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Developers Corner

Developers Corner 

MMORPG Game Concepts  » Production Company Looking For Gamer Input

9 posts found
  PwnedProd

Novice Member

Joined: 10/10/09
Posts: 4

 
OP  10/12/09 5:48:06 PM#1

Hello all,

 

We are a production company in the making, and need MMO player input on a brief survey. The survey will help us create a new, diverse Massively Multiplayer Online Roleplaying Game.

www.pwnedproductions.com/MMOsurvey/survey.php

 

Feel free to comment on the thread.

 

Thank you,

Development Team.

  User Deleted
10/12/09 6:02:29 PM#2

The survey reads like a shopping list for an MMO gamer browsing the features aisle of Mystical Sandbox Mart. :) 

  lifesbrink

Novice Member

Joined: 1/22/09
Posts: 545

There are 2 kinds of people in the world: those who don't like dragons and those who enjoy living.

10/13/09 3:37:34 PM#3

I agree with Lynx, and if your production company is aiming to create such an MMO, godspeed to you!

My blog is a continuing story of what MMO's should be like.

  Elta

Novice Member

Joined: 1/31/05
Posts: 298

Your answers were split as follows:
Killer 73%
Socializer 66%
Achiever 40%
Explorer 20%

10/13/09 7:56:18 PM#4

I am with the last two guys.

 

 

  Zorlofe

Apprentice Member

Joined: 2/10/07
Posts: 126

It's all just pixels...

10/13/09 8:03:22 PM#5

Filled it out. Hope it goes well for you guys!

  blakavar

Apprentice Member

Joined: 7/22/06
Posts: 306

Troll says, "I'm a troll bitches. Dance!"
MMORPG members say, "Hey, macarena!"

10/13/09 8:08:35 PM#6

Good luck.

The forums all over seem to bee full of a backlash against themeparks. If your going to release within a couple years look at sandboxes like EVE and FE as well as old SWG pre cu. That seems to be the general direction.

  User Deleted
10/14/09 5:39:13 PM#7

I filled it out but I feel the need to be more specific.

I don't like the idea of player ran governments, for one I don't think players should be able to have that much power over each other as you know the fanatics will be in positions of power and there is too much room for abuse.  But also I want factions with history, culture and motives other than get rich and powerful, I think player governments and factions lend themselves to very shallow organizations that don't develope the world very well and make for a rather dull environment.

Player trade skills affecting the economy, ok, the economy being based solely on player trade skills, bad, it is fun to find and achieve items, while players should be able to make and sell useful items, the entire economy should not be focused on crafted items.

Depends, if you mean there is a main story and players can make choices as to how it unfolds, purely on a personal level that does not affect others, or quests with multiple choices and ways to solve it, both are good.  The official lore of the game changes based on player actions, bad, because again I would want good lore, players actions are not always lore worthy and simply putting that the guild whatever killed the dragon is just meh.

I vote for player skills, and I don't mean FPS style controls with hit ditection, cause truth being that isn't reasonible at this point in time anyway, but I think removing the auto attack and doing something like Tabula Rasa adds a lot to the fun factor.

Yes races should be restricted by class/skill/powers whatever if you want to characterize them beyond appearence, restrictions help build the culture of that race instead of making them generic.

Multiple options as in quests, public quests, dungeons, PvP or what have you?  Most certainly multiple ways to level up are better than just grinding.

Going back to the first option I don't want to have players control cities, or factions of anykind, guilds are ok though.  When you have NPC controlled factions and cities players can work together for common goals and be part of a faction without the drama and the petty demands of the ruling guild or however you do it.  Player ran cities are really only fun for the ones in power.

No, simply because player cities are not well designed, poorly placed, they have no history and they lack all the small details that developers can add that make cities really come alive, so I think player made cities really trade out quality.

Actually you don't have to sacrifice graphics for gameplay, because lower polygon models and such don't have to look bad at all, you could really make a style for yourself and make the game look good with lower graphics settings.

I think housing is an easy add that can make for lots of fun, it doesn't have to be in the physical world, since that may not always be practical or fit the lore.  But the ability to fix up and decorate a house adds a lot of value to a game, so long as the house has a function other than to look nice.

You could have player merchant shops but that precludes you are not using an auction house, unless you somehow have both at the same time.  From a practical standpoint auction houses are the best way to trade goods for both the buyer and seller.  Shops may be neat to have and look at but in the long run when the novelty wears off and you really just want to buy an item and auction house will do you more favors.

What do you mean by player driven shops, as in what the player sells to the shop owner can be bought by other players?  Or maybe buying and selling effects the price at that particular vendor?  I have played games like that and I don't see the point really.

  mmoguy43

Spotlight Poster

Joined: 3/31/09
Posts: 1997

10/15/09 10:47:59 AM#8

More surveys please! I know you would like more detailed input where we can vote disagree too. Most of the questions could be answered with "it depends"

 

Originally posted by CactusmanX


Going back to the first option I don't want to have players control cities, or factions of anykind, guilds are ok though. When you have NPC controlled factions and cities players can work together for common goals and be part of a faction without the drama and the petty demands of the ruling guild or however you do it. Player ran cities are really only fun for the ones in power.

No, simply because player cities are not well designed, poorly placed, they have no history and they lack all the small details that developers can add that make cities really come alive, so I think player made cities really trade out quality.


 

Because I interpreted "player cities" as specified areas where players can build a city (or claim ownership of an NPC one), I think that  they could potentially work really well depending on their location and use. Cites or player homes with no function other than to have a space of your own, I have no interest in.

  PwnedProd

Novice Member

Joined: 10/10/09
Posts: 4

 
OP  11/11/09 6:41:58 PM#9

We would like to thank everyone that participated in the survey. More information and the official website will be active soon. Once again, we thank you for your responses.

Development Team