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MMORPG Methodone

First post explains the reason :)

Author: tupodawg999

Clearing Some Headspace Part 1: Clockwork Planet

Posted by tupodawg999 Friday July 31 2009 at 3:07PM
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I keep tinkering with game design / programming stuff but get side tracked all the time by too many ideas. I'm going to make a few posts of ideas that I'm not going to pursue but which are taking up room in my only modestly sized brain.

None of these are my ideas exactly, they're ideas I got from elsewhere which I applied to the idea of an MMORPG.

 

Clockwork Planet

I like the lore of games to have some kind of logical consistency and sometimes that is limiting when you want to add whatever crazy stuff you feel like. So...

Mad Melkath the gnome makes himself a steam powered hollowed out flying space planet. Basically it's a hollow sphere with an artificial world in the middle. The game world is circular with mountains all round the edges. If you travel right to the edge of the world (very dangerous) and climb up the mountains you'll find locked metal maintenance hatchs painted blue and little holes for lights to shine through as stars at nighttime etc. You can see the metal plates rivetted together, painted blue with clouds on top.

Despite being artificial this circular world is quite big.

There's a large central sea in the middle so the map would look a lot like the mediterranean with the surrounding land - plus mini versions of the black and red seas.

The realms and cultures would partly reflect that meditteranean first impression but because it was Mad Melkath's mad play world it would be full of kidnapped humans and creatures from different ages and different planets so...

The north central section would be ancient roman, though not necessarily human, going east would be an ancient greek themed area with creatures from that myhos - fauns, dryads, demi-gods etc. Heading into the north-east corner around the black sea would be steppes with centaur tribes but the crimean peninsular itself would be a SE asian style human starting place.

Heading south through the equivalent of Turkey and the middle-east would be - dunno.

Then egypt with actual dog and cat headed people, mummies and undead, down the coast of the red sea towards the SE corner could be an India style starting place.

(The mobs in these different cultural areas would reflect the different mythologies for variety and atmospshere.)

Going west along Africa would be... loads of stuff plus an African style starting area and along the southern edge lots of deep jungle with aztec style lizardmen (a cliche but a cool one imo).

Then up to the NW bit of the map which would maybe have a medieval bit in the west and a more tribal celtic/germanic/slavic feel in the northwest (or vice versa). The dwarves and halflings would be round here.

The towns would be mostly on the coast and connected to the towns on either side by ship so you could hop round the coast of the world from town to town quite quickly. There'd also be a few towns deeper inland which could connect with the sea towns by river and which could also be quick travel connected via river boat. Travel away from the towns into the wilderness areas would be much more of a hike however. The central sea would be too rough and dangerous for normal travel.

There could also be any number of islands added if neccessary for odd little zones that didn't fit anywhere else.

The core of the game would be a standard PvE type levelling game.

The end game would revolve around a big tree.

The sun in the game would always look like it has an X drawn on it because it's basically a giant light bulb held in place by the four branches at the top of a giant  tree that has it's roots at the bottom of the centre of the central sea.

This tree has a collection of giant shelf fungus growing out of its sides, the lowest of which is just above the sea level. Vines around the tree provide a path from one of these shelf mushrooms up to the next level and it would be basically like PoP in Everquest where you battled your way up from one shelf to the next where each shelf was like a zone.

You wouldn't be able to reach this area till max level and you'd maybe need a guild that had a high guild rank to build a ship capable of the voyage or something. Ideally I'd like to make the journey one way so when you hit max level that character left the main world behind and moved to the raid part. This would be so you wouldn't bloat / inflate or mess up the core levelling part of the game through unexpected side effects of things you added to the endgame side.

So there'd basically be a "normal" set of PvE levelling zones and then a physically seperate set of weird raid type zones like in EQ's Planes of Power expansion - the max level might increase in this raid bit but only there, again to keep the two parts of the game seperate so you don't unbalnce the original game. Alternatively the progression from this point could be something like AA points or just gear based.

(Personally i think these games get messed up if you don't keep the two parts seperate.)

Anyway, eventually you'd reach the top of the tree and there'd be a maintenance hatch into the spaceship part of the planetoid with lots of gnomes and clockworks and stuff and after you fought your way through however many raid encounters you'd eventually get to Mad Melkath himself and killing him would be the end - all the players involved would be inducted into Hall of Fame and there'd be a big screen saying...

THIS THE END OF THE GAME

THERE IS NO MORE

DON'T BOTHER WHINING IN THE FORUMS

THIS IS THE END

###

I can feel my brain is a little emptier already.

edited some typos.