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Racing MMO


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#1 robert4818   Members   -  Reputation: 138

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Posted 30 August 2005 - 09:03 AM

Just a thought. Would a game such as Need For Speed Underground work as an MMO. I think it may, but I'm not sure if the technology and bandwidth are up to it yet. Some races would be instanced so only the participants could be there, but there would always be the ability for pickup races on the regular map. Obviously car customization would be a must....as would having an extreamly large map. I think there would need to be Both city and off road racing areas...Not to mention different types of vehicles. Advancement includes bigger and better cars, and access to more of the map. Races have "level limits" so that the guy in the ferrari keeps beating the people in the love bug... Just some thoughts...not really a coherant idea. What do you think?

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#2 zealotgi   Members   -  Reputation: 100

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Posted 30 August 2005 - 09:22 AM

I had an idea like that once, only using a F-Zero like setting where players could earn achivements and such. It wasn't really an MMO though, more like an Online racing RPG.
---------------------------------The Shadow Sun - Want Your Writing Exposed?

#3 spacemonkeystudios   Members   -  Reputation: 100

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Posted 30 August 2005 - 10:36 AM

I think these have some scope.
I also had an idea for a sports MMO, and that was a Golf course.
Quite a good idea in my opinion.

I would almost deffinately play a racing MMO, it would be great.
-steve_______________________Freelance Game Journalist / Designer / Occasional Game Developer[GamingHours.com] [RandomlyAccessed]

#4 Drethon   Members   -  Reputation: 211

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Posted 05 September 2005 - 11:43 AM

Just a couple random ideas I was interested in towards this idea.

The first one was primarily a single player game but the storyline went something like this:

In 2025 the Chineese government was taken over by a far more agressive group. They began rapidly building their military forces. During treaty negotiations with the United States, they attacked the US.

Knowing they did not have the technological superority to defeat the US, Chineese forces began with a EMP attack. The new EMP weapons were strong enough to disable all electronics in the US. The Chineese then began the land assault and completly occupied the west coast of the US.

A side effect of the loss of all electronics is all prisons were quickly overcome by their prisoners. Between the roving bands of roving gangs and the Chineese forces, all countryside became too dangerous to enter. The cities became fortresses protected by armed citizens. All travel between the cities was either military convoys or the few brave blockade runners.


The whole idea behind the game would be the player is a blockade runner who transports people and goods between the cities. The player would start as a gunman for NPC cars and work his way up to purchasing his own vehicle (or just continue as a gunman). Just seems like it could be an interesting MMORPG possibility.


Another idea I had was after watching an enduro race the other day. For those who have never seen one, they put 100-200 cars on a half mile or smaller oval track and run 200 laps. There are NO yellow flags, only red flags to allow drivers of disabled cars in dangerous locations to get out. All cars are left where they stop if they cannot drive away.

To start with the game could be very simple, no damage, just the racing phyisics. If the game worked, damage could be added as well as purchasing additional customization of vehicles. I'd love to see a MMO game like this.

Oh, and if anyone makes either of these I get a lifetime subscription :p

#5 Oluseyi   Staff Emeritus   -  Reputation: 1670

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Posted 05 September 2005 - 12:34 PM

Quote:
Original post by robert4818
Just a thought. Would a game such as Need For Speed Underground work as an MMO.

...

What do you think?

Motor City Online (originally titled Need for Speed: Motor City) failed. It could be because of the difficulty level and other details, but it did. This doesn't mean that an MMO racing game is impractical; it just means that you have to ensure that the game scales, that economy is meaningful, that valuable data persists, that you handle latency in an intelligent way... Basically, fix everything MCO borked.

#6 Oluseyi   Staff Emeritus   -  Reputation: 1670

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Posted 05 September 2005 - 12:42 PM

Quote:
Original post by Drethon
Just a couple random ideas I was interested in towards this idea.

The first one was primarily a single player game but the storyline went something like this:

...

Auto Assault.

Quote:
Another idea I had was after watching an enduro race the other day. For those who have never seen one, they put 100-200 cars on a half mile or smaller oval track and run 200 laps. There are NO yellow flags, only red flags to allow drivers of disabled cars in dangerous locations to get out. All cars are left where they stop if they cannot drive away.

Enduro races in Project Gotham Racing 2 tend to be about 7 or 9 laps. Anything more than that begins to numb the brain. Who do you think is going to play a 200-lap racing game?!

Besides, what makes it MMO? What persists between sessions?

#7 stylin   Members   -  Reputation: 758

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Posted 05 September 2005 - 06:30 PM

Quote:
Original post by Oluseyi
Anything more than that begins to numb the brain. Who do you think is going to play a 200-lap racing game?!

... People into racing probably. Me and friends used to do the endurance races in GT2 all the time. Some of those races take a long time to finish.

Just a thought - there's a market for pretty much anything.
:stylin: "Make games, not war."
"...if you're doing this to learn then just study a modern C++ compiler's implementation." -snk_kid

#8 Trapper Zoid   Crossbones+   -  Reputation: 1366

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Posted 05 September 2005 - 06:36 PM

Quote:
Original post by Oluseyi
Who do you think is going to play a 200-lap racing game?!


The same people who play Le Mans 24 Hours?

I pity the testers who had to work on that game! [grin]

But I also agree I'm not sure about a good way to make this MMO. A MMO with driving would work (say MMOGTA, for example), but just racing around seems more multiplayer than massively multiplayer to me.

#9 jbadams   Senior Staff   -  Reputation: 14677

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Posted 05 September 2005 - 06:39 PM

What advantage would being an MMO provide over instead providing a multiplayer matchmaking service and scoring system?

I think the idea could potentially work, but I don't see any reason why it should when you could probably get all the benefits through matchmaking while avoiding some of the problems.

Benefits of a matchmaking service:
- People will be able to quickly locate a race (or other driving event?) of whatever type interests them.
- Players can be competatively ranked.
- Players get to show off thier customised cars to each other.
- Players can easily set up a race against friends.

Problems making it an MMO introduce:
- In non-instanced races, other cars could interfere.
- You could effectively end up with traffic jams.
- Players will have to drive to certain locations (takes time) to find a race that suits them.
- Players will have to drive around to locate friends within the map.

I'm not saying the idea is bad, and it could probably be kinda neat in some ways, but does it really need to be an MMO?

#10 XisZ   Members   -  Reputation: 218

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Posted 05 September 2005 - 07:22 PM

Wouldn't this cause major Virtual Traffic Jams.
Unless even the sidestreets are about 5 lanes wide....and you make up a fake city.
And the city is about 1,000 square miles.

It is a very inpiring idea, and it would take just as much bandwidth as a MMORPG.
Think of it like this....

Final Fantasy is MMORPG
MMO Racign is a MMO Racing Game

Final Fantasy has characters
MMO Racing has Cars

Final Fantasy has Items, Outfits, Abilities, Pets, Etc.
MMO racing has Car mods, Details, Nitro, etc.

Final Fantasy has HP, MP, Atributes
MMO Racing has Speed, 0-60 in X, Attributes.


you see, so its not the bandwidth thats the problem (Being as how the files are already on your PC, its just the information you need to download)

But the problem is size....unless you have a sort of Room/Lounge system where you can meet up in a giant chat room and set up your own race with your own specs and rules that one must abide to...that project would not work out to well

#11 robert4818   Members   -  Reputation: 138

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Posted 05 September 2005 - 07:54 PM

Bandwidth due to the more "twitch" nature of the game. MMO's run off of basic actions that are lined in a que. It limits bandwidth issues.

A racing game requires constant input. Thats where the bandwidth issues come in.

The idea is for the city to be very big. VERY BIG.

Does it mean that there is no possibility of traffic jams...no, but a large city could very well work out.

Non-instanced races...yes the idea of interferrance is there. Its part of the idea.



#12 XisZ   Members   -  Reputation: 218

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Posted 05 September 2005 - 07:59 PM

How would a MMO not need constant input as well though?
I mean, don't you need to know that if your friend is pushing up he is going foreward?

or, if your friend is under a "poison attack" that his health will drop X points every X seconds?

Or how about the fact that if there is A trade going on...will you not have to see what is being traded?

The only way around this I can think of is that all your data is sent to a higher speed database, and then downloaded by everyone in the X square mile/foot/yard/etc.

#13 robert4818   Members   -  Reputation: 138

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Posted 05 September 2005 - 11:20 PM

Because in an RPG style MMO, Lag won't affect what happens as much. You don't have to worry about constantly adjusting you're movements. Lag won't affect you as much as it will ina racing game.

Yes there is constant inputs, but the game can make certain adjustments and assumptions when there is lag.

Thats why you see auto attack instead of Zelda like controls.

#14 Drethon   Members   -  Reputation: 211

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Posted 06 September 2005 - 12:19 AM

With enduro races, the tracks are small enough that a lap lasts about fifteen seconds. The last enduro race I watched was two hours long and half of it was due to red flags. I like the MMO idea for this because you could start with a basic car and purchase upgrades and customize the car, though it might not work as well for this type of game as for others.

#15 Vanquish   Members   -  Reputation: 216

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Posted 07 September 2005 - 11:42 PM

I agree that a pure racing MMO is barely viable - but, if part of a greater whole it is definitely ripe for being in an MMO.

Im going to shamelessly pimp my own project: CONFLICT: Omega because it actually fits the subject. In our game players can find cars, salvage parts to upgrade them, then use them not only for combat or travel, but our hopes are thatwith a little prodding a racing community will spring up.

Again I dont think racing gameplay is worthy of its own MMO because there's no role to play....not much interesting to do in the downtime between races.

Perphaps if you treated it like a simulation game and took a console-type "career mode" and "manager mode" and set up a situation where players both adjusted the stats of their drivers and cars based on skill points won through races you might have a start. Add in some sort of business sim where you had to manage various factors of the company...and then put that in a persistant world...you might have something there.


Alfred Norris, VoodooFusion StudiosTeam Lead - CONFLICT: Omega A Post-Apocalyptic MMO ProjectJoin our team! Positions still available.CONFLICT:Omega




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