Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:611  Guilds:3,081
Members:1,594,541  Online:0
Guests:0  Posts:4,847,646
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
D-F
D&D Online DC Universe DOTA DOTA 2 DUST 514 Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkfall Darkwind: War on Wheels Dawn of Fantasy Dawntide Dead Earth Dead Frontier Deco Online Defiance Deicide Online Dekaron Desert Operations Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Raja Dragon's Call Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Runners Dynastica Dynasty Warriors Online EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eden Eternal Einherjar - The Viking's Blood Elf Online Embers of Caerus Emil Chronicle Online Empire & State Empire Craft EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Ether Fields Ether Saga Online Eudemons Online EuroGangster EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forsaken World Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones Gate To Heavens Gates of Andaron Gatheryn Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Grand Chase Europe Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall Habbo Hotel Haven & Hearth Hedone Helbreath Hellgate Hellgate: London Hello Kitty Online Hero 108: Online Hero Online Hero's Journey HeroSmash Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Holic Online Hostile Space Huxley Illutia Illyriad Immortals USA Imperator Imperian Infinity Infinity Iris Online Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kicks Online King of Kings 3 Kingdom Heroes Kingdom of Drakkar Kingory Kitsu Saga Kiwarriors Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Lands of Hope: Phoenix Edition LastChaos League of Legends - Clash of Fates Legend of Golden Plume Legend of Katha Legend of Mir 3 Legendary Champions Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia Online
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris Terra World Thang Online The 4th Coming The Agency The Chronicle The Chronicles of Spellborn The Elder Scrolls Online The Legend of Ares The Matrix Online The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems There Thrones of Chaos Tibia Tibia Micro Edition Toontown Online Top Speed Torchlight Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War U.B. Funkeys UFO Online Ultima Online Ultima X: Odyssey Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Valkyrie Sky Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos Voyage Century W.E.L.L. Online WAR (Warhammer Online) WYD Global Wakfu War Rock War of 2012 War of Angels War of Legends War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warrior Epic WebLords Wild West Online WildStar WindSlayer 2 Wish Wizard 101 Wizards and Champions Wonder King Wonderland Online World Golf Tour World War II Online World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Tanks World of Warcraft World of Warcraft: Mists of Pandaria World of the Living Dead WorldAlpha Wurm Online Xiah Xsyon YS Online ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online eRepublik

MMORPG.com Discussion Forums

General Discussion

General Discussion 

News Discussion  » General: Why Not A Survival MMO?

11 Pages 1 2 3 4 5 6 7 » Last Search
210 posts found
  Stradden

Managing Editor

Joined: 7/08/05
Posts: 6729

 
8/13/09 8:31:01 AM#1

In this column this week, our own Dana Massey looks at the survival genre and asks... Why Not A Survival MMO?

Of all of the untapped genres out there, Survival Horror is best suited to an MMO, but for whatever reason has never been tried. A true sandbox MMO that throws out many of the assumptions of these types of games would be the perfect way to recreate this popular genre online.

Movies are what make this genre, and each entry in it follows a pretty similar script. A group of ordinary people start out, pushed together by proximity to defend themselves against a mystery plague that has turned everyone bitten into a zombie. They have to adapt, learn new skills and defend themselves.

Read Why Not A Survival MMO?

Cheers,
Jon Wood
Managing Editor
MMORPG.com

  vrembrantv

Novice Member

Joined: 6/07/09
Posts: 18

8/13/09 8:48:02 AM#2

I completely agree with this entire article. Ever since the Resident Evil and Left4Dead series I wondered why no one has made a valid attempt at survival horror. Just reading this article makes me want to play one. I, for one, am tired of the fantasy and other types of MMOs flooding the market. Push something original out there, I bet it will shine.

  mrputts

Apprentice Member

Joined: 2/23/05
Posts: 78

8/13/09 8:50:36 AM#3

They would have to be small servers wouldn't feel to alone if there were 15k players running around. Probably 400-500 max i would think, but I really like the idea. I would play a survival horror mmo.

 

 

 

 

Putts

  kamenwati

Novice Member

Joined: 12/10/07
Posts: 170

8/13/09 9:02:52 AM#4

I've always liked your MMO ideas, but there seems to be a common thread: lack of scalability. All of your ideas could make great Multiplayer Online games, but not many (including this one) are feasible when it comes to the Massively part.

How much will the game feel like Survival Horror when there are hundreds of people in the same "cities"? How many times is that farmer going to be rescued and then plopped back where he was found for another group to rescue? The answer to those questions may be instancing, but if you're instancing practically the entire game, what's the point of making it Massively Multiplayer?

  LordDmaster

Advanced Member

Joined: 6/06/09
Posts: 121

Look inside yourself, before you point out others faults.

8/13/09 9:03:54 AM#5

I like it, call me when you need Beta Testers.

…..it’s a guideline, not a rule, as players we must remember: “It’s a Game”.

  Neanderthal

Advanced Member

Joined: 2/14/05
Posts: 1548

8/13/09 9:09:25 AM#6

It doesn't sound terrible but you know damn good and well what the developers would do to it.  You would log in to the game and the first thing you would see is a NPC with a big glowing question mark over his head.  You would talk to him and see a block of text, "Bla bla bla bla....kill three zombie rats and bring me their tails."

Then you would notice a bunch of other NPCs with big glowing question marks over their heads and pretty soon you would have about twenty run-and-fetch-it "quests" to keep you busy.  Before you could quite finish all of those maddening little "quests" you would have more "quests" piled on to the stack of endless errands you're supposed to run. 

Nobody would ever group for this stuff for two reasons.  First: it's all so incredibly easy that you don't need to group for it.  Second: all of that frantic running around to collect crap makes grouping totally impractical.  But if you don't do the stupid little "quests" you won't get your upgraded gun, you won't get your silver bullets (or whatever), you won't get your kevlar armor and you won't unlock any special abilities for your character.

So that's it.  That would be the sum total of the game, endlessy running stupid little errands alone, going where you're told to go and doing what you're told to do.  Oh...untill you hit the "endgame".  Then you would go to an instance with a bunch of other people to kill some zombie lord for his phat zombie lord lewt.  And then you would go to an instance with a bunch of other people to kill some zombie lord for his phat zombie lord lewt. And then you would go to an instance with a bunch of other people to kill some zombie lord for his phat zombie lord lewt. And then you would go to an instance with a bunch of other people to kill some zombie lord for his phat zombie lord lewt. And then you would go to an instance with a bunch of other people to kill some zombie lord for his phat zombie lord lewt. And then you would go to an instance with a bunch of other people to kill some zombie lord for his phat zombie lord lewt.

Ugg.  This is why I have often said changing the setting of games is not the important thing.  The important thing is for someone, some dev or company, to separate themself from the herd and change the basic nature of the gameplay.

  EricDanie

Tipster

Joined: 2/10/05
Posts: 2127

8/13/09 9:11:41 AM#7

 Now that's a fresh idea, maybe TSW will attempt something like that? It's Funcom, but you never know who may bring something new from the mere ideas realm into something practical and playable, even if it's just a failure it may inspire future developers.

  LordDmaster

Advanced Member

Joined: 6/06/09
Posts: 121

Look inside yourself, before you point out others faults.

8/13/09 9:15:00 AM#8
Originally posted by kamenwati

I've always liked your MMO ideas, but there seems to be a common thread: lack of scalability. All of your ideas could make great Multiplayer Online games, but not many (including this one) are feasible when it comes to the Massively part.

How much will the game feel like Survival Horror when there are hundreds of people in the same "cities"? How many times is that farmer going to be rescued and then plopped back where he was found for another group to rescue? The answer to those questions may be instancing, but if you're instancing practically the entire game, what's the point of making it Massively Multiplayer?


 

I think I might have that answer. Players start in random places / spawns not instancing. Through out your over ran city of zombies the dev can make rooms/ tops of buildings /houses with some limited safe spaces. The farmer spawns in 5 to 10 diffrent locations and dose not have an arrow on your mini map to his location....you need to find him. The quest giver tells you to head north to find him. The next time he tell the next player to head south to find him.

…..it’s a guideline, not a rule, as players we must remember: “It’s a Game”.

  mrputts

Apprentice Member

Joined: 2/23/05
Posts: 78

8/13/09 9:15:46 AM#9
Originally posted by EricDanie

 Now that's a fresh idea, maybe TSW will attempt something like that? It's Funcom, but you never know who may bring something new from the mere ideas realm into something practical and playable, even if it's just a failure it may inspire future developers.

Failure doesn't inspire Wow sub levels do.


  Delwin9999

Novice Member

Joined: 11/11/08
Posts: 2

8/13/09 9:20:23 AM#10

Urban Dead

Sure it's a Web-MMO not a traditional 3D one but the concept has been proven to work.

  Sunioj

Novice Member

Joined: 8/08/09
Posts: 252

8/13/09 9:22:26 AM#11

A survival MMO would be very cool, however it would really need to have elements to give it longevity.  Here is a quick idea I have for something related to Survival MMO

 

Normal Leveling system, with several semi-safe starter zones.  At certain times, those starter zones would be flooded and it's every man/woman for themself.

Once you are beyond your starter area's there would be regular over-runs that would take time to clear based on large group/raid style teams to help clear it up.

Dungeon type zones would be considered semi-safe to start and will give groups or raids an area to buy supplies, fix equipment and work on quest type stuff all while outside the dungeon things could really be crazy and not safe to go into.  Talk about a neat way to try to survive... you have to stay in a dungeon with a group :-)

 

That's just some spit-ball ideas from me.  If someone uses them to make a real game,  hook me up with a small royalty check :-)

Momo sucks, I have proof.

  themilton

Apprentice Member

Joined: 5/05/07
Posts: 352

8/13/09 9:23:11 AM#12

You'd almost have to have perma-death in a game like this. In other genres, wounds usually are usually easily healed and don't get infected. But in zombie-land, usually if you get bit, you're a goner.

Would a medic/doctor player role even be needed? Maybe as a secondary skill set. I suppose players could be injured by other players or get non-bite wounds that would need treatment and not turn you into a zombie.

Something that might be interesting an twist would be if there was some sort of vaccine or post-bite treatment. If it was a vaccine, make it so that it loses its effectiveness after a period of time so need boosters. Or for post-bite, if you could get treated within a certain time frame, you could stave off the effects, but then you'd need to continually be getting a booster. There could be a few "secure" medical facilities where the stuff is produced that you'd have to travel to get it. Not to raid the facility (because they'd stop making it), but you'd have to fight your way there, help defend, and then fight your way home.

Maybe having a medic in your group would increase the amount of the vaccine you receive or increase its effectiveness (due to better administration & care).

The world could even have different resources depending on region. Money would be fairly useless, so bartering would be necessary. Maybe a more urban town would have access to vehicles, a rural area would have more food, a military base would have weapons and ammunition, and so on. People could trade for stuff they needed.

-------------
The less you expect, the more you'll be surprised. Hopefully, pleasantly so.

  megagame

Novice Member

Joined: 8/05/04
Posts: 11

8/13/09 9:34:21 AM#13
Originally posted by Neanderthal

It doesn't sound terrible but you know damn good and well what the developers would do to it.  You would log in to the game and the first thing you would see is a NPC with a big glowing question mark over his head.  You would talk to him and see a block of text, "Bla bla bla bla....kill three zombie rats and bring me their tails."

Then you would notice a bunch of other NPCs with big glowing question marks over their heads and pretty soon you would have about twenty run-and-fetch-it "quests" to keep you busy.  Before you could quite finish all of those maddening little "quests" you would have more "quests" piled on to the stack of endless errands you're supposed to run.

 

You have been playing to much WoW if you think all mmo are like that.

If you make a game like that, you will not really have quest, you more had ppl that game you info about where to finde stuff.

easy to make dynamic quest, meaning that the ppl giving out quest or what you need to do is never the same as always. Then the first time to do it, wins the reward.

reason you dont see it, becouse alot of mmo players just wants the reward, they dont care about the story or the fun you have doing it.

  vrembrantv

Novice Member

Joined: 6/07/09
Posts: 18

8/13/09 9:41:56 AM#14
Originally posted by themilton

You'd almost have to have perma-death in a game like this. In other genres, wounds usually are usually easily healed and don't get infected. But in zombie-land, usually if you get bit, you're a goner.

Would a medic/doctor player role even be needed? Maybe as a secondary skill set. I suppose players could be injured by other players or get non-bite wounds that would need treatment and not turn you into a zombie.

Something that might be interesting an twist would be if there was some sort of vaccine or post-bite treatment. If it was a vaccine, make it so that it loses its effectiveness after a period of time so need boosters. Or for post-bite, if you could get treated within a certain time frame, you could stave off the effects, but then you'd need to continually be getting a booster. There could be a few "secure" medical facilities where the stuff is produced that you'd have to travel to get it. Not to raid the facility (because they'd stop making it), but you'd have to fight your way there, help defend, and then fight your way home.

 

I think this is a great idea. Maybe set a "Transformation Clock" in the corner of your screen after you got bitten: let's say five minutes. Your have that allotted time to make it back to the city to get vaccinated by the NPC physician, or perhaps in raids, a high level Medic will have the ability to administer it. If you don't make it back in time, or perhaps you die from more wounds before you get medical attention, your corpse rises as a NPC Zombie that will now exist in the world until someone puts a bullet in its head.  You will respawn back at the nearest checkpoint.

It will create a great dynamic for healers to stay aware of their raid partner's afflictions. Because one rampant zombie trouncing around can wipe the whole raid if he starts transforming others.

 

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

8/13/09 9:53:56 AM#15
Originally posted by LordDmaster

I like it, call me when you need Beta Testers.

 

Amen to this.  - As long as there's no NDA.

Nevermind that, just hire me as a dev. I'll keep my trap shut then. I will warn you that I will go postal if the marketing ghouls start infiltrating the creative teams' compound.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

8/13/09 9:59:26 AM#16
Originally posted by Neanderthal

Ugg.  This is why I have often said changing the setting of games is not the important thing.  The important thing is for someone, some dev or company, to separate themself from the herd and change the basic nature of the gameplay.

Well said. Just changing the setting won't make it a good game, but I would still prefer a run-of-the-mill MMORPG with a survival horror storyline than yet another S&S or post-apoc setting.

 

It's rather amazing companies opt for me-too designs, rather than something different. A (well-done) survival horror game would kick butt.

 

Perhaps a niche market game needs to start small and expand after release. There might be serious business problems with doing so, though, as success breeds imitation. It is quite possible that a successful Survival Horror MMO would find its ideas copied quite quickly. An IP like George Romero's '...of the Dead', or Resident Evil would be some protection for copying.

 

I think the idea of 'dungeons' being buildings such as supermarkets, hardware stores, military bases, and hospitals which have a time limit to go in and loot and stay alive would play very well. Imagine that the supermarket has five possible exits, but each run you take only one of them is unblocked and usable.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  User Deleted
8/13/09 10:12:34 AM#17
Originally posted by mrputts

They would have to be small servers wouldn't feel to alone if there were 15k players running around. Probably 400-500 max i would think, but I really like the idea. I would play a survival horror mmo.

 

 

 

 

Putts


 

I'd say 15k people left alive in a city such as Los Angeles or New York normally populated in the millions would be very realistic.

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

8/13/09 10:22:18 AM#18
Originally posted by vrembrantv

I think this is a great idea. Maybe set a "Transformation Clock" in the corner of your screen after you got bitten: let's say five minutes. Your have that allotted time to make it back to the city to get vaccinated by the NPC physician, or perhaps in raids, a high level Medic will have the ability to administer it. If you don't make it back in time, or perhaps you die from more wounds before you get medical attention, your corpse rises as a NPC Zombie that will now exist in the world until someone puts a bullet in its head.  You will respawn back at the nearest checkpoint.

It will create a great dynamic for healers to stay aware of their raid partner's afflictions. Because one rampant zombie trouncing around can wipe the whole raid if he starts transforming others.

 

 

What about having a roster of characters - some as normal, some as zombies?

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  MMO_Doubter

Advanced Member

Joined: 7/28/09
Posts: 5133

8/13/09 10:29:58 AM#19
Originally posted by megagame

You have been playing to much WoW if you think all mmo are like that.

If you make a game like that, you will not really have quest, you more had ppl that game you info about where to finde stuff.

easy to make dynamic quest, meaning that the ppl giving out quest or what you need to do is never the same as always. Then the first time to do it, wins the reward.

reason you dont see it, becouse alot of mmo players just wants the reward, they dont care about the story or the fun you have doing it.

 

That's the kind of players MMO devs go after. It's easy doing business with addicts. Now that the market has expanded, maybe some niche games will get away from gear grinding and actually focus on content.

"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  User Deleted
8/13/09 10:34:03 AM#20

I know what I like in an MMO is out of style now, but I'd have to ask, how do you build community if you're always running from zombies?

11 Pages 1 2 3 4 5 6 7 » Last Search