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What is fun? (MMORPG)


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#21 HART   Members   -  Reputation: 121

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Posted 10 August 2004 - 08:00 AM

Quote:
Original post by fierywater
I've thought about whether an MMORPG should have permadeath, but if our hypothetical asshole wants to be one, he still can be. If you've eliminated the level treadmill, then when the asshole dies, he can simply come back. I'm not saying there isn't a right way to implement permadeath; however, I don't think it's the be-all end-all solution.


here is the thing though. the grind solution i thought of, isnt an instant level up. you dont gain xp super fast or anything. it still takes time to build your character and if someone has spent a few weeks on there character, they are going to be careful about what they do and say to other players.

Quote:
Original post by netflow
You have to look at why anyone continues to play one of these games for months on end and pays a set fee every month.
IT is because they are building something, whether it be a character or a treasure horde or whatever, and they grow attached to whatever it is they are building.
Now if they die and that death is permanent you can bet than at least 50% of your players will cancel their subscriptions especially if they just lost a high level character, why bother starting over again if you are just going to die again and have to start over once again..


you have a very good point here. progressing is one of the main things people do in MMORPGs. i did a little thinking(not a lot), and i came up with this idea. what if people have to quest for theyre name at the beggining of the game. this quest takes awhile, not something most people can do in one day. after the quest you are allowed to create your name(this also might make a few people less likely to pick a dumb name). if during the course of the game you are killed by a player, you still have your name, you just loose all your skills. one of the purposes then in this game, would to be to make your name well known. you could either do this by being infamous or famous. on top of the name thing though, there will need to be much more content, goals to achieve, ways to interact with the world, im still trying to think that stuff up.

Quote:
original post by netflow
Being the evil bad guy is about the most fun I have ever had in any game. And I am a nice passive guy in real life who lives in a nice house donates lots of charity, recycles and picks up trash when I see it on the street.. But the rush that you get by sneaking up behind someone and putting a virtual bullet in the back of their head is unparralled. Or taking on a group of 3 people with gorilla tactics and winning.
Nothing beats it, and it will be what keeps the experienced players who have been playing for a long period of time paying that monthly bill every month.


i agree with you here. I have never made it to the highest level in an mmorpg. i get bored of just smashing things over and over. whats the point? but killing another player. thats fun. your actually effecting someone elses gameing experience, in a way that they dont want to be effected. i love getting those nasty PMs after killing some dood. and the reason i pick on people who dont like to be killed. is because THEY DONT LIKE TO BE KILLED!! sure ive killed player killers like myself before. but they dont get that pissed, because the only reason they are playing, is to get into fights. so no one bothers being a good guy, because a little oposition will just make the assholles even happier. but in a game with permadeath, i think you will find people much more willing to be the hero. because they can actually effect people. they can make theyre city a safer place. i think this in itself adds a whole lot of fun content for people.

Quote:
original post by netflow
So instead of figuring out a genius way to do away with the assholes or penalize them for being assholes, why don't you make a system where they can be assholes to their hearts content without completely disrupting the lives of everyone else..


permadeath doesnt penalize just assholes, anyone can die. it just gives them something to actually be afraid of. it kind of adds to the rush of battle too though. being an asshole is fun, because you interupt someones game, and you make people pissed off. if you made it so that assholes didnt disrupt people, they would quit the game. an example of this is City of Heroes. that game has no PvP, thus, you cant be an asshole, thus, i quit the game. yes, city of villians is comming out. but the COH comunity is all crying and saying that they dont want to PvP and if they add PvP they cant add extra content just for PvPers. WHAT!?!? PvP is content, are you people insane?? anyway sorry about bringing that up.

Quote:
original post by son of cain
If I were in your skin, I would concentrate on the story and give players a mean to shape the world's history and patterns.


yes, this is one of my main goals to making this a fun game. creating a world that the player can shape. player towns and colonys will be a must. and hopefully it will be a politically charged game.

Quote:
original post by alex
One thing you should definitely look at is making the player's options known to them. In most MMORPGs I have played, there are more side-quests, fun episodes, and activities to take part than I'd ever imagine. The simple problem is, to access a huge and fun quest, you may very wel have to talk to the most inconspicuous looking NPC in the most remote corner of a town you rarely enter.


i know what your talking about. i think in my game i would like to make it like chess. its not too hard to learn. but as you really get into the game, countless new strategies and option are opened up to you. and not all of them are explained in detail in the manual or with ingame tips. this creates a world simple for newbies to get into. but complex enough to keep people exploring in the later stages.

Quote:
original post by doctorsixstring
The time problem also affects travel through the game world. If I want a reasonably realistic game world, I won't want cities/planets to be 10 seconds apart. Huge gameworlds, like in Daggerfall, would be impossible in a MMORPG because players would not want to spend hours traveling to where they want to go. Single-player games do not have this problem, as they can merely show a little cutscene or an Indiana Jones-style red line on a map, and the player has arrived at his destination.


it will take time to travel in this game. but i want to make it fun and exciting at the same time. instead of just hit auto run and go get a snack. raiding parties and resource mines are just a couple reasons you will want to keep your eyes open along the way.



all in all this is an expiriment. i dont plan on finishing the gameplay elements and backstory for at least a year. and im just starting to learn C++ so that when i want to start building this game i will have some knowledge. permadeath may or may not work, who knows, it may be a disaster. but i think that it is a step forward for MMORPGs. so thankyou for all of your responses and critisisms keep um comming.

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#22 Telastyn   Crossbones+   -  Reputation: 3718

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Posted 10 August 2004 - 09:40 AM

PKer's do not add anything to a game.

They cause people to not have fun, and leave the game to play one that is fun. The PKer's then leave as they have no targets. A MMORPG without a playerbase is a *failure*.



#23 HART   Members   -  Reputation: 121

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Posted 10 August 2004 - 09:54 AM

Quote:
Original post by Telastyn
PKer's do not add anything to a game.

They cause people to not have fun, and leave the game to play one that is fun. The PKer's then leave as they have no targets. A MMORPG without a playerbase is a *failure*.


so, what are you saying by this? are you agreeing with a player installed police system, or do you just want no PvP, because a game with no PvP in my opinion, is not a fun game. a game with no PKers(player killers) is just a big chatroom with cool grafics and everyone is grinding away for the highest level so that when they get there they can realize that there is really no point !?!?!?

#24 Scyllinice   Members   -  Reputation: 707

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Posted 10 August 2004 - 09:58 AM

If you want an idea of a fun RPG, take a look at Kingdom of Drakkar.

This game has been around in one form or another for about 15 years.

Features include:

Skill system. Example: You want to be good good with an axe. You don't just equip the axe and magically become proficient at it like other RPGs.. you have to fight and kill to get better with your chosen weapon.

Lairs: Lair monsters = very much fun. There is nothing like getting a group of friends together to do battle with a huge dangerous dragon, a rouge knight, blood sucking vampires, or a monsterous Yeti.

Big worlds: One needs places many places to visit. Imagine entering a village that is attacked at random by hordes of monsters, or a village of serene martial artists, or even a ransacked town with a bandit lurking around.

Mystery: Most important thing in an RPG. Do not give your players a map when they start the game showing where everything is. Drakkar still has places that have not been discovered, and the development team will not tell you where these places are.

My point is: Modern online RPGs have lost these great features and have just turned into nothing but a race to the max level. There is little variety.

Plan wisely. I'd love to see a new online RPG done in this style.

#25 Telastyn   Crossbones+   -  Reputation: 3718

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Posted 10 August 2004 - 10:28 AM

Quote:
Original post by HART
Quote:
Original post by Telastyn
PKer's do not add anything to a game.

They cause people to not have fun, and leave the game to play one that is fun. The PKer's then leave as they have no targets. A MMORPG without a playerbase is a *failure*.


so, what are you saying by this? are you agreeing with a player installed police system, or do you just want no PvP, because a game with no PvP in my opinion, is not a fun game. a game with no PKers(player killers) is just a big chatroom with cool grafics and everyone is grinding away for the highest level so that when they get there they can realize that there is really no point !?!?!?


It's a game, the point is to have fun.

If people enjoy grinding away [MMORPG subscriptions say yes] and big chat rooms [IRC activity say yes] then mission accomplished. Personally, PvP in a persistant world is the antithesis of fun. You disagree. *shrug*

On a slightly more analytical tangent...

There's a fairly famous article about MUDs by Richard Bartle. [diamonds, clubs, hearts, spades ?] [achiever, socializer, explorer, killer ?] [google]

The game you suggest seems to only cater to killers. Killers griefing others, killers "policing" griefers. Nothing for the rest.





#26 smr   Members   -  Reputation: 1552

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Posted 10 August 2004 - 10:47 AM

Um, I don't play MMORPG's very often, but a solution to the PK problem seems obvious to me. Handicaps. If you are a low level player and are attacked by a level 120 asshole with the spear of god and adamantium armour, why not give the victim an insane handicap in order to give them a fighting chance. Of course, this would only be applicable to those who are in your nation, clan, army or whatever. It wouldn't be fair to place the handicap on enemy players. Another method: let the PK ability be opt-in. The only way to damage a "friendly" player is if you both have opted in to have the PK ability. Once you damage another player, you must wait a minimum of 24 (or whatever) hours of playtime before you may disable it.

#27 HART   Members   -  Reputation: 121

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Posted 10 August 2004 - 01:14 PM

Maega, thanks for that post it was helpfull. ive never heard of that game but it sounds good. i was planning on haveing skill based leveling in my game like you said, if you want to be better with an axe, use it. there are no clases, anyone can go up any of the skill trees. its kinda like SWG, but i will balance the fighting classes be better than they did.

Quote:
original post by Telastyn
If people enjoy grinding away [MMORPG subscriptions say yes] and big chat rooms [IRC activity say yes] then mission accomplished. Personally, PvP in a persistant world is the antithesis of fun. You disagree. *shrug*


did people enjoy Super Mario Bros? hell yeah[people bought it]. but thats not to say that once you make something good, you cant make it better. all MMORPGs up to this point have all followed some basic rules. the level grind and no permadeath being a couple of them. i want to make something new to push the genre forward.

Quote:
original post by Telastyn
There's a fairly famous article about MUDs by Richard Bartle. [diamonds, clubs, hearts, spades ?] [achiever, socializer, explorer, killer ?]

The game you suggest seems to only cater to killers. Killers griefing others, killers "policing" griefers. Nothing for the rest.


yes, ive read the article and considerd it. while permadeath might seem like an idea that only benifits the players that like killing, i think it would benifit other types of players too. i think achievers would benifit by this system, bucause it would actually give them a chance to get compete with each other. currently achievers race for the highest level and then when they reach it, all they reall have to do is hunt for the uber items. acheivers who were able to reach higher levels in the game would be more satified because they would be respected by the other players. but permadeath isnt the only feature of this game, thus there will be plenty of things that the explorer type players can research and descover. as for socializer, well, i didnt really understand the socializer part of the paper. weather these people like polotics, roleplaying or just plain talking to people. if they like politics, no need to worry, this game will have plenty. as for role playing, i think this game provides a pretty good foundation for it. and as for just chatting, well i guess one chat room is as good as the other.

Quote:
originaly created by smr
let the PK ability be opt-in. The only way to damage a "friendly" player is if you both have opted in to have the PK ability. Once you damage another player, you must wait a minimum of 24 (or whatever) hours of playtime before you may disable it.


this is a pretty good idea, however i think it would open the door for people to be jerks without fear of a consequence. i want my game to be tottally limitless for people. i dont want to put restrictions on people hindering them from doing what they want. thats why i dont like the idea of special PvP zones and what not. and thats why i favor skill bassed progression with many many options, people should be able to take there character down whatever path they choose

#28 capaneus   Members   -  Reputation: 122

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Posted 11 August 2004 - 02:07 AM

I think maybe you don't need to worry too much about the pvp issue.
If you want to create a limitless world, just define some situation that player can't kill each other and they are free for kill at all the other situations.
Then if you want to limit the pvp action, the basic idea is to let player punish the one who kills. Give them wanted list, let player to hunt the killer. And give him reward if he has killed some one on the list. Define the hunt rule cleverly will sovle the pvp issue. After some time, the world will go to it's own balance.

#29 HART   Members   -  Reputation: 121

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Posted 11 August 2004 - 04:09 AM

i dont know if there will be any situation where you cant kill other players, but there will be bounty booths set up. most games have missions that you can get from NPC's bounty booths will be like missions you get from real people.

#30 Megalith   Members   -  Reputation: 122

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Posted 18 August 2004 - 12:56 AM

I have played alot of MMORPG's, I tend to play as a "powergamer" with ambition which has led me to make and lead some pretty significant guilds (in AO, EQ and UO these got to quite some size, www.nanoclan.com hosts the site for my latest creation which is the guild Storm in Anarchy Online where im known as Wolfe.)

I learned some things about what players want, need and do which often are things that are unrelated. (Might seem cryptic but everything is cryptic once it gets interesting) :P

Players will say "grinding sux" but on the other hand what would they be thinking about the game if they hadnt been "forced" to grind through the game together? The time it takes of fighting mobs together as a team to reach the endgame in any MMORPG is the tool that the players unknowingly use to become familiar with eachother and the social structures that keep the game enjoyable for a longer time than it takes to learn everything and do everything.

The social structures that a MMOG needs to survive always create conflicts and friendships, without these you wont have a MMOG. The problem here is that one group that internally considers eachother as friends will consider some of the other groups as "enemies" and this will lead to fighting. In most games you are unable to directly fight your enemy (what most call PvP) so the players resort to other "tactics" such as training monsters on them, stealing loot, saying bad things etc. This in some cases goes far enough to where people make up lies about their enemies (when an organised player group with 600 members make up a lie about an enemy player and backs their version of things its very hard to stand against it and prove yourself innocent).

Regardless of how you approach the development of means to settle conflict you'll always end up in a system that can and will be abused by the players. The best sollution is then to give them the tools that will let the players settle their conflicts in the most "honourable" manner.

Introducing perma-death as a sollution to griefing is d00m3d to fail. There will always be one group of players who is stronger (read stronger as having more manhours) and will strongarm another group through whatever means your game provides. An organized group of players could for example decide to set up 10 shared accounts which they play and level on "secondary" computers with the sole purpouse of killing all players outside their own organisation who possibly can reach enough power to become a threat. Even if you remove direct PvP from the game you'll see this group of players abusing other loopholes on your system to bring about the demise of their enemies. Whenever one of the 10 mules die the organised group of players will rebuild a character by working together and share that burden.

If you want perma death you'll have to implement it so only a player who decides to take their risks are safe from perma death until he needs to raise the stakes for some particular occation where he knows that failure means perma death, basically players will need invulnerability to this in all situations except for exceptions.

Grinding "EQ-style" is probably the worst implementation of levelling, despite this horrible sollution to the problem you'll find that all the big current MMORPG's use this system (even UO does but you grind/macro for skill instead of levels). Grinding works to reach the desired outcome, while players grind they bond with eachother and their own characters. The timesink where you sit for 5 minutes to med up mana is a potential socializing event to further bond player with eachother and your game.

The players who have the most time on their hands will become the influential players in any game, they are the ones that everyone always sees online (as opposed to those with less time whom everyone only sees occationally). They are the ones who will teach everyone else where to go and how to do things. Regardless of how you make your system you'll find no other means to "elect" the "royalty" of your ingame community. (You can try to elevate some players to take care of official duties like volunteer programs etc but those players will always pale in comparison with the powergamers and their "legit" path to glory.)

So if you have deicded to do away with grinding what replacement have you found that will give the average player of your game a few hundred hours of gameplay together with a group of others who eventually will become friends?

Oh, and I dont lead Storm anymore as I have a job to take care of nowadays. I still pop by and give them some direction and advice now and then. :-)

/Wolfe

This turned into a little essay ^^

#31 Snake_Plisskin717   Members   -  Reputation: 120

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Posted 18 August 2004 - 05:31 AM

I would be interested in putting perma-death in a single player game. I always find there isnt sufficient risk factor in single player games, at least in MMOg's you can penalize the player for dieing(taking away their inventory or something) but in SP they can simply reload. You could implement a devilish auto save system but is there anyway to get around the player crashing out?



#32 Terlenth   Members   -  Reputation: 300

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Posted 18 August 2004 - 05:51 AM

Probably could do an on end of program thing... where if the program is termanated it autosaves before doing so. But you could probably get around that by the "End Process" route through Task Manager.

#33 dwmitch   Members   -  Reputation: 143

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Posted 18 August 2004 - 08:24 AM

First of all, I would like to say that in context PKers aren't necessarily jerks. I was a PKer in Everquest towards the end, but that was because I was on a PvP teams server, and I was a rogue, who you expect to be a petty thug. I didn't do it to be a jerk, I was just playing my character the way a rogue should be played (even though I only ever won one fight).

Now about the limits. There have to be some limits placed on PvP combat, especially if you impliment permadeath. Otherwise you could have a level 50 mage cast necrosis on a level one player and dissolve them immediately.

Everquest handled this by setting caps. A level 20 player couldn't attack anyone over level 25 or under level 15, and players couldn't even participate in PvP until level 6 (could be five. It's been a couple of years).

Now as for the permadeath and name quests, you would lose a lot of players with permadeath and there would be a lot of confusion with name quests. Why work up to level 20 and get a lot of the good spells, thousands of gold pieces (or whatever your currency is), and maybe even a horse, then lose everything but your name when some punk druid roots you while you're trying to run from a puma?

And if you have to go on a long quest for your name, how will unnamed players interact with each other? Names are very important for interaction.

Oh, I almost forgot. It would be interesting to see large scale storylines, such as NPC orcs attempting to taking over a city (not a city with a storyline of having been captured, but an established city that's invaded at random intervals). Maybe even effects from the weather. For example, lightening could cause a forest fire, which would injure anyone who touched the flames, or lightening could hit players that are swimming during a storm.

#34 Brien Shrimp   Members   -  Reputation: 176

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Posted 18 August 2004 - 01:04 PM

I dont like MMORPGS. They aren't fun. Sure, I've been addicted to one before, but I wasn't having fun even then, which is why I quit.

My vision of a good MMORPG: No skills and no advancement. How is a game without ginding possible? Why would anyone even play the game? Players should want to play a game because it's FUN to play.

Here's a novel idea: Take advancement out of the equation. NOW design the game. Yeah, you'll probably have to do better than this old formula: "5 players form a party based on their levels and classes, then go have their characters stand around a poorly animated monster and swing their swords at nothing. As if this wasn't lame enough, once they have killed the monster, they have to sit around and do NOTHING until they heal. Oh yeah, and there's crafting in there somehow." MOVE ON. How about a battle system that relies on player skill rather than on character level? How about something else to do besides battle that doesn't reek of last-minute, side-quest, dead-end bullshit? Maybe I'm asking to take the RPG out of MMORPG. So be it. Whatever doesn't make it suck so badly.

Brien Smith-MartinezGarbage In, Games Out

#35 Terlenth   Members   -  Reputation: 300

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Posted 18 August 2004 - 01:22 PM

A couple of questions about the system you wish to impliment (because I have been trying to figure out how to do something similar for my own piece of mind).

How do you plan on having the characters control the form of the battle?

Do you want them to use projectiles only or are you going to make the only attacks possible predisposed attacks that are based from a mouse click?

Or do you mean to make it so that all attacks and blocks are made from the keyboard (in which case that combat may be too complicated for the player to use properly)

I'm just curious about what you think because of the fact that those questions above are the problems I could come up with from trying to figure out how to impliment that system.

#36 HART   Members   -  Reputation: 121

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Posted 20 August 2004 - 08:41 PM

Quote:
Original post by Megalith
I have played alot of MMORPG's, I tend to play as a "powergamer" with ambition which has led me to make and lead some pretty significant guilds (in AO, EQ and UO these got to quite some size, www.nanoclan.com hosts the site for my latest creation which is the guild Storm in Anarchy Online where im known as Wolfe.)




i would like to respond to all of these posts (and i will tomarrow) but its late and i just got my wisdom teeth yanked. i just wanted to say how excited i am to see that the great Wolfe posted here. i used to play AO, and when i played Storm was, and probly still is the largest force to be reckoned with in the game. anyway, just wanted to tip my hat to Wolfe.

#37 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 22 August 2004 - 02:22 AM

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Original post by HART
permadeath is my way of dealing with the asshole problem. as i see it now, people like to be jerks because its fun. honestly. but if people could also be a hero, and hunt down the jerks, i think there would be a balance of good guys and bad guys. bad guys would be disliked amoung the community, they would be outcasts not welcomed in citys. but good guys would be welcomed as heroes for risking theyre life to kill bad guys, and as such people would probly help them by giving them discounts to items and such.


Have you considered that permadeath is the ultimate grind?

#38 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 22 August 2004 - 02:33 AM


Quote:
Original post by fierywater
here is the thing though. the grind solution i thought of, isnt an instant level up. you dont gain xp super fast or anything. it still takes time to build your character and if someone has spent a few weeks on there character, they are going to be careful about what they do and say to other players.


If it still takes time to build your character, and dying now tripps the ultimate downtime generator ... how does that prevent downtime?

Quote:
Original post by fierywateryou have a very good point here. progressing is one of the main things people do in MMORPGs. i did a little thinking(not a lot), and i came up with this idea. what if people have to quest for theyre name at the beggining of the game. this quest takes awhile, not something most people can do in one day. after the quest you are allowed to create your name(this also might make a few people less likely to pick a dumb name). if during the course of the game you are killed by a player, you still have your name, you just loose all your skills. one of the purposes then in this game, would to be to make your name well known. you could either do this by being infamous or famous. on top of the name thing though, there will need to be much more content, goals to achieve, ways to interact with the world, im still trying to think that stuff up.


Keeping on the 'you have worked out a way to prevent all grinding', have you seen that the questing system in WoW has been regarded as grinding? So, this being the case adding a quest just to get your name doesn't sound like the way to prevent grinding.

Not that a quest to get your name couldn't be done in a cool way.

Quote:
Original post by fierywaterpermadeath doesnt penalize just assholes, anyone can die. it just gives them something to actually be afraid of. it kind of adds to the rush of battle too though.


In otherwords it penalizes everybody?

Perma-death is an interesting option, although balancing it in such away that casual players, or heck even hardcore players enjoy it can be troubling.

Some of the flaws I see in it is a group of arsehat players banding together to power level characters to enact their arsehat ways on other people.

I would be interested in seeing some polls with real users on how they enjoy the concept of perma death.

#39 ArchangelMorph   Members   -  Reputation: 262

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Posted 22 August 2004 - 02:58 AM

Well to start off with i'd just like to let kno a few things about me:

- i'm pretty much new to MMOPRG's and the only one ihave played so far is Runescape from www.miniclip.com

- this is because i'm a university student and can't financially afford to have the internet at home, I only managed to gain the experience playng runescape because the game is absolutely FREE.. Also the fact that the game doesn't require download or purchase as it runs directly off some online java client means that i could play the game from practically anywhere (even the uni computers, hehehe i'm a cheapskate i kno..)


Ok in my oppinion, one of the things that made Runescape such and interesting game to play was deifinately the variety of skills available to the player to master. there was stuff like fishing, crafting (making jewellery, clothes, ornaments etc..), cooking, wood cutting, mining, smithing and loads more. This mean't that play became much more of a job based affair rather than just levelling up you character to go and fight monsters etc. For the 20+ hrs i played the game, i spent my time earning a living in some trade (mine was mining ore and smelting it to make weapons for sale and also buying uncut gemstones, getting them cut and selling them on for people to use to make jewellery). In the time i played i found that the majority of enjoyment wasn't in the 'powergamer' role but just having the ability to play a very different and unique role in the game world.

I think that a good MMORPG would be one that gives the player the chance to play however they want to. If the player wishes to become a hero and go on quests to become famous and powerful then let the player do so..
If the player wishes to become the greatest fisherman in the land and go out into harsh waters and catch great whites and killerwhales then let the player do so..
If the player wishes to live in a single village, buy a property, convert it into a shop and sell goods for a living whilst going down to the local every once and a while to chat with his mates, then let the player do so..

I think the more 'Roles' you put into a 'Role Playing Game' can only make for a much more rich and engaging experience.

On top of that i think that another good idea would be 'the reduction of NPC's in the virtual world'. what i mean by this is, Have your essencial NPC's that are responsible for various game aspects etc. but allow for more of the NPC role's in the game to be taken up by players..

for instance,
If you have a world with lets say the kings loyal elite guard that hold the peace and make sure that players don't break certain rules in a city.. allow players to train to become these elites.. If a player break the rules then these elites have the authority to deal with the player (maybe throwing him in jail etc..), If the (elite) player tries to abuse his power then he would be cast down from his position and expelled from his ranks..

another example would be to allow players to become shop keepers or to provide a service to the rest of the world which NPC's would normally provide. Maybe give a general store keeper an NPC who goes out and buy's his stock for him from a special NPC warehouse. Allow the (shop keeper) player to, if successful in his trade, buy new properties and expand his business..
Now the role of a shop keeper in a world full of heroes and other, more adventurous roles may be one that the majority of players would dislike and choose not to adopt.. in this case maybe you could create (like runescape) a free service of play whereby players who aren't paying the monthly subscription to play the game could take up these lesser game roles and not have to pay a penny..

This would encourage more people to play the game overall and once a 'free-player' is bored of his game role, he could consider paying the subscription to give himself more options of play and open up more of the game to himself..

Another advantage of this would be that it would allow players to make special relationships with those that provide the services in the game world..
If a player is an asshole and a griefer, maybe shopkeepers who hear of his antics wouldn't trade goods with him..
Another example is if a player gets good friends with a baker, he may get discounted prices, freebies or whatever quality of service the baker wishes to give..

I think these ideas implemented into an MMORPG would lead to a VERY interesting, immersive, and enjoyable experience for many different types of players across the world..

#40 WiseElben   Members   -  Reputation: 250

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Posted 22 August 2004 - 03:54 AM

What I like in MMORPGs:
-An advanced class system. (For example, look at the game Ragnarok Online. There are 17-23 classes, depending on the server you're playing. You start out as the Novice Class, then you can decided between 5 1st class (Acolyte or example), then you can choose between two 2nd class (Acolyte -> Priest or Monk). Finally, some servers have the new Advanced 2nd Class (Priest -> High Priest and Monk-> Champion)

-PvP - What's the point of MMORPGs without this?
-Guild Wars - See above
-Houses - I've never played an MMORPG with a housing system, but it sounds like fun.!
-Online Marriges (Its fun! You can give newly weds like a high stat boost for their aniversaries and stuff.)
-Class Balance (This is a must. All classes must be balanced. That doesn't mean that a person using a dagger should be able to beat a person using a bow, which has an advantage.)
-Events! (All communities MUST have fun events. Fun doesn't mean summoning monsters in a large city and people lagging and killing em.
-Mini games (Capture the flag, team battle, or perhaps try to work in the new Splinter Cell multiplayer game in there somehow. XD. etc)

What I don't like:

-Crappy battle system (A FF battle system would not do well in an MMORPG)
-Server lag (Easy nuff.)
-Exploits (If there's a major exploit on a skill or something, disable that skill until you can fix it.)

And many more, but that's all I have time for. Good luck.




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