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9/04/10 11:58:38 AM#81
Originally posted by b.alex I stopped reading there. Turbine is an excellent company that made 2 very good games. DDO was very original regarding MMO's (not games obviously since its DnD). All Points Bulletin was also very original in design. Youre also implying that EQ wasn't original. Age of Conan gave us amazing music with a world filled with detail and very nice world designs. Each game (major game) brings something new to the table whether you believe so or not. I don't like how you call the men and women that design such detailed worlds and those who create stories sheep. Just because you get bored of games quickly doesnt mean they're all the same (assumption of you not liking current games cause you claim the boring.
Also, you can't be a sheep and run something. That would be a wolf, making us the sheep. |
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9/04/10 2:15:32 PM#82
Trying one more time to get this to post:
You are one of a dozen or so species of highly advanced, immortal spacefarers (you can choose to be a human, or one or two close variations on homo sapiens, other species range from bipedal to bizarre). You start out in charge of a planet in a group of solar systems that belong your species. You are your planet's ruler and caretaker. If you screw up, your species will not be happy with you, nor will other players, since your successes and failures affect your species well being as a whole. |
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9/04/10 9:17:54 PM#83
Well if i had the money and the equipment and the people to start my own gaming business, i have always thought that a western type mmo set back in the days of the wild wild west. instead of having a made up land, have the actual geography of all of the land the way it was back then around the montana's and neighboring states. you only had one mount, a horse of course, unless your craft was say like a carpenter and could build wagons, houses, etc... you dont have auction houses, instead, you have small communities, like deadwood, that you could purchase land from and open up whatever you could, depending on your craft, or I.Q. in the game i guess, and that would be the place that you would make your money, along with everyone else. you could buy whatever you needed by visiting these small communities. and everyone knows as well as i do, that word of mouth went a long way back in them days. there is no teleporting, hearthing, and whatever means of travel that other people have seem to come up with. you rode your horse. you may have gotten attacked on the way. guess what, there is your pvp. you were robbed, you robbed other people. you try to steal horses, or herd cattle to make some extra dough. whatever the means was, it was a rough time in someone's life back then. remember panning for gold? why not, people will take time to fish, or farm for certain items they need for their crafting to make some cash. so why not stop at a nearby stream and pan some gold. who knows, you may get lucky.
True, there were more guns than anything, but there were indians who used bows and arrows, threw tomahawks. there were cowboys who carried TNT in their saddlebags, ropes for wrangling cattle, horses, or maybe people? i mean there are so many things that a person could do. it is endless. Instances you say? well does an instance have to be in a dungeon or cave or hole or building. how about in the open, on mountaintops like the old westerns use to have where you had your enemy surrounded. what about robbing stagecoaches, there is your boss right there, take out everyone involved with the stagecoach, reap the rewards. what kind of rewards you say? i dont know, it could be anything, from some epic six shooter, or epic rope to make wrangling easier, or epic TNT. whatever. what about bounties. they had bounties back then. again, there is another instance, dungeon, raid, whatever you want to call it. the different classes would be like cowboys, indians ( if it doesnt offend anyone ), bandits, mexicans ( if that doesnt offend anyone ). these are all the type of people that actually lived back in those days. anyways, this is just what i came up with. if it is stupid, i am sorry for wasting your time. i thought this would be kind of neat, especially if the graphics were really awesome, and the gameplay was real competitive, etc...
Mark Gilliam |
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9/05/10 10:04:56 PM#84
Originally posted by dar_es_balat Love it. Would be interesting seeing a dali-esque world. I couldn't see the masses clenching on, unfortunately, but it sounds nice. |
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Typhado
Novice Member
Joined: 11/07/09
I don't think you know what I thought you think I did. |
9/06/10 2:27:12 AM#85
ok I've got one rolling around in my head but I've put it more in a list of ideas and it's not 100% original but I'll chuck it in here anyway. sum it up in one sentance "A true virtual world".
1. All npc's belong to a faction, and all factions have goals, plans, needs, likes, dislikes and can take and lose space. All factions are controlled by an AI that will change the plans of their members based on whats happening in the world. All factions are joinable. Factions don't all have to have the same structure for example wild life factions may have many different groups that constantly attack/eat each other that would offer very few benefits to joining. You can be a member of multiple factions at once.
2. Choosable death penalty. Starting from no death penalties (instant respawn at a base) you could add more and more death penalties from a list of possible death penalties. the higher/more death penalty you have the more bonuses you get, top death penalties being permanant ones such as permadeath. Each death penalty lets you add more stats (read below) and provides bonuses relative to that penalty eg. chance of destroying your weapon increases weapon damage.
3. All characters npc's and pc's are born, need food/water/sleep and can die (if pushed too hard ^). Would need to have a greatly accelerated life cycle (such as mitosis) so replacements are quick. Npc's will also have their own personal goals and move around in the world, similar to say Oblivion.
4. No more static quests: quests would be based on the current needs of each of the factions and would be set by each of faction AI. Much more of the game however would come from taking up 'occupations' such as a front line soldier where you get paid for each kill and how much you participate in battles.
5. More complex morality and standing systems. Most games have these as simple good <-----> bad. Instead have say greed, lust, loyalty, gluttony etc. and a similar system for standings.
6. You do not dissapear when you log off, you go on a sort of autopilot that will eat, drink, sleep and practice though practicing won't advance your skills like you would, could just be implemented as an exp boost for so long after you've been practicing. your character can survive without you but they will not advance, they won't be very effective and they won't have any goals (though you can set simple tasks like go from town A to town B). Use of the autopilot and multiple characters would be the way to play the game, add many features for players to tweak and customize their autopilot how they like but limit it so to not replace humans. Ideally you could be playing one character and quickly switch to another when an alert comes up that they require your attention (they got attacked traveling to town B).
7. You would be able to command armies of npc's similar to a pet or summon system. Not everyone would, it would just be one of the skill sets you could go for. would have a command system based in 5's: 5 man = 1 squad, 5 squads = 1 platoon, 5 platoons = 1 army etc. Commanders would give out bonuses and orders but the more man there are the more their bonuses are stretched. You could have players take any position under here such as a player taking a platoon position with no npc's under them and taking all the platoon bonuses, or a player taking a platoon position with their own npc's under them getting the army leader and platoon leader bonuses. The other two main skillsets are berserker (good at lots of targets) assassin (good at single target).
8. A large amount of the players abilities would be based off their 'weapon'/equipment, eg. a good healing ability requires a medical kit. you could have 2 possibly more weapons equiped at any time and a limited carry capacity. If you wanted to have more abilities or carry more you would use npc's as surrogate ability casters or pack mules.
9. Characters 'class' would be based off skills, stats, fighting style and equipment. Any skill can be trained by anyone these determine what you can do but certain skills will require certain stats or equipment, stats can be respec'd at any time before a battle and determine how effective you are at what you do, more death penalties unlocks more stats to distribute. Fighting style are certain skills that act like stats, you can train all of them but only so many can be active at once.
10. Weapon fighting style skills are broken into 3 groups general, branch and specific. Each weapon has a mixture of each of the 3 types of skills associated with it in varrying percentages. For example a twin headed halberd has general types: chopping 10%, stabbing 10% long weapons 20% - branch: halberd 30% - specific: twin headed halberd 30%. For each of the skills their is a counter fighting style skill that reduces the damage you receive from weapons that use that skill. The idea behind these 2 skills is to make it easy to switch to similar weapons and prevent any weapon from becoming too FoTM as you can specifically counter it. Into the breach meatbags |
Originally posted by LadyAlibi I think his tone was aiming at a larger picture. I didnt like how emo it sounded so i thought i should say something. But videogames shouldnt be stereotyped so easily, they are not much different from music or art. Many people find good values in those two things. Though when you think about it. the monalisa is just paper and some paint. so relax, its just another way of communicating some interesting ideas. |
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9/07/10 4:49:07 AM#87
thats interesting, essentially you're saying mmorpg- more rpg and with some ideas how that should be done. |
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9/07/10 5:05:03 AM#88
A mmo where the intro is of you. Of 99years old on your death bed, grim reaper offers you a chance to enter this magical portal and start your life over again with some consequences.
You step through the portal you are teleported back to the dinosaure age as a baby, with some ultimate kick ass ninja skills. Best story EVER. |
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9/07/10 5:08:12 AM#89
People who think they have a completely original idea for anything are usually not very educated people who read a book once but can't recall what it was about. |
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9/07/10 8:11:48 AM#90
Originally posted by Dawngreeter LOL. Obvious troll is obvious. And wrong. And ignorant. And self-defining. However, if you're referring to literary ideas as a basic premise, then yes. The basic ideas and thoughts of humans are pretty much recorded at a coarse level. That'd be plot. And even that is contested. Unfortunately for you, that's where the ideas stop. See, writers take a basic premise all the time and rewrite them. I could go on to name pretty much everything else in creation, but I don't wana bore you. Evidently someone you thought was smart once told you that, or something, and now you think it sounds witty. My suggestion would be to go read some books. Try some writing by, oh, I dunno, Descartes, Locke, Hume, Kant, or Plato even? Maybe when you finish, you'll be able to articulate some thoughts. After all, by your own premise, you shouldn't even be speaking; since we all already know what you're gonna say? |
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9/07/10 8:17:12 AM#91
You seem to be confusing originality with ingenuity. |
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9/07/10 8:42:42 AM#92
Originally posted by Dawngreeter I'll bite and guess you were mumbling in my direction. Your statement was: "People who think they have a completely original idea for anything are usually not very educated people who read a book once but can't recall what it was about." So, according to you: There can be no original idea for anything; as everything has already been thought of. I imagine, the picayune argument will be you said "completely", but that is impossible to know; and is a moot argument. I'm guessing by your statement above that you believe ingenuity is possible without new ideas; however ingenuity involves ideas. Always. I'm thinking you're addlepated or just trolling. See, ingenuity covers a group of concepts (and concepts are ideas, donchaknow) ; all of them generally involve generating new ideas or permutations from thought. Bear in mind, you could possibly have an idea without ingenuity; but I'm betting you'd be hard pressed to prove that. Therefore: you can't really have ingenuity without ideas; and I'm thinking ideas are going to be, at a basic level based on ingenuity at some level. The idea that no one can have a completely original thought is silly, and unknowable. While it would, I suppose, be possible to re-create an idea from something someone once read and forgot; it is likely the end result in that case is a natural progression as the idea writes itself from concept-templates. You REALLY need Plato and Hume. |
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9/07/10 8:58:09 AM#93
You seem to be having a lot of fun with the argument. That's nice. Bogus condensenscion and silly attempt to "win" a discussion aside, I'm enjoying the exchange as well. Here's your stumbling point - a new permutation of old ideas is not a completely original idea. Or, to sidestep the issue of "completely" being used as an excuse, it doesn't qualify as plain old original either. I'd delve deeper here and state that your consciousness is incapable of coming up with anything new, you're just juggling what you gather through experiences but that might be way too meta for the discussion at hand. Hence why you confuse ingenuity with originality. And hence why it's silly talking about a "completely original MMO". It's like talking about a completely original way to hammer a nail. No matter how crazy you get, you are still using the same hammer to hit the same nail for the same old purposes, using the same old principles. |
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9/07/10 9:27:17 AM#94
Originally posted by Dawngreeter |
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9/07/10 4:47:35 PM#95
A game where everyone is a shapeshifter. You can change into virtually everything, a dog, a scarecrow, a rock in the desert. Rogue's would wait as a tree for a victim to pass by and then backstab them. Mages would specialize in different forms with different powers. Warriors would try to become especially hard rocks. Imagine the following scene: A small frog leaps out of a pond, shapeshifts to an ape and starts to punch away at a tree only to get backstabbed by the bush behind him when suddenly all die from a fireball which was cast by a bird-mage in the sky. The mage is then killed by an archer disguised as a human who then gets gutted by the bunny the human was just playing with. I think I need more sleep -_- --- |
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9/07/10 6:08:00 PM#96
Originally posted by b.alex And MMORPG, where players are building their own mmorpg to competed in the game world against each other. Includes management of money, time and other resources. The goal is to produce a game which makes the most profit over a simulated and accelerated ten year period. |
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9/07/10 6:21:21 PM#97
I'm not going to read through ten pages of on topic and babbling gibberish posts so forgive me if some one already post the idea of a MMO that centers around the after-life. Perhapes in a kind of pergatory where good and evil are battling for final control of you. I don't know but would be crazy. One of the unique features would be that because you are dead there are no tangible possessions or items, everything is a manifestation of your will. |
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9/07/10 9:15:54 PM#98
I have always had three ideas for MMORPGs. They aren't necessarily original though, but would be to the MMO genre. They share some general gameplay ideas. The first is more sci-fi based and based around the colonization of the new world using some elements inspired by civilization. The very first players would actually complete quests from crafting to gathering to hunting that would help build the starter city. Over time the starter ciry would expand and grow as more people completed quests. New stores would open with new quests based off items found locally as the borders expand and eventually the city would grow large enough to send out settlers to help settle new cities. As you visit these new cities you open up these areas to start in with alts if desired. Since these alts would actually be born on the planet they may have different characteristics based off where you choose to start. You would also have different class or skills or professions based off the city you choose and the surrounding environment. New players would be able to eventually choose other areas to start in once the city grew large enough or the enough of the population has at least passed through the city. If you choose to be born in a city instead of a new person landing on the planet, you would have less choice over what you look like. Your choice would be to pick the woman from the city who is your mother and you would never know who your father was since he was just someone passing through the town. You would also gain slight bonuses based off what female you choose and at random based off the skills and profession of some random player who visited the town in the last set period of time. Eventually you would encounter other intelligent species, peaceful and aggressive, on the planet opening up new races potentially as expansions of course.
The second idea is more of a modern day post apocalyptic/supernatural based game. It is somewhat inspired by books like Dies the Fire. One day most modern technology just stops working and the rules change. Things as new as electronics and even as old as gun powder just no longer work the way they should. As a result people are forced to go back to the way things were. People turn what they can into armor and weapons. Everyone is forced to live off the land. You would have a broad range of class and profession choices. You would even have a class and profession dedicated to making things the way they were or figuring out the new rules. This class would constantly be testing and tweaking old world tech to see if they can make advances. As individuals or groups discover new rules, it adds slowly to the world allowing crafters more options when making gear. This would also over time introduce magic into the game and other things like creatures previously thought to be myths or extinct.
The third and final idea is more horror/supernatural based. In short, after a third major world war which signicantly destroys a large portion of the human population, the supoernatural community which has lived among us forever decides they no longer like the way humans are running the world and decide to take over. The humans decide to join forces and try to hunt the vampires, zombies, and weres out there. You would be scavenging and making weapons out of whatever you can find while also going hunting. This last part is the part I don't know how you would make it work without turning off a portion of the community. As you hunt and encounter the various supernatural creatures, you actually gain the chance to get infected and turn into a zombie, vamp or were. While there would be potential cures in town available via a quest of course they might fail. The turn wouldn't happen immediately of course but would happen by the time the next maintenance occured. This could be a problem if you get turned but your guild doesn't so I guess there would have to be a challenging quest to turn back. Of course there would also be those who decide to try and get turned so there might need to be an initial quest eventually that lets you choose whether to become a were and what type or a vamp. |
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9/07/10 9:20:08 PM#99
letters vs numbers, 25 different classes, 25 letters, 25 numbers, can have a pvp server and a pve server , the game would not be graphics heavy due to eveything is a number or letter enabling a fair gaming experience for everyone. playing eq2 and two worlds |
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Originally posted by FreddyNoNose Haha, i could see that doing us a lot of good. The scary part is that, dispite that being no different from real life. If you did that, you would see a whole bunch of amazing mmo`s because people wouldnt fear failure so much. They would be more open to make mistakes and learn from them, because hey, its just a game right? :P haha, but, life is too actually... |
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