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MMORPG Methodone

First post explains the reason :)

Author: tupodawg999

Introduction

Posted by tupodawg999 Tuesday December 30 2008 at 1:58PM
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When you play MMORPGs I think you subconsciously start designing your perfect MMORPG in your head. From the game you're playing you keep the bits you like and imagine alternatives for the bits you don't like. You put up with the bits you don't like for a while, possibly for years, but eventually they put you off the game. Then you try a new game but you take that partial design with you in your head. If it includes things you disliked from the first you start to dislike the new game faster than you did with the first. If it includes things you like then you unconsciously add those elements to your perfect game design.

So all in all, unless your perfect game design fits the games that are being made you end up getting more and more frustrated. Not only do you dislike the games you try much faster than before, but even worse, the longer you play these games the clearer your perfect game design becomes so you can picture it easier but can't have it.

So what to do.

Write your own.

In a lot of ways this is a pointless idea as you'd almost certainly never finish it and
even if you did you'd never be able to produce all the artwork and even if you did that
it still wouldn't be perfect because you'd made it and therefore knew everything about
the world and there'd be no fun exploring.

But... for me I'm thinking working on something like that might stop me craving the
perfect MMORPG. I could tinker with it for a while then go play an "ok" game until it
started annoying me and then go back to tinkering for while, rinse and repeat.

Also, to make it easier...instead of writing it as an actual MMORPG you simplify it a bit and write it as a single player game that is designed like a MMORPG (sort of like daggerfall). And what would be easier still maybe be to write a prototype single player game that was like a MMORPG that was just one zone but which included all the elements needed so you could test it.

For example, you'd need to decide your race/classes, character creation, character staring point etc--all that code would need figuring out and writing whether it was a fully working MMORPG or just a single player test zone. Leveling, class or skill trees, combat, magic etc -- all these systems would need to be done for a full game or a one zone single player test. A method of creating and validating quests, creature AI, NPC AI -- all these could be done in a single big zone in a non-networked single player
test bed.

So I was thinking of doing this as a hobby. I'm not expecting to ever finish it. It's mainly to see if it helps get rid of the "perfect game" craving. And I was thinking that step one would be writing down some of the things i'd want in my perfect MMORPG so i thought I'd post my thoughts here as and when they came to me--a kind of notebook for how I'd design my perfect online game to act as a kind of MMORPG methodone for my craving.

MMORPG.com writes:
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