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MMORPG Game Concepts  » Game Idea

2 posts found
  Xoshua

Novice Member

Joined: 1/12/04
Posts: 126

Fix.It

 
OP  8/02/12 10:58:03 PM#1

Ok this is a quick write up.  I'll explain my idea and you the people can post your thoughts.  What I will be doing is posting some MMO titles and creating the game from different aspects of each MMO.

Final Fantasy XI

Able to change classes at personal house.  Death penalty takes away great chunk of experience.  Notorious Monsters will have lottery spawn, forced spawn, depending on that monster.  Auction house same, as well as character bizzar.  Combat system and experience system same.  No experience for questing.  Grouping required to level up same as game. 

Shadowbane

Have open PVP and looting for oposing factions.  Able to build cities/houses depending on land, taxes, etc.  Able to have seiges on player towns/houses.

WoW

Crafting very similar to game.  End game raiding. 

 

Those are some insights on the idea I have for a MMORPG.  There would be a lot more detail and info but that is a demo of my brainstorm.  Thoughts or suggestions?

Time to fix this genre.

  Caldenfor

Novice Member

Joined: 6/02/09
Posts: 133

8/04/12 1:54:06 PM#2
Originally posted by Xoshua

Ok this is a quick write up.  I'll explain my idea and you the people can post your thoughts.  What I will be doing is posting some MMO titles and creating the game from different aspects of each MMO.

Final Fantasy XI

Able to change classes at personal house.  Death penalty takes away great chunk of experience.  Notorious Monsters will have lottery spawn, forced spawn, depending on that monster.  Auction house same, as well as character bizzar.  Combat system and experience system same.  No experience for questing.  Grouping required to level up same as game. 

Shadowbane

Have open PVP and looting for oposing factions.  Able to build cities/houses depending on land, taxes, etc.  Able to have seiges on player towns/houses.

WoW

Crafting very similar to game.  End game raiding. 

 

Those are some insights on the idea I have for a MMORPG.  There would be a lot more detail and info but that is a demo of my brainstorm.  Thoughts or suggestions?

  • Class changing in any immediate fashion inexpensively(just making it cost alot isn't an option either) cheapens the class system. In a class system people need to grow to have an appreciation for their class so they can be proud to be their character. If anyone can be anything on a whim it makes who an individual is, their class, almost meaningless.
 
  • Death penalty is negotiable. It all depends on the circumstances and how the leveling system works(de-levels/etc).
 
  • Auction houses for the most part are not healthy from a social and economic perspective. It removes the player interaction from transactions and creates a market system that casual players, for the most part, stand no chance in. Developing a healthy economy with player created items, gear that decays, and potentially gear dropped upon death creates a cycle of goods coming in and also leaving the economy. Bind on equip is not healthy for non-theme park games. The capacity to have players run their own Auction Hall/Bazaar is certainly a good idea. Let the players create it, don't provide it by default. Different servers will have different locations to shop in rather than a stagnant world where everything is the same.
 
  • Quests can offer experience, but questing as a form of leveling is not a healthy mechanic. It makes the quests less important and emphisizes the reward.
 
  • Grouping to level is a great aspect of games and while soloing should be possible, grouping should almost always be more beneficial.
 
  • Free for all PvP is not currently a good idea for MMORPGs without a system of restrictions in place to keep the player ego in check. Faction PvP is certainly a good direction, but stealing and criminal hunting should not be forgotten.
 
  • Rare spawns in EQ were fun, you would check to see if they were up, but your day wouldn't necessarily be ruined if they weren't up. Certain aspects of rare hunting in EQ were troublesom, namely people feeling the need to camp a mob for days at a time.
 
  • Player houses and potential for cities is a very good idea for games. The more personal investment a player has in the game, their character, and the world around them the better. Sieging of player structures could be possible, but players should never fear the loss of their home. Perhaps if cities were in, you could destroy city structures, but not player houses, causing the houses to be in a less safe area and thus provides reason to defend the cities.
 
  • Crafting in WoW was very... competitive, to the point most people couldn't enjoy it. Crafting should not be as easy as buying 1000 leather off the AH and cranking out max crafting in no time. Again, more personal investment, more feeling of accomplishment and a healthier game all around.
 
  • WoW end game raiding is not as fun as most people would like to think. When you "instance" content you remove players from the world and break apart the community, even if only for a few moments(sometimes hours, eww), where as open shared dungeons like that of Everquest or Dark Age of Camelot raiders had to interact with each other and this lead to a more political based atmosphere where you could ruin not only your name, but your entire guild's name depending upon how you behaved.
 
At work, brief bouncing of thoughts off your thoughts.