| Thread (3 posts) | ||
|---|---|---|
|
Vampirian28 3/04/08 11:59:10 AM
|
||
|
Novice Member
Joined: 2/28/08 |
My take: 1) A non-linear game (no path to follow, no lvl grind) 2) A game where I can make a living playing it (Second Life and Entopia do not count, although Entropia is on the right track) A RL economy...woohooo. A percentage of your monthly fee goes to a stipened of money and you can add more as needed if you like. (Think conversion rates) 3) Skill based 4) Wii like contoler (not a necessity but would be cool) 5) The ability to shape the world based on our game involvement (not little changes) 6) The ability to create. Give us a tool similiar to Neverwinter Nights that allows us to add and modify ingame items and tag them based on our IP like 2nd Life does) 7) Open PvP with consequences. (You would have to understand the world concept below to realize this could work so well)
Anyone ever play ShadowRun. This game world has all the right concepts for the above items. If Smith & Tinker (owners of the ShadowRun title) do not have the cash flow to pull this off they could definitely get it by selling virtual space, item lines, banks etc to large corporations. (I have a basic economic model already created for this). Afterall, the game is set in the mid to late 21st century when magic and creatures of myth have returned to the world and the world is run by mega-corporations. (Those who have the money make the rules). Gangs rule the streets, corporations position themselves through corporate espionage that includes everything from contract killings, stealing secrets, kidnappings etc...the Shadows are the ppl that do the dirty work for the corporations. I just think it would be a great concept....
|
|
|
Vampirian28 3/04/08 3:00:05 PM
|
||
|
Novice Member
Joined: 2/28/08 |
This jumps around a bit, but here are some of the idea's I have jotted down....and for those of you that have never heard of Shadowrun here is the wiki http://en.wikipedia.org/wiki/Shadowrun ShadowRun Online I. Overview of current MMO market
II. What ShadowRun can be
III. Linear vs. Open
IV. Real World Economy
V. Reputation
VI. Careers
Overview
Todays’ MMO market is filled with cookie cutter games that offer the same experience just in a different graphical format. The problem that these games create is the longevity of the account. Retention of the average gamer is 6-9 months according to most marketing research.
The retention of the average gamer is driven by multiple factors. The main factor being additional content. The average game has a leveling curve, that with minimal effort can be obtained in that 6-9 month account age. Once this plateau is reached the consumer then starts to loose interest in the game and will either create what is called alt’s, or move onto another game that will offer a new experience, even if that experience is only differing from a visual standpoint.
The main problem here that lends to short term account age is that if the consumer wishes to remain with friends, or continue in a game where significant time has been vested, then they have no choice but to fill their additional gaming time by creating characters that may not have been their original “1st vision”. Why should they have to do this? If you have any experience in games then you know what type of player you are.
Those that are adventurous types tend to lean toward classes/characters that are viable solo classes but can provide a decent benefit to any group. Hence, in todays gaming world, Hunters, Archers, Necromancers, Pet classes etc. Those players that are considered Explorationists/ tend to lean toward more group oriented classes, Fighters, Hybrids etc. Those that are considered killer/Achievers tend to lean toward assassin, rogue and possible hybrid classes. Socializers are Healers and crafters.
The above examples will always lend themselves to certain class types. Therefore the MMO’s that are in existence will create classes that allow players to get the most out of their gaming experience utilizing the current game dynamics. This is a misdwenomer, as the game mechanics will only allow the player to get a certain experience that was designed by the games mechanics.
Hence the downfall and limitability of ALL current MMO’s leading to short term consumer retention. I refer to this flaw as the linear virtual world.
No matter who the player is, the path that they follow will be dictated by the class or career they choose. This is the first major flaw we will discuss in the creation of a true 2nd generation MMO.
Reward vs, Risk is a debate that we can continue forever and probably get no-where. The reason being is the definition of risk vs. reward has been watered down since the inception of EQ in 1999.
Yes EQ was a ground breaking game. Yes EQ took us from the 2d world of Ultima Online into a new and fantastic world filled with tons of 3d eye-candy. But it also took the linear world to new heights. Regardless of what class you chose, your 1st few days of new existence imprisoned you into the same area, doing the same thing, over and over again. Eventually, everyone got to a point where they knew exactly who would drop what uber item and on what time schedule. Hence it is linear in it’s description. I know if I invest x amount of time trying to kill mob xxx I will eventually get item xxx….and therefore I can flood the market with this item, destroying the value from a time standpoint as well as an in game monetary standpoint.
Lastly how your actions affect the virtual game world that you reside in. In today’s cookie cutter games it very seldom makes little difference what actions you take. The end result is pretty much the same. The only difference, which seems to be the norm is; if I kill so many of some sort of creature I gain a certain amount of reputation that will gain me favor with the opposite faction. End result to be obtained can vary, but generally it is minute compared to the overall impact it has on the gaming world.
Because of the above faults, every MMO in existence or production will continue to have an overwhelmingly low retention rate. So, given the major flaws outlined above, what can ShadowRun do to be different and address these flaws?.
II. What ShadowRun can be
With the multitude of games out there and the signifying genre’s they represent, ShadowRun Online has the ability to encompass them all and generate the true definition of a 2nd generation MMO. The bottom line is how far are the designers and developers willing to go?
Due to the fact that we are utilizing a game that has over 20 years of history, characters and trials and tribulations, the ground work is already set. Unlike D&D online, ShadowRun has a existing game format that is truly balanced.
Balance; can such a word have such an overwhelming impact on a game as to lend itself to the failure or success of said game? Unfortunately the answer, based on past experience, is “Yes”.
Because of years of trial and development, the base rules of the game lend itself to well balanced game play. Therefore I would try to stay as true to the game rule-set as possible. Not only will this help to ensure balance, and minimal changes/nerfs to character class/professions but also allow for an easier transition from the core group of consumers that have played the PnP version of the game.
Not only will the above lend itself to balanced and familiar game play, it will increase the average account retention length. This will be accomplished by creating and delivering on the expectation that the game stays true to it’s roots and therefore no change is necessary to balance the classes. Unseen changes in gameplay that directly affect a consumers character, more time than not will shorten the overall term length of the account.
So staying true to the game is the 1st step that will make ShadowRun a true 2nd generation MMO. Second thing is to allow for greater flexibility in the game world. Develop the game from the standpoint that it is not linear in design. Giving the consumer the ability to choose their own path, and not forcefully pushing them to a certain point in the game, will give the perception of being an open gaming world.
This can be obtained through many different approaches. First would be to make the Fixer a class/profession. Implement into it the ability for this class/profession the ability to create their own missions. Extractions, Seek and Destroy, Gathering, etc. This could be an amazing class/profession. Of course we will examine this in more depth later as well as the overall impact it could have on the gaming world if the class became over populated.
Cater to the socializer players. Implementation of not only crafting classes/professions but also entertainers would provide for the growth and development of the gaming community. And lend itself to creating a more open gaming experience. One of the best experiences I ever had in the multitude of games I played was in SWG and going into a cantina to watch and listen to the entertainers/dancers/musicians. These area’s became an instant gathering point for almost all players and lead itself to some amazing roleplaying and networking. Games that decided to leave these important professions out of their game end up having chat channels filled with unwanted talk and conversations.
The 2nd thing that will make this game a true “Next Generation MMO” would be the implementation of a RWE (Real World Economy). My vision is the ability to play a game and make a living or supplemental income while doing so. Currently there are 2 games in existence that have tried this model. Second Life, which is extremely successful, and Entropia Universe, which is still in the growing process. Both games are similar but very different.
Similar in they both have a RWE, different because Second Life is not linear in almost every respect, where as Entropia is linear in a lot of respects. Both have positives and both have negatives. One caters to the Socializer, the other caters to the adventurer. One has an open code system allowing anyone with coding experience to craft their own items and sell them in world for a profit. One sets values for items found and created in the game.
This will add to the gratification as to why people play the game as well as control the economy and not have the market flooded with items that are created or gathered by farmers looking to sell their items, money etc for real world currency outside the game. I will get more indepth about the RWE latter in this document.
The 3rd thing that will move ShadowRun Online into the category of “Next Generation MMO” is the reputation system. As stated earlier most games today have little to no impact as far as character actions and how they relate or change the game world. Aside from faction awards and who you can gain favor with and walk around without fear of retribution it means little.
Reputation in ShadowRun Online will have an overwhelming impact on what players can do, what they will be paid for their services, the level of items they create etc. Reputation will be handled 2 different ways. The first way will be character to character. For every interaction the player character has with another player character, they will be able to award reputation.
Reputation
Reputation will be the determining factor in how much a player can expect to be paid for their services, whether they are a ShadowRunner, Entertainer, and Crafter etc.
Reputation levels will be obtained in multiple ways similar to experience in other games. However, in ShadowRun reputation can make or break a character. Just as reputation can be gained for accomplishing certain actions, it can also be lost for failing.(Notoriety) Therefore reputation will require consistent monitoring on the players standpoint.
Items that will lead to a character gaining reputation:
1) Success of a ShadowRun
2) # of items sold
3) Taking down someone with more Reputation than you
Corporate Characters?????? Differing Factions….careers, etc….
Notoriety
Notoriety is the opposite of reputation. What has your character done to have negative impacts to their notoriety? People with a negative Notoriety will be flagged as such with a Red Name and be attackable by anyone without negative Reputation repercussions.
1) Failed at a ShadowRun
2) Killed an innocent
3) Starting a PvP confrontation and loosing
4) Getting Arrested
Karma
Karma is an additional way of awarding experience so to say. Karma allows an individual to improve attributes, purchase skills, as well as special abilities. Karma is granted based on the success or failure of an individuals attempt at a so called mission. Character gain karma based on the following:
RWE
RWE = Real World Economy. The Ecomony in game is driven not only by player interaction but by the first MMO with Corporate Sponsorship (Hey come on this is ShadowRun after all). Corporations will purchase virtual land in which the design team will create their corporate HQ’s, their Shops/Stores as well as assist in the design and implementation of their product lines.
In game players will purchase the corporation’s wares, everything from clothing, to vehicles, to weapons, to technology. This gear is the only gear in game that will be modifiable. There will be multiple levels of gear to be purchased. Example of Corporations and products being sold:
Nike-Footware
Lugz-Footware
Toshiba-Tech Gear
Suzuki-Bikes and Vehicles
Remington-Weapons
Vector Arms-Weapons
H&K-Weapons
Baretta-Weapons
Browning-Weapons
Armani-Clothing
Each month the corporations that own "virtual property" will receive payment for items sold utilizing their name minus a small rental fee for the virtual game space. With each new update, new corporate products will be rolled out to ensure corporations are supplied with a steady stream of new revenue possibilities. Each level of gear will also have an increase to the overall original purchase price of said item. Items will be rated either by name or by level of quality. Because each item will be able to be modified (by in game players with the appropriate skill) to a certain level, the need for continuous consumption of such products will continue throughout the length of the game due to upgrades as well as in-game decay. (Decay to be determined by damage, death, time). Players have an overwhelming tendency to want the best of everything. Gear will be no exception. They will also seak out the crafter/modifiers with the highest skill ability to modify their gear. Hence allowing for a growing player economy as ¥ exchanges hands. Each new character will be equipped based on skills choosen during character development at the start of the game. The current character generation process will need some alteration, as the BP systems lends itself to too powerful character creation. The character life and it’s growth will determine a more balanced character and give reason to continue the subscription. The initialitems they are equipped with will be non-modifiable and of the lowest grade available. This will allow for a quick start without any substantial ¥ having to be invested in the beginning of the game.
All modifications will only be able to be performed on items purchased from Corporation Vendors.
Loot that drops from “Runs” (if any) may be of higher quality than that which the player started with, but again will not be able to be modified or traded. (Not sure how this may impact the overall player driven economy.)
Multiple Account subscriptions will be needed:
1)$9.95/month. Subscription includes a monthly stipend of 0¥
2)$14.95/month subscription includes a monthly stipend of 250¥
3)$19.95/month subscription includes a monthly stipend of 500 ¥
The RWE will be mostly player run with normal in game money sinks that will lend itself to a continuous flow of incoming assets for our corporate sponsors as well as provide for a means of additional income (RW) monies for players.
In theory, players will gain ¥ through the running of missions, creating their own businesses (AmorTechs, BioTech’s, Weaponsmiths, Entertainers, etc etc.) as well as other in-game abilities. An advanced economic system will need to be developed to ensure proper market conditions which will lead to additional profits for the game as well as corporate sponsors and ultimately the consumer/player themselves.
Therefore, the flow and introduction of missions will have to be controlled as not to flood the market with to much ¥ . As well as the proper implementation of ¥ acceptable money sinks. This portion is dependant upon the cost to maintain hardware, developers, etc. on a monthly basis.
An additional way of stimulating the ingame economy is through the ability for players to add additional monies to convert to ¥ above and beyond the monthly stipend they may receive for their level of subscription.
A proper conversion ratio will then be obtained based on the market conditions and availability of in game currency to be converted RW monies.
A game model showing the average subscription life and what will be spent in that subscription term x the number of subscriptions will give an overall starting point for the in-game economy.
As a general starting point. The average consumer will purchase the 14.95 subscription plan. The average life of a subscription is approximately 6 months. 1 individual will bring 1500¥
Into the economy over a 6 month time frame. Take this number and multiply it by the average amount of subscriptions on a monthly basis of 5000 per server and we have an ingame economy consisting of over 7.5 million over that 6 month time frame. This is of course without any stimulation from the game development staff. This 7.5million ¥ equates to $75,000 US dollars already in game.
The system will have to monitor not only ¥ being spent on corporate products but also in-game products owned by the game design company. Examples would include:
1) Purchasing of skills
2) Purchasing of Food Stuffs (not owned by corporations)
3) Generic items
4) Items not corporate sponsored
5) Offshore banking institution fee’s
6) Ammunition
To obtain a good balance of ¥ flowing in and out of the world the design team will need to insure that a proper ratio of game designed holdings and corporate holdings equate to the proper ratio needed to maintain a healthy economy.
The biggest factor and obstacle will be in the introduction of generic ShadowRun Missions. If the rewards for completeing a ShadowRun are to high then the economy will go out of whack rather quickly. One way to assist in ensuring that this does not happen is the evolution of the Fixer as a player character.
|
|
|
Fimbletoes 3/05/08 4:37:00 PM
|
||
|
Apprentice Member
Joined: 9/21/07 |
Alot of the internet these days is turning onto the theory of Web 2.0. As-well as the games, mmo's especialy :) Theres an article on MMO designers blog about MMO 2.0 theory. http://jamesallsopp.blogspot.com/2007/10/mmo-20-yes-20.html Hope this helps :) |
|
| It Just Isn't Sony |
||