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The Pub at MMORPG.COM  » What RPG would you make into an MMORPG?

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120 posts found
  Adamantine

Advanced Member

Joined: 1/07/08
Posts: 3298

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

4/26/13 7:53:58 AM#41
Originally posted by Adamantine

I would make a classic fantasy MMO.

How I would make it, well I think I wrote about this at this site often enough.

Last time was in this thread.

Err, I somehow forgot the main thing I wanted to write:

I dont really give much of a crap what RPG setting it would be based on, as long as its classic fantasy and I got the base mechanics in a way that the gaming itself will be fun and I would have the artistic freedom to add anything I want even if the original setting wouldnt have it yet.

 

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

 
OP  4/26/13 9:51:48 AM#42
Originally posted by Qtar

1.Fable: The Lost Chapters

2.Might and Magic

 

I think they are making a Fable MMORPG. I read an article on IGN, I can't seem to find it now ... however I do remember seeing somewhere that they were starting to work on it. Not sure if its going to be console or PC or both though.

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

 
OP  4/26/13 9:56:02 AM#43
Originally posted by Tonin109

none

they killed FF and Draque already

stop adding online on every title .....

Suikoden online, Seiken online, Chrono Trigger online, Zelda online ......

First of all I just want to say that Chrono Trigger is my favorite RPG of all time. I would love to see that made into an MMORPG of some sort. It would be difficult because of the "time" variable but it would be worth while if they got it right.

I kind of agree they really did mess up FF online. I have lost my faith in square to be honest with you, they tend to just do whatever they want even though their fans tell them what they need to do in order to get the sales they want. Hell if they made a Chrono Trigger 2 I would sit in line and throw money at the clerk to get the game.

Although with Squares recent organizational changes, I am hoping that they go back to their roots.

  Deivos

Novice Member

Joined: 10/14/04
Posts: 1701

Iarð skal rifna, ok upphiminn.

4/26/13 10:02:52 AM#44

GURPS

 

Or a similar system.

 

I know Champions was built on the HERO system initially, but a lot of that got changed and rebuilt over time to the detriment of the original mechanics.

 

More people taking stabs at such an open ended system is something I would enjoy seeing.

As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius

  h0urg1ass

Novice Member

Joined: 11/29/05
Posts: 288

4/26/13 10:06:01 AM#45
Originally posted by Deivos

GURPS

 

Or a similar system.

 

I know Champions was built on the HERO system initially, but a lot of that got changed and rebuilt over time to the detriment of the original mechanics.

 

More people taking stabs at such an open ended system is something I would enjoy seeing.

100% Agree.  GURPS is the best RPG system ever created in my opinion.  Once I discovered it, I never used anything else.  It's actually limitless.

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

 
OP  4/26/13 10:12:47 AM#46
What is GURPS? And how would that work as an MMORPG?
  lizardbones

Elite Member

Joined: 6/11/08
Posts: 10375

I've become dependent upon spell check. My apologies for stupid grammatical errors.

4/26/13 10:23:57 AM#47


Originally posted by Wakygreek
What is GURPS? And how would that work as an MMORPG?


Something like General Universal Role Playing System. It's a system you could apply to nearly any type of role playing you wanted to do. It provides the framework while the players provide the scenario, characters, settings, etc. I think there were modules written for it.

For every large, complex problem, there is a simple, clear solution that also happens to be absolutely wrong.

  h0urg1ass

Novice Member

Joined: 11/29/05
Posts: 288

4/26/13 10:24:10 AM#48
Originally posted by Wakygreek
What is GURPS? And how would that work as an MMORPG?

GURPS is a skill based pen and paper RPG.  No levels.  No classes.  You get a certain amount of points to build a character with and you put those into Attributes, Skills, Feats and other stats.  Then, as you play the game and accomplish goals, you are rewarded with additional build points which you can use right away or save for big upgrades to your character.

Due to the fact that the game has, literally, thousands of skills, it can be tailored for any setting and any time period.

You can throw away every other pen and paper book you have and replace them all with the two GURPS books.  That's how comprehensive they are.

It's the holy grail of MMO's for me.  I've been waiting for a GURPS based MMO since they started making them, but for some strange reason everyone is stuck on the 1970's Gary Gygax awful crap of Classes and Levels which limit every aspect of character development.  In modern MMO's you don't play a character, you play a carbon copy class that hundreds/thousands of other people are playing.

A GURPS MMO would open this system up and allow player to make what they want to play instead of what they are limited to playing.

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

 
OP  4/26/13 10:29:49 AM#49
Well that would make things interesting for sure, I wonder if maybe the fact that it has limitless combinations is also its limitation when applied to the current market.
  Deivos

Novice Member

Joined: 10/14/04
Posts: 1701

Iarð skal rifna, ok upphiminn.

4/26/13 10:42:54 AM#50

GURPS stands for Generic Universal Roleplaying System

 

It is an older RPG system made by Steve Jackson that was built as a highly detailed and highly flexible framework to define a large variety of potential game worlds and mechanics. If you were to characterize it in shorthand you might call it the Scribblenauts, Spore, or Lego of RPG's, being able to plot out a pretty psychotic level of variety within the system based mostly just on how much imagination and time you have.

 

The main thing is that it breaks characters down into a long list of potential features that gives the player a high level of finesse in defining just what they are, and that ultimately feeds backwards into making a more clear set of kills they player can achieve in.

 

It's not the only PnP ruleset of it's kind, it just happens to be the one I was introduced to originally and am consequently most familiar with.

 

As for implementation, I'd point to Champions Online partially, even though I'd call that game a bit of a train wreck in regards to the implementation.

 

Ultimately it's breaking the game's mechanics into all the basic components and keeping them as independent blocks. Everything you can do in the game is in turn built on these basic blocks of game mechanics.

 

The simplest example would be to reference combat. Say you wanted to make a kung fu dude ho had some mystic ability to make fire come out of his hands. without there being a class or premade abilities for this in a game would mean it's impossible for most systems. In GURPS that's not the case.

You start with the basic elements. Kung fu is a rather open ended concept containing many martial art types, but we can take it at a basic level to he a hand to hand martial art. Consequently that's where we start, hand to hand combat animations.

So we take those animations and couple that with some 'bricks' of game mechanics. Melee short range, has some knockdown, hold/grappling, and disorienting effects.

Then you add the fire. This might be done in a couple ways. You could just add an elemental fire damage type to the attack, or you can treat it as a separate effect you build to affect your other abilities, like a buff or a stance.

 

Point is that your character, and the game itself, is broken down into it's basic parts rather than being offered forth in pre-canned packages.

Each component you add in has it's own cost, and that counts towards a total budget limit you have as you progress. The balance ultimately comes from that.

 

This isn't a foreign concept to virtual gaming. It's been attempted in Champions Online, though they paired it back at the end of alpha and through beta due to people's confusion over how to handle it.

Another example of a virtual game with such mechanics giverning it's skills is Saga of Ryzom. That game gave you the ability to break down learned abilities into the components that makes them, and alter or make entirely new abilities out of those components.

 

So the potential for a game like GURPS is entirely there, it's just that it's a relatively different approach to the design of a game at a basic level, and tends to introduce a level of complexity that's often intimidating.

As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius

  Nikopol

Apprentice Member

Joined: 11/21/08
Posts: 627

Brought to you by... The Spirit of Nikopol.

4/26/13 10:58:02 AM#51

I know many of you folks won't dig the idea, but I'd really like to see a properly done, open world...

Diablo MMO.

Yeah, I know, I know, Diablo is all about hack and slash and loot, but I feel any adaptation turns out better if it makes its own decisions and strays a bit from the source material. So my World of Diablo (haha) would be far from the clickfest many know and love. Having a main storyline would be OK (I'd even prefer it that way), but it'd not be a tunnel-run affair, and provide ample other stuff on the side as well. Also, good artwork and solid atmosphere mandatory!

Well, I guess I just like the idea of exotic dark realms as MMO worlds. :)

Other and probably less controversial MMO adaptions I'd like to see:

  • Baldur's Gate (or Forgotten Realms online, done as old school RPG - we need to see this sometime!)
  • Planescape: Torment (yeah, pretty much no chance now)
  • Deus Ex (Hey, why not?)
  • Betrayal at Krondor (would the suits even recognize the name?)

 

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19086

4/26/13 11:03:50 AM#52
Originally posted by Nikopol

I know many of you folks won't dig the idea, but I'd really like to see a properly done, open world...

Diablo MMO.

Yeah, I know, I know, Diablo is all about hack and slash and loot, but I feel any adaptation turns out better if it makes its own decisions and strays a bit from the source material. So my World of Diablo (haha) would be far from the clickfest many know and love. Having a main storyline would be OK (I'd even prefer it that way), but it'd not be a tunnel-run affair, and provide ample other stuff on the side as well. Also, good artwork and solid atmosphere mandatory!

Well, I guess I just like the idea of exotic dark realms as MMO worlds. :)

Other and probably less controversial MMO adaptions I'd like to see:

  • Baldur's Gate (or Forgotten Realms online, done as old school RPG - we need to see this sometime!)
  • Planescape: Torment (yeah, pretty much no chance now)
  • Deus Ex (Hey, why not?)
  • Betrayal at Krondor (would the suits even recognize the name?)

 

I don't know what one will gain making Diablo into a MMO. As it is now, it is already very close to MMO in playstyle. Does it really matter if i see other playres in a city, instead of a lobby? And i highly doubt you want to have a public combat zone in Diablo. It already has small group dungeons .. and making a dungeon 10 people or 20 (i.e. raid) does not really make the dungeon crawl more fun.

Deus Ex? Why not? Because stealth gameplay is not suitable for large groups. I can see an online MP version, but there is no need to make it into a MMO.

Same for BG .. BG is about small group (6!) adventure.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 10375

I've become dependent upon spell check. My apologies for stupid grammatical errors.

4/26/13 11:04:26 AM#53


Originally posted by Wakygreek
Well that would make things interesting for sure, I wonder if maybe the fact that it has limitless combinations is also its limitation when applied to the current market.


The openness of the system is moderated by the people playing. Things that are overpowered or underpowered are dealt with on the fly and the scenarios and settings are limitless because of the players creating new content on a regular basis. The players also progress through the content in a much slower manner than they would in a digital game.

Those are just the things off the top of my head where I can see issues with taking GURPS and turning it into a game driven by game systems and not player creativity.

For every large, complex problem, there is a simple, clear solution that also happens to be absolutely wrong.

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

 
OP  4/26/13 11:07:51 AM#54
I kind of wanted Blizzards next MMO to be Diablo. Not sure why they went with "Titan" instead. I guess we just have to wait and see if it was a good call. Hell even Starcraft could have been an amazing MMOFPS.
  Nikopol

Apprentice Member

Joined: 11/21/08
Posts: 627

Brought to you by... The Spirit of Nikopol.

4/26/13 11:18:23 AM#55
Originally posted by nariusseldon
Originally posted by Nikopol

I know many of you folks won't dig the idea, but I'd really like to see a properly done, open world...

Diablo MMO.

Yeah, I know, I know, Diablo is all about hack and slash and loot, but I feel any adaptation turns out better if it makes its own decisions and strays a bit from the source material. So my World of Diablo (haha) would be far from the clickfest many know and love. Having a main storyline would be OK (I'd even prefer it that way), but it'd not be a tunnel-run affair, and provide ample other stuff on the side as well. Also, good artwork and solid atmosphere mandatory!

Well, I guess I just like the idea of exotic dark realms as MMO worlds. :)

Other and probably less controversial MMO adaptions I'd like to see:

  • Baldur's Gate (or Forgotten Realms online, done as old school RPG - we need to see this sometime!)
  • Planescape: Torment (yeah, pretty much no chance now)
  • Deus Ex (Hey, why not?)
  • Betrayal at Krondor (would the suits even recognize the name?)

 

I don't know what one will gain making Diablo into a MMO. As it is now, it is already very close to MMO in playstyle. Does it really matter if i see other playres in a city, instead of a lobby? And i highly doubt you want to have a public combat zone in Diablo. It already has small group dungeons .. and making a dungeon 10 people or 20 (i.e. raid) does not really make the dungeon crawl more fun.

Deus Ex? Why not? Because stealth gameplay is not suitable for large groups. I can see an online MP version, but there is no need to make it into a MMO.

Same for BG .. BG is about small group (6!) adventure.

 

Yeah, but you're trying to take game mechanics from the originals to the MMO version. Just throw them away. :).

What I'm interested in is the game worlds. Just take the lore, some characters, some back stories and some places from those games and redo the game mechanics from the ground up. Like Wacraft -> World of Warcraft. I'm not interested in the game mechanics of any of the originals as ideas for the MMO.

 

  Drakynn

Novice Member

Joined: 3/02/08
Posts: 2051

4/26/13 11:18:25 AM#56

Arcanum:Of Steamworks and Magic Obscura

Unique setting and lore,the S.P.E.C.I.A.L levelling system from Fallout what more do you need?Downside the IP rights are probaly lost with a lot fo other IPs in the Sierra Online catalogue legal quagmire.

 

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

 
OP  4/26/13 11:21:36 AM#57
BTW, thanks to everyone that detailed GURPS. I was aware of the system but I never called it GURPS before. I think giving too many options to players could have bad results. Not all of us are understanding, I could see a lot of people taking advantage of that system and perhaps even creating a never ending balance problem especially if that game had PVP.
  Jaedor

Advanced Member

Joined: 8/17/09
Posts: 784

4/26/13 11:56:58 AM#58

I always wanted Oblivion to be an mmo...

  Deivos

Novice Member

Joined: 10/14/04
Posts: 1701

Iarð skal rifna, ok upphiminn.

4/26/13 12:04:40 PM#59
Originally posted by Wakygreek
BTW, thanks to everyone that detailed GURPS. I was aware of the system but I never called it GURPS before. I think giving too many options to players could have bad results. Not all of us are understanding, I could see a lot of people taking advantage of that system and perhaps even creating a never ending balance problem especially if that game had PVP.

That becomes a matter of how clever you get in making the system balance itself.

 

I've made mention of it in a different thread, but a mechanic like Asheron's Call where the less frequently a certain option is used the more powerful it is helps to keep people form piling on a single mechanic indefinitely.

 

In addition to that, the concept of 'templates' where you take the open system and assemble prepackaged class-like builds for people that desire such familiarity is a means to make the game more understandable to those who want a simpler or more common way to approach the game.

 

There is means to approach both the user friendly issues and balance issues in such games, and it's not really different from the problems that other RPG systems faced, just emphasized bue to the game's more freeform take. But there have been decent solutions used in the past that can apply to the concept here.

As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius

  3-4thElf

Hard Core Member

Joined: 6/03/12
Posts: 451

4/26/13 12:08:24 PM#60

Breath of Fire.

I think Capcom could bring a good approach of classic RPG with this new fangled multiplayer online stuff. ;)

a yo ho ho

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