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MMORPG Game Concepts  » Back to the Beginning ( A new game concept )

4 posts found
  Lucioon

Novice Member

Joined: 1/12/06
Posts: 840

 
OP  12/03/13 3:36:11 PM#1

I always wondered why won't MMORPG go back to its roots.

Is it because the new generation of gamers no longer understands the Pen and Paper ways of Dungeon Crawling?

So I thought of a new game concept that hopefully someone might take notice and polish it into a game.

Concept idea

1) Its neither a Themepark or Sandbox game its an Pen and Paper MMORPG

2) this MMO is quest based

3) Quest are RNG ( Dice rolled )

4) Quest always have NPC giving multiple choices to choose ( the selection is RNG )

5) The RNG is also based on previously selected difficulty you and your party wants to tackle ( Easy, Medium, Hard, expert, legendary )

6) The higher the difficulty the tougher the choices and the longer the quest will take and bigger the loot

7) Loot are only materials and broken shards of weapons that can be sold to crafters that can use them to craft new items for you

8) each team member gets the same basic loots for their participation, but there will be loot that must be rolled on

9) Quests are also separated into PVP enabled mode or not, allowing others to join their quest but also providing danger to PKing

10) If a member of your team survives the PK attempt, he will be given partial names of the PKer, if everyone was wiped, the PKer remains anonymous

11) Members of the forum can piece together clues of who the Pker is from clues provided all over the game of various Pkers

12) Contracts can be put for the Hunt of the Pker, the more information players provides, the PKer can no longer avoid justice being dealt, and will be flagged across the game until he gets killed or after an certain hour period based on kills made by the PKer.

13) During questing, every member of the team votes on which way to go

14) Mages has certain number of magic spells available during a trip, can be replenished with items that can be crafted or after 12 hour rests

15) Healers has certain number of minor heals, but its only after battle, and have certain number of uses for Divine Shield that absorbs damage , and buffs ( so must choose carefully )

16) Warrior shields has certain damage mitigation, once it surpasses it, the shield breaks

17) Hunter has tracking ability that can be accessed for boss fights ( makes it easier : weakness etc )

18) Thief has treasure seeking ability and trap door bypass

19) Paladin has defender ability that Paralyzed all enemies for a few secs ( perfect for setting up traps and positions )

20) There is no Instant travel unless you have teleportation Map ( expensive map, so it doesn't get abused )

21) Quests are instanced so no one can bother you

22) Certain quests requires raids, legendary quests will require up to 15 players and maybe more

23) There will be public quests that has linear pathways

24) The world is huge, but to get quests, you have to go to the Tavern ( Different quests are all posted )

25) Quests variety come in Escort Quests, Material gathering Quests, Treasure hunt quests, Boss slaying Quests, Exploration Quests....etc

26) Solo Quests, Co-op Quests, Mage themed Quests , Hunter themed quests, class specific quests ...etc

27) Class progression is based on skills ( each class can only pick 5 abilities with them on quests and 1 special ability )

28) Level system is based on skill progression ( level 5 can either be 5 points on 1 skill or 1 point on 5 skills )

29) all skills are available upon creation of character ( certain special perks can only be obtained through quests )

30) Special perks can be obtained through achievements ( ones that is beneficial requires really long and hard battles , to show true achievements that no one has yet completed or could )

These are just some of my ideas, not sure if its for everyone, but I just thought that MMORPG should go back to its pen and paper roots, and make quests fun again. Instead of just things to do to get to higher level. The quests is what makes the game an enjoyable game. Its where stories are made.

 

Life is a Maze, so make sure you bring your GPS incase you get lost in it.

  Mr.Kujo

Novice Member

Joined: 5/23/12
Posts: 392

“Discussion is impossible with someone who claims not to seek the truth, but already to possess it.”

12/03/13 4:12:08 PM#2
Originally posted by Lucioon

I always wondered why won't MMORPG go back to its roots.

Is it because the new generation of gamers no longer understands the Pen and Paper ways of Dungeon Crawling?

I would guess it is because a pen and paper tabletop game is for few players sitting in the same room, and being a concept totally different than massive multiplayer I can imagine how it could be hard to apply to millions of players, and in result evolved into mechanisms we see nowadays.

 

Starting with that I am going to go all negative nancy on you....

 

Points 1-6: The main issue with mmorpg's is their lifespan. Players want to play for months. No matter how much content you put, you won't be able to stretch it for a long time. So sooner or later, actions are repeated. Simple tasks are great for repetitiveness, they won't get tedious. Long and complex tasks get annoying when repeated over and over. That is the reason developers keep it simple.

Second reason - do you know how many quests mmorpg's have and need to have in order to keep player busy for at least a month? Even setting aside the technical part of it, using just your imagination, write down few dozens of different stories with multiple outcomes that won't be repetitive and will be interesting and entertaining for other players. We all know that one complex and interesting story is already hard to create by one writer.... I am not talking about the stuff that you have in your imagination and the stupid little stories that you can entertain your friends with, I mean stuff that will appeal to masses and different tastes and humour. And that is my friend.. why no one bothers.

 

All the other stuff is either uninspired, or goes into the category "''if I had unlimited resources...." or was already talked over in previous threads like this and you probably missed it, together with all the arguments against it, and there is no point to repeat it.

I would still encourage you to gather a team and make an indie project, so you can fail, lose money and learn on your mistakes. Better experience than listening to me at least.

Hope you take critisizm nicely.

  Lucioon

Novice Member

Joined: 1/12/06
Posts: 840

 
OP  12/03/13 4:40:06 PM#3
Originally posted by Mr.Kujo
Originally posted by Lucioon

I always wondered why won't MMORPG go back to its roots.

Is it because the new generation of gamers no longer understands the Pen and Paper ways of Dungeon Crawling?

I would guess it is because a pen and paper tabletop game is for few players sitting in the same room, and being a concept totally different than massive multiplayer I can imagine how it could be hard to apply to millions of players, and in result evolved into mechanisms we see nowadays.

 

Starting with that I am going to go all negative nancy on you....

 

Points 1-6: The main issue with mmorpg's is their lifespan. Players want to play for months. No matter how much content you put, you won't be able to stretch it for a long time. So sooner or later, actions are repeated. Simple tasks are great for repetitiveness, they won't get tedious. Long and complex tasks get annoying when repeated over and over. That is the reason developers keep it simple.

Second reason - do you know how many quests mmorpg's have and need to have in order to keep player busy for at least a month? Even setting aside the technical part of it, using just your imagination, write down few dozens of different stories with multiple outcomes that won't be repetitive and will be interesting and entertaining for other players. We all know that one complex and interesting story is already hard to create by one writer.... I am not talking about the stuff that you have in your imagination and the stupid little stories that you can entertain your friends with, I mean stuff that will appeal to masses and different tastes and humour. And that is my friend.. why no one bothers.

 

All the other stuff is either uninspired, or goes into the category "''if I had unlimited resources...." or was already talked over in previous threads like this and you probably missed it, together with all the arguments against it, and there is no point to repeat it.

I would still encourage you to gather a team and make an indie project, so you can fail, lose money and learn on your mistakes. Better experience than listening to me at least.

Hope you take critisizm nicely.

I do take criticism nicely because I know my ideas are flawed, but I gotten this idea because of how much stories and quests SWTOR was able to create as well as all the quests that has existed in all the MMO especially in WOW .

Even EQ has tons of quests as well so I never thought of the scale that is required.

But what if lets say, I fix that little problem about quests and let the Players craft their own quests instead. So its more like 30% developer quests with the variety that I have mentioned.

And the rest 70% is player created quests 

A little more flavor and uniqueness so that the game lasts even longer than months, because with the players putting in quests themselves and requests themselves. And creating dungeons themselves , alittle like the EQ Next  but with actual player contribution.

Sure, right now in my mind, I am thinking in 8 bit, but I think there are plenty of smart developers out there that could do something that I am describing.

 

Still I know what you are saying. 

Life is a Maze, so make sure you bring your GPS incase you get lost in it.

  greenreen

Hard Core Member

Joined: 11/19/12
Posts: 1511

12/04/13 2:03:04 PM#4

I don't remember the roots of gaming on paper being quest based but I played with an odd group and not that long. Maybe they didn't use standard rules. It was right after 3 way telephone service was possible, it was the perfect use for talking about a session.

We had a grid of squares and whoever planned the map decided things that would happen on the map if you landed on that spot. There was plenty of story but plenty of improvisation too. Nothing was planned in the sense of quests so for me, my memories are more about encountering something but not that it was pre-destined.

I can't remember the name of the game but someone got a bunch of monster sheets that we used to have enemies. They were blue ink on white paper with a picture of the creature, some stats, then information about it. Vague yeah, blue ink on white paper but that's all I remember.

I thought most of the fun was in creating the maps not the actual use of them. That must play a part for some pen and paper types is the holding and manipulation of items in their hands. How can you capture that through a virtual game. Things like rolling dice is something you don't even get to do in MMOs but it's done for you so there is always the chance that you didn't consider the roll "fair" because you didn't get to perform it and see the dice come from your own hands.