<
>
 Thread (17 posts)
Tatum  3/26/08 11:54:47 PM

Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100

Advanced Member

Joined: 7/27/07
Posts: 691

So, this is a term that gets tossed around pretty often on MMO forums (I know I'm guilty), but what exactly makes up a dynamic game world?  Is there a specific list of "must have" features or does the term mean something different for everyone?  More important, is this even viable for current MMO's?  

For me, there are at least a few features that would be absolutely necessary for a dynamic world and I know that some of them have been done before in past MMO's, so I do think it's viable.  All we really need is someone to put it all together and build a game around it.

I'm interested in seeing what features everyone else will come up with, so I'm not going to list any, but I will give my idea about how a dynamic world would play out.  Basically, I could log on and feel NO urge to level or grind or what ever.  Just experiencing and interacting with the game world would be entertaining enough.  Sure, you can do this in any current MMO, but is it really that entertaining (in most cases)?  I would say no, but I couldn't explain without listing features

So, what do you think?

 
Plasuma!!!  3/27/08 1:09:45 AM

Rank: 69/100 Rank: 69/100 Rank: 69/100 Rank: 69/100 Rank: 69/100

Hard Core Member

Joined: 9/19/05
Posts: 764

''Silence is golden and talk is cheap. I''m poor, so make with the discussion.''

For the record, 'dynamic' means "continually changing".

What you're describing is a highly detailed digital sandbox-ish world. Or something to that effect.

I'm rather confused as to what you want to discuss.

mulcher  3/27/08 1:15:02 AM

Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100

Novice Member

Joined: 4/28/06
Posts: 8

Id suggest you read this. Very very interesting and I personally can not wait till we have MMORPG's of the same depth as the one described in the link.

http://www.guildcafe.com/Vox/04073-Smith-Dynamic-Worlds.html

 

edit *fixed the link*

 
Tatum  3/27/08 9:07:57 AM

Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100

Advanced Member

Joined: 7/27/07
Posts: 691

Originally posted by Plasuma!!!

For the record, 'dynamic' means "continually changing".

What you're describing is a highly detailed digital sandbox-ish world. Or something to that effect.

I'm rather confused as to what you want to discuss.


I know what dynamic means.  What I'm asking, is what specific MMO features do players expect to see in a dynamic game world?  Could be features that already exist some where or could be features that no one has done yet.  I doubt that anyone has the exact same ideas as to what makes a game world "dynamic".

 
Adamantine  3/27/08 10:41:50 AM

Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100

Novice Member

Joined: 1/07/08
Posts: 527

War is not the ultima ratio, but the ultima irratio - Willy Brandt

Well, I would expect a dynamic MMO world to be everychanging, mainly:

  • Quests pop up on a more or less random basis, in a realistic manner. When you meet a questgiver, or otherwise stumble over a quest, you can take it or leave it be. If you return a too long time later, they have either solved themselves or have been solved by someone else. They dont repeat as such, meaning you might get the same questplot again, but there will be random changes - they will start at a different place, the NPCs will have different names, you have to visit different places, maybe you have to fight different kinds of mobs, the dungeons will have changed their layout, etc.
  • NPCs have a schedule. They make "plans". They look different and have unique, random names. They appear and disappear again, over time, so if you where half a year ago in the game in some town and met its mayor, dont expect it to be the same guy when you return there. Also, if you kill an NPC during a quest, its really gone.
  • The world is split into kingdoms, or countries. Each country can be conquered by players. Each country can attack other countries as well, to get tribute.
  • The world can be changed by players. Noteably, they can build houses of various kinds, maybe even castles.
  • Finally, its also possible to have tools to change the scenery. Like creating a mine, or changing a forest into an acre.

In other words, the players interact with a simulation of a more or less realistic world.

 
Tatum  3/27/08 10:53:26 AM

Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100

Advanced Member

Joined: 7/27/07
Posts: 691

Thanks for the link mulcher.  That was an interesting read, sums it all up pretty well.

Adamantine, I like your idea of a quest system.  If the game has to have quests, I'd prefer to see them implemented in some way similar to that.

 
MMOman101  3/28/08 8:41:33 PM

Rank: 32/100 Rank: 32/100 Rank: 32/100 Rank: 32/100 Rank: 32/100

Apprentice Member

Joined: 2/05/08
Posts: 69

Originally posted by mulcher

Id suggest you read this. Very very interesting and I personally can not wait till we have MMORPG's of the same depth as the one described in the link.

http://www.guildcafe.com/Vox/04073-Smith-Dynamic-Worlds.html

 

edit *fixed the link*

I read the information in the link.  It was very good until the end where the writer broke from simple explanation to their own personal opinions.  Thanks for the link though. 

 
kamdickerson  3/28/08 11:21:56 PM

Rank: 20/100 Rank: 20/100 Rank: 20/100 Rank: 20/100 Rank: 20/100

Novice Member

Joined: 10/21/06
Posts: 5

"As the Internet and gaming communities continue to grow, gamers are taking an increasing interest in plugging the community itself into the game world in such a way that everyone can experience a world that follows one rule: what you do means something. Meaning is what everyone searches for in everything they do and is exactly where the spirit of all these details becomes apparent."

 

This is what i describe what a dynamic world is. Every player wants what they do to actually MEAN something and will affect EVERYONES gameplay from there on. For example, some guild in some game decides to attack a major city to an opposing faction. They win. This would mean that EVERYONE from the opposing faction would be affected various ways like they would lose specific benefits like rare ores or something.

 

The quote is from the link that was posted above. If you follow that link, the writer will tell you what you need to know about that topic. Also thx mulcher for posting a VERY useful link on this subject. I've been thinking about dynamic worlds lately and this post gave me all the answers!

 I hope this helped you as it help me!!

 
ironore  3/30/08 10:33:49 AM

Rank: 7/100 Rank: 7/100 Rank: 7/100 Rank: 7/100 Rank: 7/100

Novice Member

Joined: 6/24/05
Posts: 898

Forging the Future

I suppose it would be a sin if I didn't post something in a thread with the word 'dynamic' in the title.

I don't know if there are any specific features that I would need to see in a dynamic game world, but all features implemented should enhance the overall design goal of having a dynamic gameplay experience.

I agree completely that the ability of players to change the world through their actions, no matter how small is of the utmost importance.  Player interaction either cooperatively or competitively on whatever scale (large or small) is the vast untapped potential of the MMORPG genre.  Given the right tools in the right system these interactions varying from the simple to the complex would create dynamic content of every imaginable kind with no need for generic quests, instancing, and updated story content.  Instead any updates could focus on improving aspects of the game that provide more depth.

One thing that I think is vital to a dynamic game world is to have a dynamic natural economy functioning in the basic ruleset of the game world before any players even begin to interact with the environment.  I have posted on this subject and others related to dynamic worlds many times, so I won't go into detail here.  Just click my name and find other places I have posted or threads I have started if you want to know more.

With the stagnation of the market with so many copy-cat same old/same old grinds out there, I anticipate something more dynamic coming along soon.  It really is the future of online gaming imho.  :)

 

IronOre - Forging the Future

Tatum  3/30/08 3:24:41 PM

Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100 Rank: 57/100

Advanced Member

Joined: 7/27/07
Posts: 691

 

Originally posted by ironore

Player interaction either cooperatively or competitively on whatever scale (large or small) is the vast untapped potential of the MMORPG genre.  Given the right tools in the right system these interactions varying from the simple to the complex would create dynamic content of every imaginable kind with no need for generic quests, instancing, and updated story content.  Instead any updates could focus on improving aspects of the game that pr