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Member Since 01 Jan 2010
Offline Last Active Nov 19 2011 09:19 PM

Posts I've Made

In Topic: Microtransactions service for real money auctions in mmo

07 September 2011 - 11:05 AM

Did you miss the announcement about Diablo III's Real Money Auction House?

Edit: Not an MMO per se, but its close enough.

Edit 2: I've also completely forgotten about Project Entropia where you can exchange cash for in-game currency and vice versa.

In Topic: End Game

05 September 2011 - 08:10 PM

Interesting read > http://www.shacknews.com/article/57889/lead-blizzard-dev-outlines-9
First question: how are you going to tell a story? Dialogue box doesn't work well in MMO. Players normally speak to NPCs because they have a [!] or [?] above their heads. Even then, most players just skip the dialogue box and check their quest logs. The quest log only tells the player to "Kill X", "Go to Y" or "Collect Z". Whatever story you are trying to tell would probably get ignored if you rely heavily on those dialogue boxes.

Second question: how do you hook your players into the story in the first place? I'll use WoW as an example. They have ample backstory and a rich lore, and a number of their quest chains are intricately linked to the lore and story. Despite that, I still ignore the story when I am pressed for time. I have a general notion of what the story is but I'll tend to ignore the details. Assuming I read every single dialogue box related to the quest chain, I would probably have forgotten them a couple of weeks or days after finishing that particular chain. Over the course of five years, I'll probably only remember major details like "something evil was lurking in the world"..."evil was born, and they call him Satan"..."the final boss appears". Anything inbetween is probably glossed over or forgotten by the time the end arrives. To put it bluntly, all MMORPG players have ADD and all of them want to get to the action bit as quickly as possible, with or without the story.

Third question: how would you pace your story? There are those who blow through content like there is no tomorrow and would probably reach whatever endgame that is currently available in a very short time. Then there are those who would login once a day, complete one quest, and go to sleep. If your pacing is too slow, the former would have explored everything your game has to offer up till that point within a couple of months and move on without seeing the end. They may return periodically to check for updates, but there is no guarantee that they are still in it for a story that they may have likely forgotten. If your pacing is too fast, you risk shunning the latter types since they cannot keep up with the development. Worst still, they might be only halfway through the game when the end is near. Also, an MMORPG often has new players joining all the time. If they joined in the latter part of the game's lifespan, they would have to play religiously to make up for lost time. That means going through 3-4 years worth of story content in the remaining 1-2 years.

Last question: what does the ending look like? Does it involve having a cutscene appearing at specific hours on a specific day/date? Or is it some final boss that is spawned a month before the server's last day, and players have 30 days to kill it? Perhaps its an apocalypse scenario where players drop like flies until everyone is killed? If the "end" only appears on the last day of the server, you run a very high risk of overloading your servers when everyone comes online at that specific time to see the end. Worse still, the final boss appears in one place and every player congregates in that place, causing massive lag to everyone wishing to see the end. More likely than not the servers would crash and ruin whatever ending you have planned. The other factor is varying time zones and playing time. If your end does involve a specific time and date, a number of your players would likely miss it completely due to time constraints.

In Topic: Alternative Term for "Race/Faction" in RTSes

02 September 2011 - 11:09 PM

Groupies. Brotherhood. Society. Flocks. Schools. Herd. Ties. Links. Circles. Legion. Regions. Flags. Party. Realms. (Colour-)Skins. Kin. Tribe. Folks.

Also, depending on the game theme, you can collectively call the races as "Word" and stick "Word" at the end of each separate Race-Name. (I.E. The races are collectively called "Magicas", but separately they are "Fire Magica", "Water Magica", "Earth Magica", etc.)

Edit: Or you could call them "Kings", and each selectable faction goes by the name of the King. There is no restriction on "race" or "faction" themes as the "Kings" can mix and match their troop composition to create unique flavours. You can go all the way and let players become their own "King" and select their own composition of troops and buildings.

In Topic: area / dungeon design with no movement input

01 September 2011 - 01:10 PM

1) Parallel Universe.
2) Sorcery Quest

The first link is a browser-based text RPG. The second link is a flash RPG with similar travelling system (And might be quite close to what you are hoping to achieve).

Basically the travelling/mapping system in both games consists of the player clicking on and moving into "squares". Whenever the character move into a new square, the system rolls for an event (NPC appearance, item get, battles, etc).

What you can do for your game is create a large grid as your map base for the wilderness/dungeons and split the play-screen into 9 boxes when the character is travelling in the wilderness/dungeon. Players can click on any of the 9 boxes and the character will "move" into the clicked box (triggering events, if any).

In Topic: Over, around or under it...

31 August 2011 - 08:20 PM

Go through it. The wall isn't really there. Its just your eyes playing tricks on you.