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Hello, Let me start off by saying my name is Eric "Rileyman" Grushinski, and I am an idependent concept artist/writer. We all know that MMORPGs are all about exploration, but what does that REALLY mean? Exploration to the MMORPG genre means exploring things already said to you, things you KNOW are their, and KNOW exist. For instance, some things may say "Explore TheCoolestEverInstance!" But then again, its not really exploring if you know its already their. As I was brainstorming the other night I found out a new way to give exploration to the players by combining sandbox style gameplay with the MMO genre. (Game titles mentioned don't exist, therefore aren't real games) Lets say for instance, you buy a game labeled "Age of the Jarihols Bloodline", a newly released MMORPG. On the package, it might tell you all about its 12 instances, PvP gameplay, 4 professions, and what not so you know what the game is about and what their is to do in the game. Or (These next few paragraphs are my ideas) On the package, it could tell you that the number of instances and professions in the game is unknown, and its up to the player to discover them. Now of course they will be coded into the game, but they will just be in an unknown location and no one will know where to go for these instances, or what to do for professions. (This is where the downfall of the game will be to the majority of MMORPG players.) Players, while doing beginner quests (tutorials) will have the opportunity to go into the wild with one of many tour guides of the village/city/etc. While outside, you the player, will be asked to collect all the herbs you see (he will supply you with the bag), and the tour guide would explain to you why he wants you to collect these herbs, so he can find a cure for his mothers disease (which is just like a expell disease potion.) So, if you follow what the tour guide says, and you collect a whole bunch of random herbs, then give them to him, and he makes the potion, and gives it to his mother at the end of the tour. His mother becomes cured, and in an emotionally twisting moment, he explains to you how hes tried other types of herbs, but they have failed, and then he gives you one he made, which you will then be able to identify what herbs are in it by filtering it and thusly destroying the potion. But since you wouldn't know where to find these herbs, you will have to then explore the lands. And this is how it would be for other professions, too. It wouldn't tell you what professions you can do, but it will lead you on to that alchemy is out their, and you can do it. I was also thinking of a game where based on how thinly or thick you combine certain herbs and what types of liquids you use to combine them with, could determine what you make and how effective it is, but then again, their just some random ideas. I could go on for days explaining all my other ideas, but I don't have time right now. Overall, my ideas posess a sense of exploration in its purest form, and a freedom to the player to truly create a masterpiece. (Some might say this is like Warhammer Online, but Warhammer Online told you that you can do this profession, and the setup of the game won't tell you what professions you can do until you've actually explored the profession itself and discovered a certain minimum amount of herbs. Also, a lot of you might also argue that what i've mentioned today is the basis of every MMORPG, its just that they've been discovered already. Well, with that in mind, the ever evolving storyline and season/weather system will make it so not all herbs will be available at one time, and tons of new ones might even be available at certain times. Leave your questions/comments here.
Thanks! Eric "Rileyman" Grushinski Eric "Rileyman" Grushinski |
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Interesting concept. The biggest drawback is the closed/open beta leaks that would invariably happen and the fact that so many MMO players want the fast track to end game. Personally I enjoy the exploration of a game as much as any other facet. I like the black map that only reveals itself as I travel. Even better a map that you can 'mark' the location of raw materials/ travel paths etc. (AoC did that nicely.) Warhammer has quite a bit of things that can be discovered, but again most people have or are rushing to end game and not exploring. The ToK unlocks in weird places, dungeons in out of the way areas you have to discover. WoW even has vendors in out of the way areas that few people seek out or know about. As for discovering crafting - War did that too with the alchemy as you don't know what you will get until you combine the ingredients. I'd love to see a game that allows you to start with your choices from the beginning to start a journey - 1. your running away from home or a crime or orpahed by war 2. you've been exiled for a few different reasons 3. you're off to adventure or seek your fortune, find a kidnapped relative, etc 4. you're on a mission/assignment (could be good or bad) 5. you don't know and have to discover why you're there Clues could unfold how or why or give you back story and set you on a path. Decisions in game would continue shaping you as you mature/level.
Currently playing EQ2, WoW and WAR and LoTRO Waiting - Aion, Stars Wars Old Republic |
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