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Yamian

MMORPG Ideas

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I'm making an MOMRPG and want to get some feed back on game design. Well first off, it has an above view kind of like a Pokemon thing only without squares. When you run into something hostile, it goes into a battle sequence like in any turn based RPG. The big thing about it though is it's all case scenario game. The worlds are huge so you can, get this, own your own land. Obviously you can equip different items and weapons, but how do new items come to be? Inventers! You can become an inventer. I'll be the one to actually make the items, but an inventer has to be the initial maker of it. You can also have a contract like if you get hired to kill things for someone, they automatically pay you, so you could actually have workers. Only one person can do a quest, and new quests will constantly be created. You can becoem a king or a ruler of some kind and even goto war. You can build too. With the whole contract thing, you can even get a job and goto war for someone. I had movement, text, and fighting already down, but ity was really glitch and started all over. Can I get some feed back on these ideas. I also can't think of a good way of dieing(if that's how you spell it). I'm currently using VB.net and am look for help(I have a thread in Help Wanted) [Edited by - Run_The_Shadows on July 7, 2004 11:35:47 PM]

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Here we go again.

Quote:
The Game Design Forum FAQ says:
I've got a great original idea for MMORPG/MMORTS/MMO*. Most of these posts are made by beginners who have very little understanding of the complexity involved in designing and developing a massively multiplayer game, and therefore these sorts of post don't tend to be taken very seriously. If you are interested in discussing the design of Massively Multiplayer games, please take care to make it clear exactly what you want to discuss, and bear in mind that whenever people see the "MMO" prefix they tend to think "clueless newbie". Misspelled, poorly focused threads on these subjects usually go down in flames very quickly.


Maybe I need to add a bit about "huge MMO's in which you can do almost everything" as well.

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Heheh, somehow I'm reminded of this:

http://www.somethingawful.com/articles.php?a=2245

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Concering the automatic pay of workers:

Suppose I don't have enough money to pay you, and promise you a billion to get me something? How will I be able to pay?

Of course, you could make it so you need to have enough money to pay the person at the time I pass the contract. But then, what if I make a contract and then spend all my money, so I can't pay the guy anymore?

You could then freeze the money so it stays there for the payment. But what would happen if the person who got the contract didn't realize the contract at all.

(If you can get negative cash, what would prevent someone from paying a billion to another of his accounts, ending with the first account in debt, forgetting about it, and playing with the billion-cash one).

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Quote:

Oh dear...*puts on flameproof suit*


Shouldn't that be *puts on flame-RETARDANT suit*

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I'm only a noob to this site, but have been programming for some time now(3 or 4 years) and I had an engine down, it was glitchy though. Don't just jump ahead and say I'm a noob. Raduprv thought they were realistic and he made a full length MOMRPG.

The contract thing, if someone doesn;t have enough money to pay the person, the person doesn't get the money, but the payer will have to give all his money that he makes to that person. You can have negative money, but only symbolically.

Forget about the whole noob thing and tell me if it sounds good so far.

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I appreciate that not everyone who wants to create a MMORPG on these forums is a complete newbie. However, we have had quite a lot of newbies propose all kinds of ridiculously overambitious MMORPG ideas. As a result, it's a little bit harder to take people seriously when they propose these games.

I think your original post suffers from being rather poorly focused. You've given a very brief synopsis of a few randomly chosen features, but you've given relatively little to provide feedback on. Features like user creatable items could be great - but they could also be game-destroying - it all depends on how you're intending to implement them.

It's generally better to pick a single topic at a time and devote a single thread to it, and go into a reasonable amount of detail on that topic. See Wavinator's posts in this forum for an example - he chooses a specific element of his game design he wants to discuss and get feedback on, and posts about it in detail.

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I'm terribly sorry for not focusing on a topic, so let's make this more concintrated. Ummm... I seriously don't have any specific topics to talk about, so should we just stop this thread?

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Quote:
Original post by Yamian
I'm terribly sorry for not focusing on a topic, so let's make this more concintrated. Ummm... I seriously don't have any specific topics to talk about, so should we just stop this thread?


Well, you could go into a bit more detail about the game mechanics of the various elements you've proposed. If you don't yet have any idea about how those mechanics are going to work - it's time to get thinking!

You may find it helpful to do a search to see if it's been discussed before, which should at least give you a few ideas on how you might start going about it. Failing that, feel free to launch a brainstorming thread about it.

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