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Role Playing Discussion  » What would you like to see in a RPG?

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34 posts found
  finny174

Novice Member

Joined: 9/30/10
Posts: 2

 
OP  9/30/10 9:41:43 PM#1

Hi, Im creating a MMORPG game  using Unity3D and I would like to know what would you like to see in a RPG? Or what's something new that you would like to see? The more ideas the better. Thanks.

Finny174

  anothername

Apprentice Member

Joined: 9/12/08
Posts: 116

10/01/10 2:57:07 PM#2

*grin* Oh, seriously?

Just a virtual replacement for the weekend pen & paper RPG session.

  JackyM2010

Novice Member

Joined: 9/19/10
Posts: 21

10/02/10 7:59:06 PM#3

I want to something that amaze me stuff like cool weapons and etc, and The sound effect have to be great

  HolySaint333

Novice Member

Joined: 8/22/10
Posts: 25

10/08/10 12:23:00 AM#4

This wouldn't be totally new, since Aion has done it, but have more MMORPG's with cinematics to the story. Another thing is Square going back to what was cool and not weird things they do these days with their RPG's. I was so upset with FF13 due to all the freaken monsters that were half robotic. Squaresoft use to own, and now its not the same since they became Square Enix.

If I were to make something up, how about a boss that gets stronger and stronger the more people that have defeated it in the MMORPG. Post the latest person to beat it in a board somewhere so that he can be billy badass and sip on Pina Coladas.

If you ask my opinion I'd have to wait for my turn! :)

  azurebonbon

Novice Member

Joined: 10/12/11
Posts: 2

10/12/11 1:48:40 AM#5
RPGs have great stories, interesting characters, etc. I like turn based RPG systems because they allow for more strategic gameplay. Fast action is fun and all, but sometimes I prefer a system that makes me think instead of simply react. That's what makes the best RPG gameplay systems fun for me. Also RPG's can be anything, thats one of the greatest things about: Action, puzzles, exploration, platforming, shooting ext  and there are also turn Based RPGs, at their best, are very very strategic and challenging, even if they don't require good reflexes (a good example is Digital Devil Saga 1+2 for the PS2). I enjoyed playing Grandia 2 because of the awesome combat system, but the story was not Hemingway, to put it bluntly. Rpgs like Oblivion, however, is really awesome because you actually get to, you know, play a role instead of having to accept that my character is totally lame and can't do anything right like in Final Fantasy Whatever.
 
  wyndstryker

Novice Member

Joined: 7/16/07
Posts: 7

10/17/11 7:34:27 PM#6

Try something with no levels, that would be something impressive IMO.

  Mister_Re

Novice Member

Joined: 7/24/11
Posts: 142

Only the wisest and stupidest of men never change-Confucius

10/27/11 4:04:45 PM#7

As for the best old rpg Star Ocean the second story on the playstation. you can learn alot from that one. Also final fantasy A2 for the ds had a nice skill/ ability sytsem. I'm also a game developer, but I want to see an rpg that shies away from the standard get hurt and heal system. Fallout 3 has done the best job with the health system that i've seen so far. Also a new vaariety of characters/classes/jobs.

  legend55

Novice Member

Joined: 3/06/05
Posts: 153

Going hard

12/11/11 10:18:07 AM#8

What I really like to see is a MMORPG with alot of focus on smithing and mining your own weapons, dunno sounds like a new killer MMORPG:D

  TommiJyurro

Novice Member

Joined: 1/10/12
Posts: 51

It's mostly s#!% in a can, unless it's s#!% on a wire.Why are you still playing with s#!%?

2/29/12 11:14:29 PM#9

I would say, attempt to combine sandbox and theme-park gaming.  It will be tough and you won't please everyone, but definitely divide the game into "Storyline-non-storyline" areas, so that is player x wants to do their own thing in your universe, they can without feeling cut out of the loop simply because they don't want to be part of the war between Empire X and their nemesis.

Also, strongly consider your genre's player base: fantasy mmo players by and large are way different than sci-fi mmo players.  It is very unfair to lump the two groups into the same mold.  Sci-fi-ers will need a great deal more leeway in the game than fantasy, since sci-fi itself is based upon pushing the boundaries as far as they will go, and fantasy tends more towards either "Thy will be done, my king" or "They will rue the day!".

As for aesthetics, players can overlook graphics for a while if the gameplay is awesome, and close attention to the sounds of the game is a must -more so than graphics, as it lends background to the gameplay that helps immersion on a psychological level.

Anything new here? Hmmm... Nope. o/

  TommiJyurro

Novice Member

Joined: 1/10/12
Posts: 51

It's mostly s#!% in a can, unless it's s#!% on a wire.Why are you still playing with s#!%?

2/29/12 11:18:20 PM#10

Ever hear of EVE online? It's only been around since 2003...

Anything new here? Hmmm... Nope. o/

  Trixie9819

Novice Member

Joined: 3/29/12
Posts: 1

3/29/12 7:25:19 PM#11

If you're making a game for RPers, there are certain things that need to be in the game mechanics.

 

Chat bubbles, a simple thing that many MMOs don't implement. Why? Because chat bubbles have a much smaller range than the chat text windows. If you're in the middle of a dozen people, but only talking to one or two it's a heck of a lot easier to just watch the bubbles than the migraine inducing chat scroll.

 

Sitting in chairs/couches/ground/other surfaces.  Again, a very, very simple thing. If you really want to go the extra mile, make swivel bar stools (which I've never seen in an MMO).  Roleplayers use the screen and the pixels to show what their characters are doing, so they don't have to describe it. "Johnny walks across the room and orders a beer. He thanks the bartender and then spots an empty table so he rushes over there before anyone else can take it. His body shows every weary hour of the past fourty eight that he's spent on patrol, and he sits there with an almost rapturous expression on his face as the alcohol slides down his throat and warms his stomach"  Yeah, but he didn't have to describe where he sat, or who the bartender was or even what he was wearing because all of that is there on the screen.

 

Emotes and animations.  One of the biggest pet peeves in MMORPGs is that the emote system is rudimentary and difficult to work with. The animations are limited and they look really stupid.  Invest in some good motion capture files that are out there. Simple emotes like waving, smiling, beckoning, surrenduring, kneeling, unconcious/dead, rude.  (my favorite) with a very simple way to trigger them. Not having to type out /emote wave_Trixie9819 

 

Chat box tabs and colors. Let the players decide what color 'speech' is, what color 'emotions' or 'actions' are. Let there be a way to set up a chat tab with only what you are doing now, with a separate tab for guild, another for local, another for combat, etc. etc. Let them mix and match and change the colors. It's a LOT easier for the eye to track a color than a name. If I want to assign blue text to everything Johnny's saying, let me. Or at least let me assign it for my group, another color for my guild, another for combat, etc.

 

Remember that RPers are very, very creative, if you give them the bare bones they will build on it. As they use what you've given them, you can develop more for them. Housing and decorating is very good for RPers. Being able to decorate 'public' buildings like a city hall or a bar. Cities themselves are good for Roleplayers and non-roleplayers alike.

 

I hope I've given you something to think about, sorry for the long post, especially for my very first post over here, lol.

 

Trixie

  eycel

Novice Member

Joined: 4/15/06
Posts: 1339

pew pew

3/29/12 7:32:29 PM#12

The thought that comes to my mind right off the bat is what star trek online was claming to be before Crytic got ahold of it.  It looked really cool!  I think there was some good stuff there before it got handed over.  Also Stargate online was really looking like something special untill there company got caught in a scandal of some sorts and went bankrupt from court rulings.  I think there was some really good ideas in Stargate online as well, both games had good stuff to take from and add to the genre. 

I would really like to see a non combat mmo, an adventure MMO to be honest.  Something that alot of people could play and be available to a broad audience more so then the current crop of MMO we have.  It wouldnt have to be non combat, but possibly adventure/combat mmo, maybee a mix of some sorts.   Possibly an mmo that works your brains more, on the level of something like portal but in the mmo setting, and of course compleaty different lol! 

Or there is a ton of people loving the horror zombie scene, make a sandbox living breathing world overrun by maniac zombies.  You could code NPC characters to talk to you in real time using your own mic, changing there opinion of you how you talk to them and what you say, like if your in an intense run for your life from thousands of zombies, and there is some dude waiting at a door for you to let you in, if your acting silly with your voice cause your scared maybee he thinks your a zombie to, but if your calm and explain your self u survive and get to where its safe!

  rojoArcueid

Elite Member

Joined: 8/13/09
Posts: 5588

"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli

3/29/12 7:40:39 PM#13

Assassins Creed gameplay and movement mechanics in a fantasy RPG game. Anime art style preferred, but not a must.

My endgame begins with character creation and ends with a new mmorpg

  Loke666

Elite Member

Joined: 10/29/07
Posts: 16712

3/29/12 7:42:28 PM#14
Originally posted by finny174

Hi, Im creating a MMORPG game  using Unity3D and I would like to know what would you like to see in a RPG? Or what's something new that you would like to see? The more ideas the better. Thanks.

There are a few things:

1. Character customization. A RPG character should both look and be different than other players of the same class (if you have classes). Let there be plenty of coices, it is better to have few classes with many choices than the other way around.

2. Choices. Let there be choices in the game and let them have some impact. Now I don't mean TOR type dialogue quests here. A good example is the quest series in EQ2 that lets you change from good to evil or the other way around. Also if you have quests let the players choose either what type of quests to do or have several ways for them to complete them. There should be quests you solved by being sneaky or smart instead of just killing stuff all the time.

3. RPG tools. Stuff like emotions, formal clothing, personal houses and similar ways for players to express themselves by.

4. Real day and night cykel. I mean one where certain or most stores close at night, farmers go home and sleep, monsters that are only active during night and so on. It adds to the feel that the world is alive.

5. Weather that matters. Let the players actually freeze when it is cold, get wet when it rains and so on. Bathing in the winter should be dangerous.

6. Food and drink. Players should need to eat and drink just like in old RPGs (like Eye of the beholder). It also adds to making the game feel more alive and provides work for crafter since good cooked food should last longer than apples and iron rations.

7, Tools for guilds to create social events. Let guilds have tournaments, dances, archery competitions and similar. Let there also be mechanics to allow players to gamble at taverns (dices or knucklebones are easiest). It brings the community closer together. Allow betting in jousts and similar events.

  FlipTheFrog

Novice Member

Joined: 5/27/11
Posts: 23

3/30/12 5:10:26 PM#15

A good story that's like a main plot of the game, with an epic quest series as in LotRO for example - I love to have a "journey" in an MMO, not only random quests.

Little grinding for achievements - "kill 5000 wolves" is not really motivating, better be creative.

Optional PvP  - I hate if you have to deal with aggressive co-gamers, but pure PvE games usually lack people to play with.

Many fractions, at least three - I think that games with at least three sections are more exciting. Two always means one will be stronger than the other, three means the two weaker can gang up agains the third one, that's fun. Things can change than, aren't static.

Which brings me to something I would SOOO love to see in an MMO: Non-static worlds, meaning that main bosses you kill should stay dead, the world should change with the story, etc. I know this requires a lot of instancing, but it makes the experience so fucking exciting. There could be something like flashback points through which you can kill the same guys over and over again or if you plan on helping others you are drawn into their instance. If you bring this into your game you got one sure player ;D

 

  waynejr2

Hard Core Member

Joined: 4/12/11
Posts: 3735

RIP City of Heroes!

3/30/12 5:12:53 PM#16
Originally posted by anothername

*grin* Oh, seriously?

Just a virtual replacement for the weekend pen & paper RPG session.

This.

 

Also, a setting like WOG.

  Kiljaedenas

Novice Member

Joined: 7/29/11
Posts: 466

To err is human, but to really f*ck things up you need a computer.

3/30/12 7:12:37 PM#17

There is definitely a glut of fantasy MMOs and WoW clones, and if you're going sci-fi you'll be hard-pressed competing against Eve Online if you go that futuristic...The Secret World and World of Darkness are going to have more modern-day themed stuff...

One thing I've noticed is that there definitely seems to be a lack of steampunk-ish MMOs, so you might want to try that. One particular genre that I've seen in a couple of TV shows and the Facebook-linked game Battlestations 2 is the one where Earth has broken up into a series of flying islands, and you need airships to get between them. If you could make a full 3D MMO based on that, personally I think that would be bloody cool, but that's my personal take on it.

For general aspects that would make an MMO good and not fall into the standard WoW clone trap:

-Avoid mindless grind as much as possible. "Kill 20 wolves", "Collect 15 spider cloths", etc, gets very boring very fast. You'll have to have at least some PvE content regardless of whether or not your MMO focuses on PvP, so make it really meaningful.

-Avoid stupid inflation in the player-run market. There are so many MMOs that allowed players to make those little shops with them sitting on the floor and they could put whatever price they wanted onto the items, that inflation on the "average" prices of those items got so bad that only top level players could ever afford them and the lower level players were completely screwed over. The only effective counter I have ever found to this is a fully player-run economy and fully destructable equipment as is done in Eve Online. If everything a player has on them can get blown up, and often does, if they have to regularly find replacements they're not going to buy from someone with an inflated price. If everyone is inflated, they'll just mine the necessary resources and craft it themselves.

-Avoid quick approach to endgame. Even if you get someone who doesn't eat, sleep or poop while playing the game, they shouldn't be able to burn through it in only 2 weeks. If you can make it so that a player like that would still take at least two years to get to the "end game" content, and would have to go through meaningful, engaging content that entire time, you're going to be worshipped as a god of developers.

-Avoid WoW-style skill hotkeying and auto-attacking. This style is very old, very boring, and even the great Eve Online uses it. Try to incorporate full twitch mechanics in your combat.

-Incorporate real world human skill. Don't have the outcome of a fight dictated purely by difference in level, and corresponding equipment/skills. For most MMOs, if a lower level player attacked a high level one the high level player could just sit there with his thumb up his ass while everything the low level player throws at him is "dodged" or just does 0 damage. Have human real-world skill involved in determining the outcome. Example, in Eve Online a player's real-world skill in logistical and tactical planning play a major part in fights. In an FPS like Counterstrike, a player's real world skill at aiming and dodging with the mouse/keyboard play a crucial factor in determining who wins a fight. A high level idiot should be able to be stomped into the dirt by a low level badass.

-Avoid players going into self-contained bubbles. Most MMOs give every player the exact same PvE chain of quests. Every single player saves Mindy from the orc, kills the evil demon overlord Kraz with a band of adventurers in a dungeon, and supplies the starving village with sacks of grain. Mindy needs to die for being stupid enough to get caught that many times, Kraz is probably sick of having to resurrect so much and that village probably has enough food now to feed a country for a decade...and every player can do all of this either on their own or with a limited group of friends. Try to have UNIQUE PvE content that truly forces a large number of players (100+) to work together to overcome the content, and once the final enemy is beaten, that's it. That event ends, no one else can do it. Another event may spawn somewhere else in a few days, but that first one is completely done. This is similar to Eve Online's Incursion system, or Rift's Rift system, though please don't ram it down people's throats every couple of hours like Rift seems to.

-Don't release something that's not ready! Please, please PLEASE for the love of god listen to this one! Make sure the damn thing works properly at least 90% before you unleash it on the masses! No matter what the content is, if it's riddled with bugs up down and sideways it's still a crappy game. Test the thing, to death, before a single customer sees it.

Where's the any key?

  FlipTheFrog

Novice Member

Joined: 5/27/11
Posts: 23

3/31/12 4:11:30 PM#18
Originally posted by Kiljaedenas

There is definitely a glut of fantasy MMOs and WoW clones, and if you're going sci-fi you'll be hard-pressed competing against Eve Online if you go that futuristic...The Secret World and World of Darkness are going to have more modern-day themed stuff...

One thing I've noticed is that there definitely seems to be a lack of steampunk-ish MMOs, so you might want to try that. One particular genre that I've seen in a couple of TV shows and the Facebook-linked game Battlestations 2 is the one where Earth has broken up into a series of flying islands, and you need airships to get between them. If you could make a full 3D MMO based on that, personally I think that would be bloody cool, but that's my personal take on it.

For general aspects that would make an MMO good and not fall into the standard WoW clone trap:

-Avoid mindless grind as much as possible. "Kill 20 wolves", "Collect 15 spider cloths", etc, gets very boring very fast. You'll have to have at least some PvE content regardless of whether or not your MMO focuses on PvP, so make it really meaningful.

-Avoid stupid inflation in the player-run market. There are so many MMOs that allowed players to make those little shops with them sitting on the floor and they could put whatever price they wanted onto the items, that inflation on the "average" prices of those items got so bad that only top level players could ever afford them and the lower level players were completely screwed over. The only effective counter I have ever found to this is a fully player-run economy and fully destructable equipment as is done in Eve Online. If everything a player has on them can get blown up, and often does, if they have to regularly find replacements they're not going to buy from someone with an inflated price. If everyone is inflated, they'll just mine the necessary resources and craft it themselves.

-Avoid quick approach to endgame. Even if you get someone who doesn't eat, sleep or poop while playing the game, they shouldn't be able to burn through it in only 2 weeks. If you can make it so that a player like that would still take at least two years to get to the "end game" content, and would have to go through meaningful, engaging content that entire time, you're going to be worshipped as a god of developers.

-Avoid WoW-style skill hotkeying and auto-attacking. This style is very old, very boring, and even the great Eve Online uses it. Try to incorporate full twitch mechanics in your combat.

-Incorporate real world human skill. Don't have the outcome of a fight dictated purely by difference in level, and corresponding equipment/skills. For most MMOs, if a lower level player attacked a high level one the high level player could just sit there with his thumb up his ass while everything the low level player throws at him is "dodged" or just does 0 damage. Have human real-world skill involved in determining the outcome. Example, in Eve Online a player's real-world skill in logistical and tactical planning play a major part in fights. In an FPS like Counterstrike, a player's real world skill at aiming and dodging with the mouse/keyboard play a crucial factor in determining who wins a fight. A high level idiot should be able to be stomped into the dirt by a low level badass.

-Avoid players going into self-contained bubbles. Most MMOs give every player the exact same PvE chain of quests. Every single player saves Mindy from the orc, kills the evil demon overlord Kraz with a band of adventurers in a dungeon, and supplies the starving village with sacks of grain. Mindy needs to die for being stupid enough to get caught that many times, Kraz is probably sick of having to resurrect so much and that village probably has enough food now to feed a country for a decade...and every player can do all of this either on their own or with a limited group of friends. Try to have UNIQUE PvE content that truly forces a large number of players (100+) to work together to overcome the content, and once the final enemy is beaten, that's it. That event ends, no one else can do it. Another event may spawn somewhere else in a few days, but that first one is completely done. This is similar to Eve Online's Incursion system, or Rift's Rift system, though please don't ram it down people's throats every couple of hours like Rift seems to.

-Don't release something that's not ready! Please, please PLEASE for the love of god listen to this one! Make sure the damn thing works properly at least 90% before you unleash it on the masses! No matter what the content is, if it's riddled with bugs up down and sideways it's still a crappy game. Test the thing, to death, before a single customer sees it.

I basically agree with every single point of this.

Especially the no grinding and the incorporation of player skill.

  nicole1

Novice Member

Joined: 3/18/12
Posts: 2

4/09/12 8:35:23 AM#19

I have not played a lot of  RPG's but I guess majority of these games have the most basic concept and the same blueprint, such as quests and player versus player though these have become an important factor in the popularity of an RPG game... Maybe you can make a game that has a twist in it? Quests are fine... you just have to create it into something remarkable. Personally, i would like to see the "real world" and "magical world" combined in a game.. if you know what I mean. And for me a game is more engaging if it stimulates the power of teamwork! :)

  FrostWyrm

Novice Member

Joined: 6/11/05
Posts: 1028

4/09/12 8:45:58 AM#20
Originally posted by Kiljaedenas

There is definitely a glut of fantasy MMOs and WoW clones, and if you're going sci-fi you'll be hard-pressed competing against Eve Online if you go that futuristic...The Secret World and World of Darkness are going to have more modern-day themed stuff...

One thing I've noticed is that there definitely seems to be a lack of steampunk-ish MMOs, so you might want to try that. One particular genre that I've seen in a couple of TV shows and the Facebook-linked game Battlestations 2 is the one where Earth has broken up into a series of flying islands, and you need airships to get between them. If you could make a full 3D MMO based on that, personally I think that would be bloody cool, but that's my personal take on it.

A steampunk MMO might be interesting. The big problem, as I see it, with Sci-Fi is that melee combat makes no sense and would have to be forced because everyone has guns. There's also the need to explain everything. "Its magic!" is a much easier fall-back for why things are possible than technology, which is based in logic.

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