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7/01/09 4:26:07 PM#61
I create this biggest piece of awesomest looking shit people have ever seen, I hype it up until it explodes. The player base cant take it anymore! so i release the game and sell my stock and spend the rest of my life writing get rich quick schemes. Ten people who speak make more noise than ten thousand who are silent. |
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7/01/09 4:26:59 PM#62
A horror MMO.
You start off in the military or a city person/town/village (Police,Fire Fighter, Swat) and something slowly break out infecting cities. Each City would have players but if the city goes unprotected or not well protected enough the entire place can be lost to the infected that is slowly spreading and evolving.
This would be a presistant thing and even if ONE zombie slips by or a creature that carries some sort of viral infection passes you by it could cause massive hacok.
Just think Dead or Alive except a presistant world where everything matters or else the real reprocussion will happen to your gaming world and the way things are set as soon as you log on..your role really matters..
you could just be one guy leading a small army "guild" to protect one town or an entire city..against 100s if not thousands of enemies |
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7/01/09 4:44:07 PM#63
I'd sell the studio to EA for millions and pocket the cash. ____________________________________________ |
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7/01/09 4:48:08 PM#64
Originally posted by rikilii
mm first thing i would probably file for chaper 11 first then start to make plan for a game thats how its done right? |
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7/01/09 4:49:52 PM#65
Make an updated Asheron's Call. EQ1-AC1-DAOC-FFXI-L2-EQ2-WoW-DDO-GW-LoTR-VG-WAR |
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7/03/09 1:36:46 AM#66
For the first week I would go to a game store (not computer games) and buy a few simple boardgames like Chess, Monopoly, Clue/Cluedo, Stratego etc and give them a week to come up with an MMO idea based on the games. I would review the results and fire the ones who clearly don't have any idea. (About 50% based on recent efforts of the MMO devs!) Those that survive would work on one of two projects I tried playing Real Life but the graphics sucked, the community was annoying too. |
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7/03/09 1:51:42 AM#67
Originally posted by dethgar
I think god already made this idea :P it didnt go as planed though :P |
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7/03/09 1:54:40 AM#68
Originally posted by Eternikus
I think god already made this idea :P it didnt go as planed though :P
Well, as I quote in my sig: Life is an mmorpg. I'm just waiting for God to do a much-needed server wipe. |
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7/03/09 1:55:55 AM#69
Nothing. I prefer a 50 woman development team. |
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7/03/09 1:56:07 AM#70
1. Explain to the crew we're the mmo market's last hope and that we must not fail to create the best mmo ever 2. ?????? 3. PROFIT!!!!1!! |
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7/03/09 2:06:07 AM#71
Here is what my team should waste their time on: I start with the type of game I think it is a big demand for, and with no real competition on the market - a virtual world. Still a game, and not to be confused with 3d chat rooms. You practise and advance your skills, like any MMO, and social status if you want. The big difference from other mmo´s, is that the game world should feel and behave more like a world, and less like a game. An other big difference is that you can (but dont have to) play the game completely without the need to use a weapon. The next thing would be to pick a theme/setting. I pick a historical medieval Europe setting, for several reasons. I believe most people could accept a medieval setting - its still enough simular to fantasy to attract a big part of the MMO community, and the lack of elfs and fireballs could maybe even make it attractive to some people who normally want more futuristic games. Middle ages are also a popular genre, at least in other entertainment areas, like movies, books and even computer games. I think one of the more important parts when creating a MMO, is that the player need to feel familar with the game world at once, and not have to read tons of game lore and stuff just to understad what kind of world they are to enter. In a medieval Europe you dont have to introduce anyone, because most people are at least a bit familar with the setting from movies, etc. So with a medieval theme, you have a popluar and known setting, and you dont have to pay anyone for the IP. The goal is to make the game world alive. So I want a flexible game world the players can own and form. Imo you cant make the game world alive if NPCs own the world, and if the cities are just a decor with a few added service functions. Every building in every village and city should belong and have a function to the players. You wont miss anything from Ironforge or Qeynos - everthing is there, just built and managed by players instead of NPCs. Its the meaning that citys and villages will be not only social hubs for chit-chat, but also be the places where you actually play the game. I want different roles in the community, where each other are dependant on each other in some way or another, and together form a real life-like society. I want the game to be a good fundament for community building and role play, rahter than questing and hack and slash. To be extra clear here - of course it must be alot of options and reasons for combat, both pvp and pve, but i dont want the game to be focused on forming teams and grinding of mobs for loot and XP. Its the medieval Europe, so some key elements need to be representated, or it will not catch the feeling. Food for example. Almost everyone in the middle ages lived by the land. It was what the economy and political system was based upon. Those who owned land had the power. Famine was common and almost synonymous with the dark ages, so what kind of medieval game world would it be if no one had to eat, or where food didnt played any role? In my game everyone have to eat, at least sometimes. Another key element is the Church. In the medieval Europe, the Catholic church was a very powerful organization, who had a huge influence on the people. I want the players to manage this organization, and fight for the power and climb on the hierarchy within it. Those in charge for the church will be given tools to decide and uphold the rules the rest of the people need to follow to be good Christians. Even if not in charge for the Church, most of what you can do in the game, you can also do by being a member of a monastery. You wont make any fortunes, because all the result of your work goes to the Church. On the other hand, you will not need any money to survive or practice your skills as a monk. And of course a medieval world must have the classic medieval hirerchy, witch also means social injustice. What made for example Robin Hood to a good story was the fight against social injustice. In this game you will have social classes, and those players on the top of the society will have the tools to rule over their citizens. It will be up the the players to rule wisely. As a Baron or Count you have to set and uphold rules for, and collect taxes from your people. If you are too soft you will end up poor and without power over the people (or other barons). If you are too hard they might give up their land instead of paying taxes to you, and maybe become outlaws, or trying to overthrow you. It will not be an easy task to stay popular with the people, but its not ment to be. I also want the characters to have needs. The usual is that you only need to care about your avatars health in combat, and maybe your equipments health between adventures. I want to take it a step further, and its also important for the dependence between players the game is built around. I already mentioned the need for food. Other needs can be, for example, personal care or hygiene, who have impact on your social skills, and also affect your chances to avoid diseases, infections from wounds and plagues. Yet another need is to have some fun. This could be symbolized by a visit to a tavern for a drink, or watching the jesters or listen to a troubadours music. Faith also play a role, and a visit to the church for a sermon or confession helps. Needs should work as a tool for players to come together and be dependent on each other, not to be annoying time sink. You should not have to watch over your needs all the time, like in the Sims, or interrupt a quest just because your clothes are dirty. |
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7/03/09 2:11:08 AM#72
A FFA PvP sandbox catered specifically to roleplayers, with draconian rules in place to keep it that way. Some rules to include limits on how many times 1 person can PK another to prevent griefing. Player A is PK'ed by Player B. Player A is then immortal to player B for, say 24 hours. Player A can still be killed by Players C-Z, though, but the same rules apply. 1 kill per day. Bye bye griefing. All names will require first and last names and must be plausible to the game world. A bounty system would be in place. Players would recieve 100 gold for every 25 names reported that the game administration deems inappropriate. Game administration would have the final say on that, so as to prevent spite reporting. The game would feature full frontal nudity, but only certain places will be designated as "safe". Nudity in all common areas, such as outdoors will result in an instant Red status, KOS flagging for NPC guards, and no penalties for players who choose to PK a nude. Death respawns would have the player in the most basic clothing in the game, such as sackcloth pants and shirts. Nothing wrong with nudity in a proper context, but in all the Mortal Online threads discussing that games puported nudity, it seems most don't mind having it, but don't want to see it every time they turn around. I agree. There are other things I can think of but don't feel like writing them. I'm sure if this game ever got made, it would fail, but that's why I don't make games for a living. ;) "You'll never win an argument with an idiot because he is too stupid to recognize his own defeat." ~Anonymous |
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7/03/09 2:25:19 AM#73
My new MMo would have: The graphics of AoC With all that goodness, set it anywhere and it is a winner. |
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7/03/09 2:30:53 AM#74
Originally posted by Scot a lot of the feature you point are avail in rune of magic lol |
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7/03/09 5:03:27 AM#75
at least half of em Might want to elaborate plus if you make it F2P with a Premium membership option your golden. |
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7/03/09 4:24:44 PM#76
Originally posted by Zorvan
Well, as I quote in my sig: Life is an mmorpg. I'm just waiting for God to do a much-needed server wipe. Very true. Though besides the server wipe i think the game engine needs some re-evaluating. These graphics are getting old. Plus, i think we can use a new expansion. I hear its coming out 2012 :P |
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7/04/09 10:01:37 AM#77
I would execute one every hour until they could come up with a game that is absoultely nothing like WoW. As this is a likely impossible task, I would refrain from executing the last team member. He would be required to wipe my butt every day as he designs the WoW clone game. poopee |
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7/04/09 10:34:59 AM#78
I laugh at you and demand a 200 person team. |
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Boozbazz
Novice Member
Joined: 6/24/08
Money is the world''s curse. |
7/04/09 12:36:51 PM#79
Level-less, skill-less, class-less gameplay. It would be a first person shooter MMO in a post-apocalyptic setting. Perhaps cyberpunk, as there isn't a lot of competition in that genre. Character advancement and customization would come in the form of gear. Gear would include things like implants, vehicles, weapons, explosives... tactical & utility items like radar, cloaking devices, cameras, weapon mods, rappel gear and so on.
All gear would be fully lootable from corpses, and players would be in a ring of competition for what's in the world. Money would be static. Like a gold standard, there would be no way for money to pop into existence via NPC. There would be no room for inflation :) I would add content like World of Warcraft does with epic battle scenes, stories and interesting NPC interactions. New gear would be added with the focus on providing new style elements to the game, such as skuba equipment, or thermoptic camoflage. The development teams combined imagination would be the limits on our creative use of adding new objects to the game for players to interact with. :) If I were to go further, I'd add a crafting system and capital resources to the world. Such as in EVE online, there would be a way to gather resources for crafting. To counteract an inflation of gear, I would add ways for gear to deteriorate or break down into smaller components, used in crafting. If I was to completely seal the crafting sandbox, I'd make it so that the only way to get resources for crafting would be to break down an existing item in the game. I could go further with this, but the main idea is that it would be level-less, class-less, skill-less with a focus on gear.
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7/04/09 3:48:12 PM#80
An MMO of the Real world. Not much else to say. IT wold be Fantastic Tool for learning and many other things. Just think when you wanna teach somebody about something you can bring them there in a Real high graphic 3-d Environment. I think the main goal would be to create high Graphics on Multiple levels For different users. Low to Medium to high. With Each Setting Genre Having Its own set of Low to high settings. I hate when im playing a game and i lower the graphics and it Also lowers the quality. This way when exploring on lower settings you continue to keep the quality of everything you just loose The epicness you would gain from other settings. |
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