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Vlion

Twist on MMORPG...

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I''ve had this idea floating around in my head for some time now, but I''m not quite sure how functional it would be in implementation. What are the key things in MMORPGS ? The MMO part, and the RPG part. What if we just made a MMO game, with no RPG in it ? That would be just chat; but in 3D, right ? How would you network it ? We don''t really have to do that: there is this great network called IRC set up. So what does all this mean ? It means that if you could write a program for chat and 3D, you could almost certainly setup a connection via IRC. The "world" would be a bar, or a house, or a similiar "small" area. Communication on the irc level would be /msg #chan cmd:move +1,-1,0 and the game would parse that into action for the character. cmd:move +1,-1,0 "Vlion moves 1 in x, -1 in y, and 0 in z" How does this set of ideas sound ? ~V''lion Bugle4d

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What about the bad lag you get sometimes in the IRC network?
Besides why not just make a 2d one first and if that is a success then you have all your IRC interface classes to work in a 3d one, if your 2d was feasible and it didn't give you much lag.

Mecha Engineer (Making Real Humanoid Suits)

[edited by - TheShadow on May 4, 2003 12:49:51 PM]

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There is somthing like this allready furbies or fuzzels or fuzzies I don''t remember what it is called but they use a iso engine and basically all it is is a chat room

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quote:
Original post by Vlion

What if we just made a MMO game, with no RPG in it ?

That would be just chat; but in 3D, right ?



Ok. Where is "game" in chat? And why does 3d constitute a game? MMO(RPG) MMO(whatever) is just a piece of shit acronym that people never should have invented in the first place.

MMO means: Massively (Wtf does massively mean anyfark?) Multiplayer Online if you add Game to this you have a MMOG.

Personally I think MOG works much better but what the fark to I know.

PS> Its really really old but here is your MMO Chat room (game).

ActiveWorlds

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I think it''s an important distinction, Critical_Waste. "Massively" sets them apart from games like Unreal Tournament or Quake 3 arena, which have a relatively small number of players populating a world. A Massively Multiplayer game can support massive numbers. I admit readily that "massive" is a nebulous term, but it gets the point across.

There might be a little redundancy in "multiplayer online", though. After all, are there any single-player online games?

But I agree that what''s been described here is less "game" and more "interactive environment" or "experience". I remember reading some kind of plans to introduce a gamespace "lobby" into games like UT or Quake. Players would actually walk around weapons-free to meet and host/join games. An awkward system, perhaps, but if it was elegantly executed, it could be made to work. Imagine a non-game-specific "lobby" system. I would expect it to be something like GameRanger, but with each room populated by character avatars. Pick your character and colors, a name and perhaps a unique icon, and then engage in all the same off-topic crap that people do in the pure-text systems. You could get clan uniforms or some other dorky stuff, and people would flock to it.

I think this is an inevitable evolution of the online gaming community, and it''s just a race to see who does it first, and then a contest to see who can do it best.

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I think the word your looking for is "Avatar Chat" or "Character Chat". Here are a couple examples. They can be very successfull, and some include mini-games.

http://www.habbohotel.com/
http://www.rocketsnail.com/chat/penguin/

rsnail

[edited by - rsnail on May 5, 2003 12:49:03 PM]

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quote:
Original post by djkno3
There is somthing like this allready furbies or fuzzels or fuzzies I don''t remember what it is called but they use a iso engine and basically all it is is a chat room

Furcadia? Actually it''s a lot more than a chat room, although EQ players like to joke about it being useless.


[ MSVC Fixes | STL Docs | SDL | Game AI | Sockets | C++ Faq Lite | Boost
Asking Questions | Organising code files | My stuff | Tiny XML | STLPort]

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quote:
Original post by Iron Chef Carnage

There might be a little redundancy in "multiplayer online", though. After all, are there any single-player online games?



It''s not redundant since you have multiplayer offline games (i.e. splitscreen).

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Yea, that is kinda what I was think about.
Avatar chat, hmm?

It lookds to me like most of them offer partial functionality for free, then for the real functionality you must pay; or it is lame and free.

Activeworld seems to be the best of them, but it is fairly limited.

What I envision is a GPL''d application(not java or flash crap) that essentially sits on top of IRC and uses that as the communication layer.

Why IRC ?
Its common and reliable.
Why GPL ?
Easier for people to modifiy it and make it better.
Why app not flash or java.
Browsers can''t render at a decent speed for 3D graphics.

Good idea or no ?


~V''lion

Bugle4d

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quote:
Original post by Kylotan
Furcadia? Actually it''s a lot more than a chat room, although EQ players like to joke about it being useless.



Yea that''s the one. Sorry if I described it wrong I just read a bit about it, downloaded it and didn''t like it too much. Mind you I never gave it a real chance (5 mins isn''t long enough )

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quote:
Ok. Where is "game" in chat? And why does 3d constitute a game? MMO(RPG) MMO(whatever) is just a piece of shit acronym that people never should have invented in the first place.


Are you actively trying to troll? Being anti-everything doesn''t make you cool. It doesn''t make you seem like you know what you''re talking about.

quote:
MMO means: Massively (Wtf does massively mean anyfark?) Multiplayer Online if you add Game to this you have a MMOG.


...excuse me while I laugh. Alright. See, what is the acronym for Role Playing Game? Come on, it''ll come to you. Very good! RPG! Now, does ten thousand-ish players constitute "massive"? Yes. Is it a multiplayer environment? Yes. Is it online? Yes. Let''s put everything together. Massively Multiplayer Online Role Playing Game! Very good!

quote:
Personally I think MOG works much better but what the fark to I know.


Little.

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quote:
Original post by Edward Ropple

...some lame attempt to be "funny" by Edward Ropple...


Vonderful. You see I hate the word "massively." No I am not trying to troll. I just hate totally made up words.

"Massive Multiplayer Online" (Insert something else here) sounds a lot better than "Massively." And yes I do know what RPG means.




[edited by - Critical_Waste on May 7, 2003 1:26:31 PM]

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Lol, furcadia is useless... I have been sayign this since like 1998 now, before EQ came out, and way before I played EQ. Who wants to JUST chat, sure EQ is community driven, but only cause you have to interact with people to get good at trading or leveling.

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quote:

"Massive Multiplayer Online" (Insert something else here) sounds a lot better than "Massively." And yes I do know what RPG means.



Technically, that's probably right, Massively is an adverb.

I'm not sure whether multiplayer is a noun (sounds like it should be, 'player' is) or not, it's definitely not a verb, but it could be an adjective. If it is an adjective then Massively is correct (although Massive would work too).

However, personally I think 'Massively Multiplayer Online' sounds better.

EDIT:

Language is always relevant.

[edited by - JuNC on May 7, 2003 7:23:06 PM]

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quote:
Original post by Lords Bitch
Lol, furcadia is useless... I have been sayign this since like 1998 now, before EQ came out, and way before I played EQ. Who wants to JUST chat, sure EQ is community driven, but only cause you have to interact with people to get good at trading or leveling.

Please don''t be a troll... it''s hardly useless, since people do play there, have played there since before Everquest, and will probably play there long after Everquest has given way to the next big thing. Never underestimate the power of the niche market.



[ MSVC Fixes | STL Docs | SDL | Game AI | Sockets | C++ Faq Lite | Boost
Asking Questions | Organising code files | My stuff | Tiny XML | STLPort]

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quote:
Original post by Iron Chef Carnage
I think it''s an important distinction, Critical_Waste. "Massively" sets them apart from games like Unreal Tournament or Quake 3 arena, which have a relatively small number of players populating a world. A Massively Multiplayer game can support massive numbers. I admit readily that "massive" is a nebulous term, but it gets the point across.

There might be a little redundancy in "multiplayer online", though. After all, are there any single-player online games?

But I agree that what''s been described here is less "game" and more "interactive environment" or "experience". I remember reading some kind of plans to introduce a gamespace "lobby" into games like UT or Quake. Players would actually walk around weapons-free to meet and host/join games. An awkward system, perhaps, but if it was elegantly executed, it could be made to work. Imagine a non-game-specific "lobby" system. I would expect it to be something like GameRanger, but with each room populated by character avatars. Pick your character and colors, a name and perhaps a unique icon, and then engage in all the same off-topic crap that people do in the pure-text systems. You could get clan uniforms or some other dorky stuff, and people would flock to it.

I think this is an inevitable evolution of the online gaming community, and it''s just a race to see who does it first, and then a contest to see who can do it best.


May not be single player online, but there are multi-player offline games . And multi-player network games, so multiplayer online doees make sense.

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