras writes:

Good ideas here I'm all for Dynamic PVE as well. I'm a bit more freeform then you. I wonder if you could/should go into more detail about the Career system and such.

Yeah I feel same as you about TR but I wont go into detail. I firmly believe players shouldnt really say too much about an MMO they didnt play long and I didnt even make it out of Level 10 in TR. So all I will say it didnt really grab me and felt like a Static World I couldnt impact. And I could tell no matter what I ever did, no matter the Feat, the Bane would never ever go away.

It's like a TV show that doesnt have an ongoing storyline

Keep us posted good ideas

Sun Apr 13 2008 1:49PM Report
Reebdoog writes:

UO left it all to the players. I loved it. All of these games try and give us stuff to do. Why? I liked having a guild master set a quest for people to join or something.

Sun Apr 13 2008 2:17PM Report
Nightbringe1 writes:

Trying to make a game that does everthing for everybody is going to result in a game that has elements everybody dislikes.

Seriously, some aspects of MMO are diametrically opposed, if you try to appease both sides (PvE vs PVP for example) your going to wind up ticking off both sides instead. The PvP crowd will want free reign to kill whoever they want whenever they want, the PvE people will want the ability to opt out. You can't have it both ways.

The same can be said for tradeskillers in a vendor controlled economy. Yes, it renders the gold farmers obsolete, but it does the same thing to your economy (one less element of immersion). Some people enjoy farming while they play, some people just want to craft, some people just want to buy the gear. Now the crafter no longer has the option to buy materials from the harvestor, he is forced to develope an adventuring level instead of the tradeskilling he enjoys.

Having all weapons / armor simply grow with the character as he levels removing the need to obtain new gear and leaves with the option of simply grinding up to max level without any need to pause or explore the game. Why should i bother with that dungeon? Why should I undertake that quest for a new sword? I can just sit on this hillside and kill until I am maxed and never have a reason to go work my way through more challenging content.

FPS vs RPG means two differant things, at least to me. When I think fps I think Doom, it's a twitch game, hit chances are based on my skill with the mouse, not my characters ability. RPG is the opposite.

Mon Apr 14 2008 8:53AM Report

MMORPG.com writes:
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