Author is not english native speaker. If you want to help him edit the text, you're welcome to do so.
I have a big idea, that of course have been thought of before, but yet was not implemented in any of actual games.
But before I start, I want to ask a question : What separates games from our lives?
Let this question stay in the air for a while, in meantime I'll tell you about a game that I was bearing for long.
Imagine a world where you can be anyone you want, only limited to logic and prespective of the game world. Sounds trivial and pretty generic, right? We can become anyone we want by just simply picking the game of an interest in the store and living trough the life of the protagonist. But that's his life. Even in RPGs we get limited amount of choise to shape our character. That's why we should look before all the games. Remember tabletop games where you trully could be anyone you want with story, being that you came up with, where people actually used their head to make characters alive. But even games like this exist (Remember NWN for example). These kind of games are classic and cherished by players and game industry. However, they lack one, and only thing - connection to our real live. Everytime we return from adventure, characters are forgotten and brushed aside by problems or work. But we've reached the age where electronic devices are all around us and used on daily basis. So why nobody still did it? Don't want to mix real world and imaginary? Fear of being devoured by another world? I can say one thing - none of these problems bug me. I just have an idea to share.
Setting: Alternative universe in early medieval with it's own technology progression (it's the easiest style for me that I'm acustomed to)
Type: Cross-platform MMO and SP experience united.
Idea: The game will be focused on living the life of your character with various outcomes, and focusing on Role Playing part of the game, with certain possibilities to affect the world.While using your PC/Home console with synergy of mobile devices for character control and other things. (Note: This is almost realized in rewritten minecraft. Funny, but using it as a test areas is pretty convinient. We don't break laws though, and not going to sell altered product.)
Gameplay: Depends on player. I'll divide gameplay functions in 2 big categories : Social and Battle.
Social: Players can interacte with world around them and each other with "Social skills" given to them from start or "Special Skills" that can be obtained in certain ways , be that just a usual chit-chat and moving certain objects or performing special actions and trading. Basic as that. But that the first thing I want to emphasize upon. Usually we are left with emotions, usual gestures and some actions toward players/objects in MMO/game world. Can we broaden interactivity or not? Should we do it?I want to know what do you think about it. My idea is to divide all the objects in the game into categories, where used actions against them will change it's meaning depending on what object it's used on.
Example: Using command "Social Skill" "Push" on door will result in opening it from you (not toward you). Using it on a person will make you push that person. Using it on a object, you will attempt to move it (will depend on your STR level), etc.
So basically every skill will have few arguments:
- Object it's used on
- Attribute that this skill will use after checking the object's group.
I want to discuss difficulties, pros and cons that it will bring. Will it be efficent?
That will be first thing I want to talk about. Because there is to much for one time. So this thread will be updated after a while and bring next question for discussion.
Please note that I'm not discussing the universe of the world which is already written and tested in several ages prior to distant future.
Related topic: Universe of this game
Edited by ArchTroll, 03 April 2013 - 05:48 PM.