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#ActualDaveTroyer

Posted 28 November 2012 - 02:55 PM

So I have an idea or scenario that might be interesting...

Say you have an MMO where the player creates some of the content.

We task the player with controlling their own plane of existence or something like that. We give them an area to make their dream dungeon/castle/base/whatever and they need loot and experience to unlock all the goodies they can to make their base. That means they need to adventure into other players bases to get gold and gear. When the player is online, they could possibly fight with their minions to help fight adventures or multiple adventures or even parties can be running through copies of your base at the same time. Going through the base will give the base owner and the adventuring team experience, but the base owner doesn't get as much. As the player develops their bases, they are creating higher level dungeons which helps to maintain content for the player base. Of course, this model would also be strong for microtransactions as a player could buy special monsters for their base to help boost their gold collection or adventures could buy checkpoints or gear that will make it easier to go through the base.

Just like how players enjoy making levels and maps and all that goodness, in this game we hand that to the players themselves with only a handful of developer created levels. Only thing that really needs to be developed content wise is a fair sized library of parts, weapon assets, and characters. Sure, good game-play, a hub world, and a level-creator will need to be developed, but that doesn't seem so bad with letting the players essentially create, build, and maintain their own expansion of your game.

...dang, I like this idea a lot now... Posted Image

Edit to make sense: A game where the players create levels for players to explore. A vicious cycle of game-play where the player plays to create content for other players to play... inception?

#1DaveTroyer

Posted 28 November 2012 - 02:52 PM

So I have an idea or scenario that might be interesting...

Say you have an MMO where the player creates some of the content.

We task the player with controlling their own plane of existence or something like that. We give them an area to make their dream dungeon/castle/base/whatever and they need loot and experience to unlock all the goodies they can to make their base. That means they need to adventure into other players bases to get gold and gear. When the player is online, they could possibly fight with their minions to help fight adventures or multiple adventures or even parties can be running through copies of your base at the same time. Going through the base will give the base owner and the adventuring team experience, but the base owner doesn't get as much. As the player develops their bases, they are creating higher level dungeons which helps to maintain content for the player base. Of course, this model would also be strong for microtransactions as a player could buy special monsters for their base to help boost their gold collection or adventures could buy checkpoints or gear that will make it easier to go through the base.

Just like how players enjoy making levels and maps and all that goodness, in this game we hand that to the players themselves with only a handful of developer created levels. Only thing that really needs to be developed content wise is a fair sized library of parts, weapon assets, and characters. Sure, good game-play, a hub world, and a level-creator will need to be developed, but that doesn't seem so bad with letting the players essentially create, build, and maintain their own expansion of your game.

...dang, I like this idea a lot now... Posted Image

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