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Member Since 18 Dec 2011
Offline Last Active Jul 09 2013 07:14 PM

Posts I've Made

In Topic: MMO RTS, ongoing battle, what to do with someones base when they go offline.

07 January 2013 - 10:44 AM

Have inactive players retreat to AI defended fortresses.  No AI will ever be a match for a human opponent in a good strategy game, but you can make defending or targeting inactive players a strategic goal. 

In Topic: Modular game world

13 December 2012 - 12:06 AM

But, in an MMO those systems all have to work together. The interrelatedness of things is part of what makes the MMO feel like an immersive world, as well as the important design principle of unity of subject matter. For example pets typically play a role in combat, and the player crafts items relevant to capturing (involves exploration), breeding, and/or training pets. Not to mention the problem of keeping the player's money balanced if they are somehow using the same money across multiple games. And if the money don't carry across, it would be quite difficult to make them seem like one integrated game. Making each of those playable on its own would make it more difficult to plug them into each other. So, I like the idea of modularity. I like your project breakdown except I'd toss out the necromancy and add a faction reputation/individual relationship meter instead, and a minigame arena or similar way to bring minigames into the MMO, and I'm fairly sure magic ought to be a sub-area of either combat or crafting, depending what you're doing with it. But I'm not sure this project breakdown works as a list of standalone games to be combined into an MMO.

The separate games wouldn't change how each system interacts. Say there's an mmo with a great crafting system but you hate the rest of the game. This would give you an option to experience the crafting without having to do the rest of the the stuff you dislike. Maybe off a smaller sub for that section of the game. Plus you wouldn't bring it all together at once. Maybe tie a couple together here and there, but you'd want to focus on the core game play before making it part of the game world. Smaller project chunks like this can allow you to have a sequel or two to fine tune stuff before pugging it into the collective game world. There's a lot of possiblilities on how to tie them all together.

I've mulled over this same thing many times. I love the idea of several smaller teams each making a unique game that would eventually be part of a larger game (be it mmo or not) but after awhile I came to the conclusion that there needs to be a "main team" that is in charge of the game, as a whole, that would stitch the pieces together and be in charge of making sure the pieces fit together in some kind of coherent way. I think as a single team though creating many small games as proving grounds for individual components of a future idealistic game is a great approach.
As far as modularity, however, It's unlikely to work well. Games, in general, are so entirely custom and even slight variations modify gameplay quite a bit. Look at shooters... you could say the gameplay aspect is modular there but each game has its own tweaks, stack, control flow, and many other aspects that make it 'feel' unique even though on the surface they may seem like the same game.

All the games would need to be designed by the same team. You could hand off those designs to different teams, and as long as they meet your specifications, everything should work more or less OK.

In Topic: Why is there no Ultima Online 2?

12 April 2012 - 08:58 AM

Have you tried LinkRealms? It's based on UO. http://www.linkrealms.com/

In Topic: Core Mechanics, Content Gating, Sandboxes, and Radical Change

26 December 2011 - 11:23 AM

I'm considering a lore system comprised of books and maps which are found as loot. I control the release or the rarer ones that progress the story of the game.

A player finds an uber rare ancient map that shows some sort of building in a certain location by obvious landmarks. If the player checks it out, it's hopefully obvious that the building on the map has been buried. Digging in the area turns up artifacts to encourage more digging, but to unearth the building requires the effort of an entire guild or public work project where anyone can join in. So a group of players eventually unearth the buried building, figure out how to open it, and out pours a black mist. The building was a prison to contain the smoke creature which is now loose to effect the entire game world.

At the same time, pages of ancient books are being found, some of which mention or give clues about the giant spreading shadow creature, it's history, and that it has a weakness against fire and light spells.
Some players will find these things and sell them to the Library for all to see, others will hoard them in their personal libraries for themselves and their guilds. One player may find a scroll on how to perform an ancient ritual, while another player finds a page for a book that mentions where the ritual must be performed, and another player finds a journal that mentions when it must be performed.

Not only does it create the scenario where a group of players can unwittingly unleash something that negatively effects the game world, but it also creates the opposite scenario. Where a player discovers a potential threat and works to stop it. That could involve some detective work, who's building what where, what guild just buying up all the death monks required for the massive ritual.

Of course if a player doesn't eventually trigger these events, larger and larger groups of monsters are going to keep trying until they pull it off.

Players could always dig something up at random without any maps or lore, but that would be unlikely due to the project size required to unearth something of that sort.

In Topic: MMO: Permanent Death

24 December 2011 - 03:22 PM

That's not really permanent death though. Permadeath is a concept applied to the player's singular avatar. Perma death in your game would mean losing all your characters.

Even perma death isn't perma death if you can just reroll another character. The game goes on for the player unless you go for the rules in that game world in Caprica, where if you die, you can't go back into the world.
My system isn't that different than hardcore mode in Diablo3 where if you die you still have a large cache of weapons and gold in your stash. You can't think of perma death as the absolute end, and need to provide ways for the game to progress beyond death.