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Evolution of Gaming

Posted by mackdawg19 Wednesday September 24 2008 at 8:04PM
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Evolution of Gaming

I've been playing MMORPG's for quite sometime. I've played games such as Dark Age of Camelot, World of Warcraft, Vanguard and Age of Conan. While playing these games, i've started to notice something seems missing. Where's the evolution? Almost every rpg on the online market to date has a world, but yet none of these worlds truly evolve. Sure they have expansion packs that add new area's or new set's of items and minor touches to graphics. But what about the stagnant world? What truly bores me to death is the replay value of these games. One you hit level cap, you usually get to a point of creating an alt. This is were you find out that your doing the same quests, wandering through the same camps, or entering the same cities and dungeons only to find out they are the same. So with that in mind I thought of a evolution system. Something I haven't yet experienced in gaming yet. Here's the low down:

The System Itself

This system is a system of its own. It basically repaints landscape with new material without using an expansion. It destroys buildings, it closes off dungeons, and it does so much more.

Example 1 - "Say your walking through a city to turn in a quest. When all of a sudden you hear a loud boom. You walk off in the direction of the sound. All of a sudden your standing infront of a blockade and the local mayor building has been destroyed. Npc workers are taking material and putting them in wheelbarrows and moving them out of the city. The very next day you log in to find the mayor building replaced by a brand new upgraded building. It has 2 new rooms and offers a new service."

Example 2 - "You log in one day in the middle of a forest. You decide, what the heck, lets go explore that dungeon you rolled through with a group the night before. You were in there so long the night before, you basically got the dungeon down in your sleep. You can remeber certain spots your able to go solo in. You head towards the dungeon to find out there was a cave in. You go in search of a new way into the dungeon. The entrance has been reshaped on the other side of a mountian due to a landslide. You enter through to find out a new set of mobs has ravaged the area and littered bodies of the previous tribe are scattered across the ground."

Example 3 - "Your walking down a dark path. In the distance you spot a forest and it seems to being raining. A huge thunderstorm cloud looms above. So you decide to venture in. Once inside the forest you find that it is a nice "grind area" for hanging out and gathering some xp. You sit in this forest for around 2 hours and in the meantime its continuing to rain. All of a sudden you notice the ground is no longer soaking up the rain and its starting to cover your feet. Then you hear a loud boom and water comes rusing at you from a local creek that just flooded. You run off outta the forest and claim safe keeping along a hillside. The flood persists for more then 3 days. Once it drys out you come back to find that there are less mobs and it seems off in the distance some new mobs are making there way towards some once non- vacant land."

If you don't have an idea of what i'm getting at, then think about this. I want to see a system developed that persists overtime. It not only contains a game at launch but a game for the future. It's land changes over time. Its people evolve over time. Anything could be added to a system like this. You could have it setup to destroy and regenerate new buildings based on a certain time, such as every 6 days. You could have NPC's and mobs migrate every few months. They could simply pack up right infront of you and move somewhere else. You could have whole cities destroyed by a revolt only to be reclaimed by new owners.

The Real Low-Down

Now there is no doubt a system such as this would be taxing to not only servers but hardware. This isn't an idea that can just be implemented on the fly. I would just like to see developers develop towards areas like this. Quit with the stagnant worlds that one can only replay so many times. Give us a world, not a box. Give us weather systems that feel real, give us enviroments that breath life, give us cities and dungeons that change overtime. Give us a place that could really feel like you could live in. Over time things change, people evolve and areas get replaced. Make this happen in your MMO. Make consumer's want to be in your world. Don't give us just a world, give us a living breathing world. I've seen many developers say there world is this, but have yet to see this. Sure you have a couple butterflies roaming around or a thunderstorm where the rain seems to evaporate into thin air. I love the cities that seem to look the same even after the game being out 4 years. I guess they never evolve do they? I guess those Orcs just love there stagnant life.

I wrote this blog on a whim. I didn't write it to be the voice of a community or company. I wrote this because i had a thought and wanted to share it. I love gaming and enjoy playing mmo's if only for the community aspect. I just thought maybe an idea like this could help maybe that one small developer out there. Maybe that one person who doesn't know it, may in time become a CEO of a gaming company. This is for you. Run with it, and thanks community for your time.


*I also want to note I am not a English Professor!

ZDearborn writes:

I enjoyed reading this and for the most part agree with what you are saying. As you mentioned, you have to look at this from a programmer's point of view, along with memory usage and server latency. I think a world is possible like this, and the only existing MMORPG that I know of that resembles what you want is Wurm Online.

Wed Sep 24 2008 9:05PM Report
Ataaka writes:

Nice Idea...

The idea that something changes after a certain time period is great, but when does the 'Mayor's building' stop it's morphing? Every change, in that respect, would cost tons downtime, uploads or an entirely new engine and language to streamline it to the client.

Since we are in a genre of instancing, I think the dungeon idea might work. But then, who or what will drive the changes or play God when things need to evolve?

Anyhow... thanks for allowing me to think about it.

Thu Sep 25 2008 2:57AM Report
nileq writes:

mackdawg19: You Sir are in luck. Allthough it does not cover ALL what you wish for in your blog, I think it covers enough of it.

I won't write it all here, but what about Mobs that actually migrates when you hunt them to hard?
What about demi-gods that ravages the earth not to ever be seen again once, they have been killed?
What about player built cities, and cities wich you will be able to mold for your purposes, not just a genereic "player city"?
What a bout a sandbox game where you can go where ever you want, without regards to level?

Have a look at Darkfall Online, I am sure it will fit your bill perfectly.
(also have a look at my blogs about it, it covers the biggest features and the full-loot fear)

nileq -gloomis of the Darkfall Community


Thu Sep 25 2008 7:40AM Report
Aren_D writes:

I don't think you are asking/looking for evolution. Judjing from your examples it sounds like normal dynamic change of the world. I also belive that you have placed your mind somewhere between evolution and dynamic changes. In your first example you looking for evolution. You have a small building, witch gets replaced with bigger(richer, more colorfull, different?) one. If take this idea and place it for the whole town. The town will growth. Add player housing and additonal features in to it. The toem might evolve even more.

In 2. and 3. examples you don't ask for evolution, just for general change, a reson for  teh change. The landslide changed old dungeon, the flood forced animals out of their home. Changed happened, but did evolution take place there as well? No. However, those changes might lead to evolution. say, becaus eof the lanslide the old dungeon tribe got in contact with another one.How did they react to each other? War? Trade? Friendship?Domination? You could make quests for both side witch could affect the relationship and futher progress between those two tribes. Regardless of their relationship one day ( say 1000 quests for one of possible relation) Change happened: both tribes growth bigger and stronger, or one dominate another and expand their territory even more, or total annihilation of one of them withc leads to expand territoty and resources. In any way one of both tribes evolved. Maybe now they are smarter now? Stronger? Aggressive and attack neighborhoods? Started to make exotic things or cultivating new plants? Created new religion? This evolution change might lead to the new one. Contact with another tribes? Mechnology? Magic? Other religions etc.  So instead of dungeon of with new tribe you get an event witch might affect whole region or even world?

And same with the flood example. Instead of migration, you can get evolution of the creaures in the area. From land creature to the amphibia type.

Great idea of evolution. I did heard or changes in game world scenario based for small areas and on global basis. But evolution as main factor might even more interesting. Difference between servers rise, replayability rises as well. Player want to participate in those events. From my perspective it could be done with current technology. It just might be that current MMOs haven't reached that level yet.

Thu Sep 25 2008 10:11AM Report writes:
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