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Agreed, but it's much harder to develop a new system than just throw together content for an existing one. Some systems (likely any that could become popular) can involve multiple other aspects of the game, and as a result require tons of testing and code-tracing before being released. If you happen to overlook one little bug that ends up breaking the entire system, you're in trouble. |
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BioWare MMO Star Wars Era Poll - Hypothetical
The Pub at MMORPG.COM « General Discussion 1/02/08 2:13:19 PM
I'd rather go with something slightly different.. Old Republic, but during the New Sith Wars and not the KOTOR era. It spans a millennium and has massive armies of both Sith and Jedi, which should allow the developers plenty of leeway with their game. |
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You also missed both classical and jazz. |
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Issues I've found are highlighted in yellow, my comments are in red, and green highlights are references used in my comments. Bold yellow indicates a different problem in a larger section.
I cut out the sections I didn't bother with. Simply put, it's awful even if it's not supposed to be a formal document. What kind of graphics will the game use? Anime? Hyperrealistic? Sprites? At best, it's a half-thought idea for the setting of a game. The game itself I don't know anything about. |
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We have a winner! Trials exist to give you a feel for the game, and EVE's is 14 days for a reason. I'd be willing to bet that at least half of the people that try EVE don't continue with it. |
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Help Build a Comprehensive Skill List
Characters, Skills, Etc. « Developers Corner 12/27/07 3:43:41 PM
You could easily break down Instrumentalism into different instrument categories, at the very least Strings, Winds, and Percussion. Add Instrument Crafting. Weapon skills could be divided up a dozen different ways. I personally like the idea of having skills for different weapon types (swords, axes, etc.) but giving a small bonus when using a weapon that's related to but not your primary weapon type. Other skills I could think of/stole from other games:
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Everyone has ideas. It's hard to get those ideas realized unless you're already in a position of power. Someone in a different thread around here mentioned a very insightful (in my opinion) site of advice: Read through at least the first couple of items there and you'll get an idea of what the reality of the development side is like. |
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I think having a persistent multiplayer world is a large part of the appeal of MMOGs. I like randomly running into other players out in the middle of nowhere. You can still play with your friends there, particularly in instanced dungeons which are prevalent in nearly all persistent worlds as well. You just aren't the only people competing for space in the world at large. Edit: since this is the developers corner, I'll get into the devs' side of it as well. An instance-based game is easier to design. You're going to have a cap on the number of players in there at any one time, so you can customize the content for an individual or a small group. Specific triggers can be set to drastically alter the game world, cutting off previously accessible areas or opening new ones. Guild Wars even got rid of one of the problems Diablo had by using towns as lobbies, allowing players to trade and group together without breaking the immersion as much. On the other hand, in a persistent world you can give the players an opportunity to change the landscape themselves with housing or other things like that. PvP without consent is possible, including large-scale invasions or raids. |
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A Zelda MMOG using the same gameplay elements from the series. Imagine what a one-on-one battle between two Links would be like. Lots of flipping, parrying, blocking with shields, and that's not even using any items. |
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The thing is, Asheron's Call has some elements that are still unique out of even the moderately popular MMOGs. A large, completely open environment where you could literally run from one end of the continent to the other through dozens of routes. No classes, but instead just allowing the player to pick the skills they want their character to have. The allegiance system, which gave the higher ranked characters some of the experience that their vassals gained. Are these systems perfect? No, especially with allegiance, but they can be taken and updated, getting rid of the flaws while allowing more flexibility. I'm still waiting for the unique mechanics and possibilities that set a game apart from the crowd. As other people have said, pretty much everything since Everquest has been a clone of it. EVE Online is one of the few exceptions, and is outstanding for what it does. Unfortunately, it just isn't my game. Pirates of the Burning Sea is a very light version of EVE set in the Caribbean, while Stargate Worlds appears to be the same thing on various planets instead. From what little I've seen of Warhammer and Age of Conan, they both seem to be evolutions rather than revolutions. Darkfall and Hero's Journey both sound great, but have nothing to show for it. I guess I'll have to keep waiting for them or something out of the blue. |
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Next Big Thing: Building Your Own WoW Dungeon [POLL]
The Pub at MMORPG.COM « General Discussion 12/25/07 10:28:15 PM
It can't/shouldn't be allowed at the same level as the developers simply because of quality control; in current games it would be next to impossible to implement. However, you could develop a game from the ground up to allow the *character* (not the player) to do those things within the boundaries given by the developers. As far as equipment goes, replace the equipment-based combat systems with skill-based ones and it would be easy to allow craftsmen to create unique items. Leave it as equipment-based and everyone goes for the best item without considering how it looks. Houses, boats, and other small-scale buildings wouldn't be hard to implement and I think it's already been done in some games. If you want to get really customized, make an interface like The Sims for construction. Large-scale projects like cities or dungeons could also be done with large numbers of characters cooperating and working individually on smaller projects. A number of architects could make the buildings which are then populated by the creatures created by other characters, containing loot also made by other characters. Add an alignment system and a death penalty worth something, so you end up with fewer griefers working to destroy, rather than create, and you have a complete game built by players. That was rather long-winded, but I think you get the idea. Let the systems be designed for the characters, not the players. |
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what weapons would you like included in the game?
Game Suggestions « Hero's Journey 8/05/06 5:50:05 AM
I want to be able to dual-wield, regardless of what weapons are available. Slice 'n' dice is my preferred way.
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