Next Gen MMORPGs?

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16 comments, last by Anton 9 years, 9 months ago

Hi guys.
So what i would love to see is a mmorpg that forces you to play a role and that that role has an impact on world.
What i have in mind?
Imagine a world with no shops run by npcs. So you want to get/buy sword, well you search a player that has chosen a role of blacksmith. He is makeing swords but he needs a raw materials so he could go and get them, but that would prevent him from makeing swords, or he can go to player that has chosen to play a role of miner and he trades for that material. Of course one can have more roles but he cannot be soo efficient.

Do you guys understand me? its basicially a player driven economy. The game of course should have a goal.

I know that most players wont like this sort of game but i have enough of games that says kill x number of y animal...

Thats my idea of an mmorpg i would love to play.

I suspect that you really would NOT love to play that game.

Let's say your role is shop keeper, and there are roughly 74,000 players in your realm alone. Since you are a shop keeper, your role is to stand in a booth and haggle for your entire play session. Your haggling must be fair and balanced enough to not throw off gameplay, and you must deal with 5-10 other players every minute. Some of them will dump of piles of junk for your valuable cash, others will try to swindle you out of your very rare objects.

Or, your role is inn keeper. Players come in, pay a tiny fee, then log out as you protect their belongings from thieves. You are responsible for protecting them 24/7 as they may not come back for days or weeks. Sorry, no adventuring for you unless some thief happens by, but since they are likely an experienced rogue and you are a bored shopkeeper, you won't stand a chance. Tens of thousands of players may be in your care at the inn, and you need to provide food and drink and protection to them all. That's excitement.

You mentioned a blacksmith role. You get to spend your days essentially grinding out broadswords in the hope that you make the legendary sword, or forging bolt after bolt after bolt for a chain mail, spending hour after tedious hour creating a single suit of armor. Then another suit of armor. Then another suit of armor. This is worse than level grinding, since there isn't really a point to the grinding.


It is far more fun to be the adventurer, to be the traveling trader, to be the mystic healer, or otherwise be some fantastic and interesting character. Nobody wants to be the role "grave digger" or "stable mucker", but those are the jobs that would be most realistic in those worlds.
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To riff on what Frob has said --

Most people aren't going to get their rocks off being an anonymous shop-keeper performing busy-work in a realistically-rendered, HD environment. The reality of a Serf's life is far too tedious to ever want to experience virtually. That said, there are some people who get off on economic simulations (e.g. something like railroad tycoon, or others). But in those kinds of games, you're a god-like "manager" of a particular economy, not a single man running frantically from hot-dog-cart, to carnival game counter, to roller-coaster turnstile, back to hot-dog-cart again chasing patrons.

Those games tickle the funnybone of some people because you get to make macro-scale decisions at a higher level instead of having to act out every boring aspect. I believe that you could have a system of in-game jobs for people to participate in, and that some people might enjoy that in and of itself. Done well, it could be interesting for both shoppe-keeps and adventurers alike. But both parties have different requirements for their interface.

One idea would be for the player-character in the fully-rendered world to sacrifice the hours that their shop is running (or, leaving it to an NPC employee they've hired), and then building a separate (perhaps entirely web-based) interface that they can manage their storefront(s), set buys/sell prices, buy or sell stock on a wholesale commodities market, and participate in auction or direct sale of special items and services. There are interesting potentials for gameplay here -- he could become a baron with shops in every city, or perhaps they've become known as *the* place to go for certain types of items. As your business grows, perhaps it becomes advantageous to move goods around the country-side, so maybe you begin dabbling in trade-routes and dealing with banditry (or maybe you decide to outsource to someone who specializes in moving goods, or you become that guy yourself)

Balance is key, though -- you have to decide to what extent you want to interfere to prevent monopolistic practices from crippling your game, and the right difficulty/reward balance to make being a shoppe-keep interesting, rather than having a system where it simply trends to parity with being in any other job or living the life of an adventurer.

Other interesting jobs could operate by a similar mechanism, but not all jobs will be suited

throw table_exception("(? ???)? ? ???");

A career role, especially not-very-skilled labor like selling stuff, is one of the least interesting types of role one could experience in a game. I'm all for playing a role, but I'm a l'm more interested in a role of interacting with NPCs in a way that I could actually change their minds in a way that would change their behavior, and I'm also interested in a role of building buildings and minigame-based crafting which creates the illusion of actually using skill to craft items, or sim/time-management crafting involving growing plants, breeding animals, mixing and processing ingredients to make foods, potions, dyes/alloys/fabrics, etc. Jill-of-all-trades, one-woman-economy, rich ruler of an awesome estate and clever hunter, those are the roles I like to play.

But if you want to run a shop, NeoPets had a good shopkeeper minigame for years (not sure if they still have it). I think that kind of PvE economic sim minigame within an MMO could be a lot more fun than a PvP version of the same.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

But if you want to run a shop, NeoPets had a good shopkeeper minigame for years (not sure if they still have it). I think that kind of PvE economic sim minigame within an MMO could be a lot more fun than a PvP version of the same.

Last I logged in, the "shop" has taken on a role as a commodity exchange.

There is actually no decent economic MMO out there that I can think of - 'bout time some one made one. tongue.png

(( I do find myself playing the "markets" in most MMOs I play ))

I cannot remember the books I've read any more than the meals I have eaten; even so, they have made me.

~ Ralph Waldo Emerson

But if you want to run a shop, NeoPets had a good shopkeeper minigame for years (not sure if they still have it). I think that kind of PvE economic sim minigame within an MMO could be a lot more fun than a PvP version of the same.

Last I logged in, the "shop" has taken on a role as a commodity exchange.

There is actually no decent economic MMO out there that I can think of - 'bout time some one made one. tongue.png

(( I do find myself playing the "markets" in most MMOs I play ))

I'm talking about the game Plushie Tycoon.

I think there has been some general consensus that market play interferes with main MMO gameplay, which is why auction house taxes are used to block market play. Other features related to market play, like restocking automation and better market search tools, seem to just be dev priorities so low they never happen. I do remember seeing one online historical economic sim that someone was asking for beta testers here at gamedev for. That's the kind where you get so much energy or turns per day to gather resources or put into factories to turn the resources into higher order products, and all the resources are bought and sold through the global market. It didn't have much else besides market play though; why struggle to become rich if there's no part of the game to enjoy your wealth in yet?

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Hi.

Yestrday i forgot to write that sleeping, eating and drinking would be required.

And there wont be level system. Just skills that you aquire with hard work. (you could have more skills).

About role of innkeeper i didnt even think...


One idea would be for the player-character in the fully-rendered world to sacrifice the hours that their shop is running (or, leaving it to an NPC employee they've hired), and then building a separate (perhaps entirely web-based) interface that they can manage their storefront(s), set buys/sell prices, buy or sell stock on a wholesale commodities market, and participate in auction or direct sale of special items and services. There are interesting potentials for gameplay here -- he could become a baron with shops in every city, or perhaps they've become known as *the* place to go for certain types of items. As your business grows, perhaps it becomes advantageous to move goods around the country-side, so maybe you begin dabbling in trade-routes and dealing with banditry (or maybe you decide to outsource to someone who specializes in moving goods, or you become that guy yourself)

Thats excatly what i had in mind. So in time and if you would be persistent enough you may end up as leader of merchant empire with its ovn navy and military, like venetian merchants in their glory days.

I know its tedious to play such a role but it most certainly is wery important role.

And nobady says that you couldnt be adveturer if you are innkeeper.

But my point is that, if nobady wouldnt play that role, the whole world would "feel" that. To rephrase that:

If you are a blacksmith in game you would be able to dictate the turn of events and the direction that game goes.

By selling weapons and armor to people. If you are in a guild or in one kingdom your hard work will show when there is a war for land and the ones with better equipment would won, and nobady said you couldnt smash a few heads in that war.

So a good blacksmith or farmer or builder would be a wery important player in guild or kingdom.

It is role playin that it should be.

(i guess i am just a little too day-dreaming, but thats are just my wishes)

Sorry for my english.


I know its tedious to play such a role

If it's tedious, you are doing "game design" wrong. Also, I'm sure there are people somewhere in the world who really love being a chef (for example). There are lots of fun games where you are a chef - I like Cake Mania, and I've seen similar games where you are a sushi samurai or a witch cooking potions or a bar tender serving drinks and snacks. This kind of job can be fun. I would do this kind of job in an MMO if it was fun. But who is going to play an MMO role which is tedious? No one will, and no one should. Giving a player tedious things to do is disrespectful to the player.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Sorry i used wrong word, i ment it is boring for most people.

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