<
>

Tert Comments on MMOs
I have my ideas on what the perfect MMO could be and I'd love to see what everyone else thought. Thanks!

Show Blog

Mad Skills, A Retrograde To Options?

Posted by Tertiary Monday March 31 2008 at 10:18PM
Login or Register to rate this blog post!

Original Discussion: www.mmorpg.com/discussion2.cfm

When I started playing MMOs I had options.  When I started playing MUDs, I didn't.  The current trend of MUDs is to allow more options... the current trend of MMOs is to offer you fewer options.  This, quite frankly, blows me away!  As mentioned in my list-o-features, I'd like to allow players in an MMO to pick what skills to advance.  I don't want them to be forced to have a pet to be affective just so they can be an archer, or force them to be ineffective with a weapon because they want a few buff spells.  Magic is a very complicated topic and is thus not on the following list - If you see anything else that is not on the list, or if you'd like to elaborate on anything (especially the combat tree) feel free to offer your two cents... or more.  I'm broke so I could use any spare change ya have! ;)

 

  • Combat
    • Melee
      • Light Weapons
        • Slashing
        • Piercing
        • Bludgeon
        • Note: Weapons that may be used in more than one category (slashing and piercing for example) have separate skill advancement for using it in either way.
      • Medium Weapons
        • ^^^
      • Heavy Weapons
        • ^^^
      • Dual-Wielding
      • Defense
        • Sword-Shield
        • Parry
    • Ranged
      • Thrown
      • Bows
      • Crossbows
  • Utility Skills
    • Camping
    • Tracking
    • Stealth
    • Navigation
    • Seamanship
    • Cooking
      • Gourmet
      • Camp Food
    • Fishing
      • River
      • Ocean
      • Lake
    • Trapping
    • Binding
    • Animal Handling/Riding
    • Climbing
    • Swimming
    • First Aid/Healing
      • Leech Craft
      • Surgery
    • Appraisal
    • Diplomacy
      • Bluffing
      • Intimidation
      • Mercantilism
    • Learning
      • Teaching
  • Crafting
    • Smithing
      • Blacksmithing
        • Tinkering/Repair
        • Locksmithing
      • Weapon Smithing
        • Sword Craft
        • Axe Craft
        • Mace Craft
      • Armor Smithing
        • Medium Armor Craft
        • Heavy Armor Craft
    • Jewel Smithing
      • Silver Smithing
      • Gold Smithing
      • Platinum Smithing
      • Gem Cutting
    • Prospecting
      • Mining (Metals)
      • Mining (Minerals/Gems)
      • Quarrying
    • Stone working
      • Masonry
      • Pottery
    • Textile
      • Tailoring
      • Cloth Armor
      • Rope making
      • Leather Working
        • Cobbling
        • Leather Armor
    • Candle Making
    • Animal Rending
      • Tannery
      • Skinning
      • Ivory Working
    • Agriculture
      • Harvesting
        • Herbalism
        • Lumberjacking
      • Animal Husbandry
        • Wild Animal Training
    • Scribing
      • Calligraphy
      • Mapmaking
    • Papermaking
      • Bookbinding
      • Paper crafting (Origami)
    • Alchemy
      • Apothecary
      • Explosives
      • Acids/Bases
    • Woodworking
      • Carpentry
      • Bowyering
      • Fletching
    • Engineering
      • Road Building
      • Architecture
    • Glassblowing
      • Utilitarian
      • Windows
      • Decorative
  • Art
    • Dancing
      • Formal
      • Freestyle
      • Modern
    • Singing
      • Chorus
      • Solo
    • Instrumentalism
      • Wind
      • Brass
      • Percussion
      • Woodwind
      • String
    • Composition
      • Dancing
      • Singing
      • Instrumental
        • Symphony
        • Orchestra
    • Cosmetics
      • Hair Styling
      • Make-Up Artistry
    • Depiction
      • Drawing
      • Painting
      • Sculpture
    • Sleight of Hand
A few things of note:  In the thread, someone mentioned 'synergies' which I like.  Synergy bonuses are when one skill is similiar to another and therefor having a high score in one gives you a slight bonus to the second.  The list is set up in a tiered manner.  Some things you have to learn the pre-req before you learn the skill (ex. Scribing -> Caligraphy), some you don't (ex. Agriculture -> Animal Husbandry), some have more than one pre-req (Composition -> Symphony/Orchestra).  Learning all stages of a tree will give you bonuses to the higher tiers, though.  And, you will learn the higher tiers more quickly if you have a solid skill level in the lower tiers.

Those are my ideas at least... what do y'all think?

Homework is Fun! A Paper for English 100 Concerning the MMO I am Designing:

Posted by Tertiary Wednesday October 10 2007 at 10:43PM
Login or Register to rate this blog post!

So, here's the deal.  The doof in class that went over my paper was an idiot.  I have a great deal more respect for the gaming community in general than her and I'm curious if y'all can help me out a little.  I need references, but I can do that myself...  what I need from y'all is to see if I wrote anything that was blatantly wrong or if I defined anything in a manner that can be made even more infantile than already presented (ie. if you see something you can explain more simply, let me know!)  Appreciate the help.  Oh, and ignore the title...  that won't be the title of my game...  I just needed a title so I wasn't writing 'my game' and 'the game' all over the paper.  Thanks again, let the slander begin!

World of Essensia
Games have existed as a form of entertainment since time unmemorable. As technology has advanced, so has the way we play games. The Internet has created a whole new way for people to join one another in playing games, the Massively Multiplayer Online Roleplaying Game (MMORPG.) In these games the person playing them (the player) creates a role for himself in a computer controlled world through an avatar, or character, that is usually able to do fantastic and often unrealistic things. However, in many of the recent titles in this genre, extended game play becomes boring as the player is forced to repetitiously kill the same creature or participate in the same unintuitive crafting exercise with nothing else to occupy their time. World of Essensia, a title I am developing, will reduce the monotony of the multiplayer online gaming environment by introducing more options to the player: a rich history and world that the players may interact with and change, a variety of actions to perform with or against the computer controlled aspects of the game, and the ability for the players to submit their own ideas on how to improve the game.
The history of Essensia was turbulent, but mostly irrelevant. Whatever the latest catastrophe, the remaining populace has forgotten everything it once knew. There are some remnants in books and other texts that mention aspects of the worldwide war that consumed all but a handful of major cities and the memories of the world. Other texts mention wonders the people can’t even imagine, much less reconstruct. This knowledge is only what has been found in the remaining cities – there is more in the world waiting to be rediscovered.
Currently, the world has recovered. Seventy years have passed since The Last War ended with worldwide amnesia and civilization has begun to tame the wilderness anew. The cities that survived have several outlying communities, and the smarter and more industrious races have built new capital cities. As the heroes of the last seventy years retire, it is time for new blood to venture into the wild and conquer it.
The player’s characters will help shape the course of events from this moment forward. Charting new lands, building new cities, developing alliances or wars, or finding the lost history of the world depends on them.  The old heroes will not leave the world completely and their efforts will be seen, but it is the players who will truly shape the future.
            The key aspect of World of Essensia is customization. From the moment the game is started, the player has complete control over everything they see and do. Every visual aspect of a character can be manipulated. The statistics that govern how well the character can accomplish different tasks are detailed so that it is possible to decide exactly where its character’s strengths and weaknesses are. In a popular game in this genre, World of Warcraft, your character is largely defined by his class, or profession. World of Essensia breaks out of that mold and allows the player to choose what aspects, skills, or abilities will define their role in the game.
            Perhaps this is beginning to sound complicated? Remember, customization is the key feature in World of Essensia! If all the details and minutia aren’t interesting, make the game easier to interact with. The user-interface, or the means by which a player interacts with the game, will have a sliding scale from simple to complex that allows the player to decide how much detail they wish to invest in all aspects of the game, from combat to crafting.
            Speaking of crafting, World of Essensia introduces a never before seen feature that will allow the player community to customize the world more than any previous MMORPG. In World of Warcraft the player opens a menu and decides what object they will create. If they have the proper materials they press a button and, after a short time, the object is made. Simple and efficient, as are most of World of Warcraft’s features, this method is good enough for many gamers. The problem is that those who enjoy the crafting aspect of a game want more detail. Wouldn’t it be more interesting to create a unique item with the crafter’s sign or seal on it? On the simple end of the user-interface, World of Essensia will be similar to World of Warcraft. But, move the slider to make the user-interface more complex and the player is now able to customize the object visually and statistically (the latter meaning they are able to have the item give unique bonuses to abilities and skills.)
            But, how does a character get to the point where they can create completely unique object? As mentioned earlier, World of Essensia follows a less common path for character advancement. Players have access to all the skills, abilities, and spells in the game from the start. How well they can use those skills is initially dependent upon the corresponding statistic (In World of Warcraft: Strength, Intellect, etc.) So, how do skills improve? Use them. The more a task is performed, the better it can be performed - just like real life.
            For those unfamiliar with online gaming, it is commonly difficult to advance because of congestion in ‘starting areas.’ When players begin the game they are sent to an area with creatures or activities that are appropriate to their abilities. The problem is: Everyone else is sent to the same starting area. To combat this problem, World of Essensia’s landmass will be roughly equal to Earth’s. Most MMORPGs use multiple instances of a single world and spread the players throughout those instances. A single world of this sort is called a ‘server’, because it is hosted from a single computer server. While this is a viable solution it limits the population of each server, and that limits the number of people who can interact with one another. World of Essensia will be a world in more than just name.
            Expanding on that concept, World of Essensia allows the players to alter the landscape of the world to suit their needs. Player cities and structures will be an important part of the game. Some areas will need to be unlocked by building a bridge across a terrain feature, as seen in another MMORPG title, Horizons. The players will be able to build mines, lumber mills, and other buildings to help store and refine materials. Housing is available for storing their personal things as well as giving them and their friends someplace to hang out in a setting that they have created. Castles, walls, and other fortifications will also be available to help keep cities safe from intrusion by monsters… and other players.
            While World of Essensia will be employing various means to allow someone to play without worrying about another player killing them, destroying their home, or stealing their things, player versus player will be an integral part of the game. Without player versus player the game can be played normally, without any penalties, which allows casual players to enjoy the experience as much as anyone else. If they choose to participate in player versus player, however, they are able to receive bonuses to various aspects of their game play.
            Realm versus realm is another aspect of player versus player that was introduced by the game, Dark Age of Camelot. This feature allows factions, groups, or guilds to compete in large-scale battles and wars and receive bonuses similar to those available for participating in player versus player. Many of those that participate in player versus player might choose not to participate in this feature, those who participate in realm versus realm similarly are not forced to participate in normal player versus player combat.
            The experience everyone is most likely to have at some point in the game is player versus environment combat. The environment, in this case, is any creature or aspect of the game that is controlled by the computer. In every MMORPG to date the environment has been primarily reactive. The character attacks a creature or travels too near it and it attacks them if it is unfriendly. In World of Essensia the environment will be proactive. Not only do players risk attack if they venture too near enemy territory, if players attempt to build their own settlements near enemy territory then it is possible the entire settlement will be attacked. Friendly creatures might approach players to ask for help, too. It’s important that the players don’t feel like they’re being picked on, because the computer will tell creatures to attack one another, too!
            That brings us to what is, in most situations, the end. Death, in World of Essensia, is permanent. In most games the player faces a minor penalty and then they are shortly back on their feet killing helpless monsters. This is likely to be the most heatedly debated concept with arguments such as how attached to characters people become and how often games ‘lag.’ Lag is when your computer tells the game world something, but the game world doesn’t get the message and it is currently one of the largest causes of death in MMORPGs. Fear not! Player characters are not as easy to kill in World of Essensia as in those other games. And, when they are incapacitated they are not necessarily dead. There are other features in place that will make this aspect of the game less frightening than it at first seems.
            Once the game is released that won’t be the end of its development.  The development team will release regular monthly content updates, the world will continue to evolve, and history will continue to unfold. Also, as in the beginning, so in the end: Customization is the key feature of this game! Every month the player community will be allowed to submit ideas for new content and vote on which ideas should be introduced. The players decide everything in World of Essensia.

Changes are in bold - Several updates including: Race, Death, World Enviornment, etc.

Posted by Tertiary Sunday August 19 2007 at 1:28PM
Login or Register to rate this blog post!

v     Customization

Ø      UI scales to be as complex or as simple as the player desires

§         Can greatly customize (and even create unique) aspects of your character, weapons, environment, etc.

·        Out of game application allows wire-frame modeling for many animations.

·        Out of game application allows musical composition or remixing of existing songs (so long as license is open or obtained.)

·        Out of game application allows the creation of custom decals, tattoos, patterns/textures, etc.

·        All content created out of game must pass cursory inspection by GMs before allowed in game.

¨      Only creations that are deemed overtly juvenile will be disallowed.  Also, real-world references will be discouraged and usually disallowed… especially if derogatory.

¨      Rude, hateful, etc. creations will not be censored automatically.  It will be assumed that other players will chastise the creators without staff intervention.  (Getting permed for the fortieth time because of your ‘I hate elves’ shirt should get the lesson home.)

§         A series of sliders in-game will be positioned prevalently in all UI screens.

·        Allow easy customization of GUI for all skill levels.

·        Easy to turn off/remove the sliders.  More advanced users can use more advanced aspects of the UI to customize it.

Ø      Avatar is highly customizable, not just face and hairstyle.

§         Appearance

§         Statistics (Strength/Dexterity/Charisma/Constitution) should have an affect on your appearance.

·        Strength makes your character's body more toned.  A character with a large weight value and a high strength value will look like a body-builder.

·        Dexterity makes you more nimble allowing longer fingers... or something.

·        Constitution affects your character's healthiness - very low constitution may make your character appear sickly no matter how you attempt to disguise that fact.

·        High Charisma (Beauty) score gives a wider range of options for many characteristics of your character.

§         A large variety of races creates initial appearance differentiation.

·        Most races will have custom features you can manipulate - Golems, for instance, will be almost free-form manipulation for where you want limbs, power-nods, etc.

·        Sub-races will have even more custom features and create even more variety while at the same time furthering the lore in game.

§         Facial features

·        You will be able to choose more than just eye-color.  Your race will likely have a preset eye-shape, but others will be available.

·        You will be able to choose more than just hair-color/style.  Length, coarse/fine, static-decorations, etc. will be available depending on your race.

·        Lips, nose, ears, jaw line, forehead, and other racially individual characteristics will also be fully morphable.

·        Friend’s lists can be amended with a snapshot of the character's face to make it easier to recognize them.  Portraits can also be painted to accurately represent the character's image.

§         Body

·        Genetic anomalies

¨      Examples: Gigantism or Dwarfism where your character is much shorter or taller than average for the race.

¨      Anomalies will be based on race, but will generally give you a different range for properties like height/weight, eye color/skin color, etc.

·        Standard height/weight.

¨      Height/weight range will be based off your race.  Giants will obviously be taller on average than gnomes.

¨      Distribute weight as you desire - potbellies, love-handles, thunder-thighs, etc.

·        Other

¨      Manipulate the pronunciation of your joints so you are more or less boney.

¨      Make your limbs and extremities longer/shorter, bigger/smaller.

§         Body Modification

·        Players will be allowed a small number of body modifications when starting the game - others will have to be purchased in game.

·        Some races will have a larger number of body modifications when starting, based on culture.

·        Piercing and Tattoos are available in pre-made and customizable forms...  no body jewelry will have any properties or value once in game.  You must replace it with new jewelry in game to receive any benefits other than visual appeal.

Ø      Socials

§         Offer the player an interface with wire-frame manipulation and animation so that they can create and name their own social animations rather than rely on a limited number supplied by the creator.

§         Players can create 'social suites,' or compilations of their social animation designs.

§         Contests can be held for 'best social', 'grossest social', 'best compilation', etc.  Reward winning socials will be added to standard socials in the game and player reward will be an increased number of available social slots they can use in game.

§         'Quick-start' or 'Easy' mode available.

·        Quick-start lets the player choose an already created compilation of socials for use in game.

·        Easy mode lets the player create their own compilation from pre-existing social animation.

·        Any combination of the above is available.

§         Players can choose a compilation, replace one or two socials with different preconstructs, then create their own unique social and import a 'guild social' from a friend.

Ø      Combat Maneuvers

§         For casters this section will also determine the visual effects and casting animation for their spells.

§         Slightly more limited than the rest of character creation.

·        Must choose from pre-created models.

·        Customization more limited not as many options in changing different attacks.

·        As the character advances they can create their own truly unique combat style and it is possible that it will be added to those characters can choose when being created.

§         Combat Stance

·        Choice in combat stance will determine the wider options you have for the rest of your combat maneuvers.

·        Players will choose their primary skills before this and their options in stance will be based off of which weapons, martial arts, or schools of magic choose.

§         Flourishes

·        Less restricted than maneuvers, but still based off which stance you choose.  (A staff can be twirled, but try that with a double-flail... wait, just don't use a double-flail.)

·        Berserker shouts, comic taunts, weapon displays, etc.

·        Can be set to auto-flourish on successful critical and/or start/end of battle, etc. or manually flourish.

·        Each attack and ability will have several visual options which, as mentioned above, will expand as the players create them in game.

·        Draw/Sheath flourishes allow you to customize how you draw and sheath your weapon.  For mages this is optional and allows you to customize how you prepare for battle (Summoning Power, Assuming a Meditative Pose, etc.)

§         General Stance

·        For all general stances you have the same options as with social animations.  Use a wire-frame animation to create your own, choose from presets individually, or choose from preset collections.

§         Basic or 'At Rest' Stance

·        This is your characters stance when you have just stopped another action and have not started another.

·        Additional 'Quick-Creation' method lets you choose how much your character slouches, how they hold their head or other appendages, etc.

§         Rest or Recovery Stance

·        Crouching, sleeping, sitting, etc.

·        Sitting/sleeping on furniture.

§         Idle or AFK Stance

·        Animations for your character being bored and standing around after a long period of time without other actions.

Ø      Skills/Abilities are not based on predefined classes.

§         Detailed Ability Scores

§         Standard ability scores

·        Strength

·        Dexterity

·        Constitution

·        Intelligence

·        Wisdom

·        Charisma

§         Derived ability scores

·        Ability scores that are derived from other ability scores, skills, etc.

·        Hit Points (Life)

¨      Standard life point system used for most races.

¨      Hit Points are derived from ‘Physical’ ability scores (Strength, Dexterity, and Constitution)

·        Magic Points (Mana)

¨      Standard magic point system used for most magic.

¨      Magic Points are derived from ‘Mental’ ability scores (Intelligence, Wisdom, and Charisma)

·        Devotion

¨      Derived from Wisdom

Ø      In-Game Actions Modify

Ø      The higher your devotion is the easier it is to get higher, the lower it is the easier it is to loose.

¨      Devotion adds power to your devotion based spells and abilities.

§