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idea for an mmo MMOAF

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extra stuff(well i dont know whether this is a good idea ...regardless i am going to try to persue a carrear in game design and this is an idea i first came up with that led me to persuing the carrear, not realy organized to well so it might sound like crap) mmrpoAF stand for massivley multiplayer role playing online action fighter I thought of this one day because i am tired of the ole point and click combat in mmo's ... its deviod of any dagon skill dawg ...face it its point , click , attack, and after that its just who has the better skills and who hits the hardest....fun simple but it takes no real skill to do realy this idea brings together the best points of 3 gaming genras rpg: skill sets, free personal advancement, char creation and the best storylines (final fantasy) fighter: lots of diverity in moves(soul caliber 3) action:free world , lots of fun, freedom to go wherever u want to ( legend of zelda : twilight princess) mmo: communities and lots to do outside a regular storyline my ideas for this made up genre GAME INCLUDES: 1)open world sandbox play ( less loading screens and more fun) 2)classes: class advancement system 3)weopons and magics diversity (different types and elements and such) 4)styling , (just like in the world there are different fighting styles) 5)char custimization 6)different races 7)ingame modding system(players create their own styles,skills, special attacks, armores and more) 8)job system , (become a merchants , soldier, or anything else in the game) 9)3rd person fighting system 10) individual controller coming with game ...because no fighting games can be done on keybord...easily 11) warring countries, that can build forts and start wars between eachother independent from anystoryline , countries start with political tension and then war and this can be different on each server , so its not the same story everywhere systems and balencers : weight affected speed, armor affecting defense : the player wouldnt need any kind of armor in soul caliber combat(as said by someone below) so it the weight affects speed then the player has no armor to make his person faster BUT withought armor the players defense goes down and the attacks of the enemy hit harder... free form storyline: using variabled instancing i think that u can change or affect the instances ... putting different players though different instances and affecting the instances around u by giving the instances an independent AI streaming: giving the modded armor a streaming so it takes up no space on the chars computer because if it all was added and updated on then the players would take up an enomouse amont of space so the players computer only has basic stuff and i might be able to stream the data for the modded stuff onto the players computer (like on secondlife) i am just gonna put my idea into the air and leave u to make your own or POLITLEY say my idea sucks and this idea , if ever created will fail bad man PROLOG: the player is asked what are his goals,causes,driving motivations, and such... this gives the player HIS OWN STORYLINE rather than just everyone doing the same quests missions and stuff because it a real world situation not everyone will fight the same people Begginging: based on what they answer to those questions they start out at a cirtain point in the game like , slave , or lord,street kid...etc and then your adventure starts and such leaving the player to accomplish his own goals but still the game has a kinda sorta storyline .....idea sounds good in my head but putting it down in some text ... is hard to organize but just tell me what u think and i wil imbelish it later homie...cya dawg [Edited by - azeime on November 28, 2006 7:22:17 AM]

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Unfortunately your idea is big on what you want to happen, but very small on the actual details of how to make it happen. All you've said is that you want to pick the best bits from every game type, yet you don't appear to have thought about why this type of game doesn't already exist.

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the reason these kidna games probly dont exist , is simply because most game design compainies work on tried and true methods i would say about ... 5% original titles come out a year and 1% of that is accepted by the general public and there are some design flaws are
1) inconsistinceas... on games like these sometimes there are times when one player see's it one way and another sees it different
2) lag the idea of an online fighter in a persistent world might have alot of lag
3) mmo's are the hardest games to produce and run so money would be a big problem because developing all this stuff might arise a money problem

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Quote:
Original post by azeime
1) inconsistinceas... on games like these sometimes there are times when one player see's it one way and another sees it different
2) lag the idea of an online fighter in a persistent world might have alot of lag
3) mmo's are the hardest games to produce and run so money would be a big problem because developing all this stuff might arise a money problem


You are exactly right, and it's the same reason there aren't twitchy MMOFPS's, as another thread in this forum states. You would need a ton of servers, a huge amount of bandwidth, and customers with very fast ISP's in order to do something like MMO Tekken. It's not that no one's thought of it, the technology just isn't here yet.

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Guest Anonymous Poster
thought i find something like UO's combat wasn't just about clicking fastest ^.^
run up slash, cast posion to stop em healing, then magic arrow them to interupt healing the posion, and try and catch to land another sword hit, or cast a lighting, or spam greater explotion potions at em ^.^ (did that to a gm once.. there invin ofcourse, but it was still funny) you just didn't click your target and keep clicking until they died, but other then that mmo's arn't designed/built for twitch combat, then your skill would rely on how close you are to the server

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Quote:
Original post by azeime
extra stuff(well i dont know whether this is a good idea ...regardless i am going to try to persue a carrear in game design and this is an idea i first came up with that led me to persuing the carrear, not realy organized to well so it might sound like crap)


mmrpoAF stand for massivley multiplayer role playing online action fighter

I thought of this one day because i am tired of the ole point and click combat in mmo's ... its deviod of any dagon skill dawg ...face it
its point , click , attack, and after that its just who has the better skills and who hits the hardest....fun simple but it takes no real skill to do realy

this idea brings together the best points of 3 gaming genras


As Kylotan notes, the real meat of game design is not about identifying things you'd like. It's about making the stuff you've got work and knowing (or accepting) when they wont. Don't be put off by all my quoting, i'm just gonna blast through what I think about most things!

Quote:
rpg: skill sets, free personal advancement, char creation and the best storylines (final fantasy)


Nowt tricky with the first features, they are in pretty much every MMORPG. MMO's with big stories, like Guild Wars, use instances. This means state dependent story lines can happen over and over, once for every player or group of players. Instances are obviously a pretty huge force on gameplay and will dictate a great deal of the design of many parts of the game.

Quote:
fighter: lots of diverity in moves(soul caliber 3)


Gameplay: Realisticaly speaking - you've got to make a choice here, giving players such a powerfull fighting system is great if the objective of the game developers is to perfectly balance the experience with a selection of fixed characters. However in an MMO, as you've mentioned people expect customization. Perhaps hundreds of pieces of armor, weapons and strengths/weaknesses which develop as their character does. Combining this with a Sould Caliber esq fighting experience actualy leaves armor and such as relatively unimportant. By implimenting two pure systems, you are reducing the effectiveness of both.

Technicaly speaking, Sould Caliber combat would require very low latency connections, extremely fast server responces and super-hot AI. Thus developers tend to not use Soul Caliber style combat!

Quote:
action:free world , lots of fun, freedom to go wherever u want to ( legend of zelda : twilight princess)


Ok, thats fine. Except if you really focus on your exploration as you play Zelda I bet you'll see it's not a wide open world. Designers have gotten very smart about guiding players through worlds which seem to be very free roaming, and that's the way it should be. No one actualy wants to just wonder off amongst a hundred miles of trees and generic monsters, never to find the next character they need to chat with in a quest.

Quote:
mmo: communities and lots to do outside a regular storyline


Fair enough. This is what MMO's do best, games like Second Life, do ONLY this and are extremely popular.

Quote:
my ideas for this made up genre
GAME INCLUDES:
1)open world sandbox play ( less loading screens and more fun)


This implies you are giving players something to do in the sandbox :). Even the biggest and best sandboxes can't keep a players attention for the months that an MMO requires.

Quote:
2)classes: class advancement system


You can lump this and the next four points all in the Advancement System. Advancement is great, but it requires a world which is build to allow it. Sandbox's and wide open environments are not conducive to a good character building experience.

Quote:
7)ingame modding system(players create their own styles,skills, special attacks, armores and more)


Sounds cool, but there's no way custom moves and such can last in any worthwhile form. Players will utterly abuse any modding abilities you give them, i.e you can say goodbye to your carefully balanced combat system.

Quote:
8)job system , (become a merchants , soldier, or anything else in the game)


Gotta ask yourself how interesting this'll be for folks. Making stuff like this fun requires you to sacrifice a lot of economy control.

Quote:
9)3rd person fighting system
10) individual controller coming with game ...because no fighting games can be done on keybord...easily


Sounds like you REALLY want to make a fighting game.

Quote:
11) warring countries, that can build forts and start wars between eachother independent from anystoryline , countries start with political tension and then war and this can be different on each server , so its not the same story everywhere


Wish lists are fine.

Quote:
i am just gonna put my idea into the air and leave u to make your own or POLITLEY say my idea sucks and this idea , if ever created will fail bad man

PROLOG:
the player is asked what are his goals,causes,driving motivations, and such...

this gives the player HIS OWN STORYLINE rather than just everyone doing the same quests missions and stuff because it a real world situation not everyone will fight the same people


This is a great idea, It's pretty much in action in most MMOG's that include races. Depending on the city or race a player starts as the first hundred hours or so will be spent doing quests that are specific to his starting area.

Quote:
Begginging: based on what they answer to those questions
they start out at a cirtain point in the game like , slave , or lord,street kid...etc


It sounds fun to start as a slave, but as soon as you see a player marching around as a Lord you'll be loging off to delete the character and start again.


Quote:
.....idea sounds good in my head but putting it down in some text ... is hard to organize but just tell me what u think and i wil imbelish it later homie...cya dawg


Technicaly similar to building a transforming trans-dimensional space teapot and lots of contradictory gameplay! Perhaps have a think about what you want most in a game. You won't start having a coherant design till you examine each element and it's impact on and by all other elements.

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Quote:
Original post by Anonymous Poster
thought i find something like UO's combat wasn't just about clicking fastest ^.^
run up slash, cast posion to stop em healing, then magic arrow them to interupt healing the posion, and try and catch to land another sword hit, or cast a lighting, or spam greater explotion potions at em ^.^ (did that to a gm once.. there invin ofcourse, but it was still funny) you just didn't click your target and keep clicking until they died, but other then that mmo's arn't designed/built for twitch combat, then your skill would rely on how close you are to the server



Yes UO had alot of combination and timing based tactics (even when just fighting the monsters).

I also remember that people with good/great connections could run circles around players with slow/ordinary ones (I had a T1 for a while and saw what a difference it made). Lag would be that much more a deciding factor in a twitch game. I suppose they could regulate it but most people would be disappointed by the least common denominator speed (many times slower than the typical console game).

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.... thanks dogcity i never thought of it that way .... i think some modernday servers could handle it ... i played guild wars and since it has verylittle or no servers would it be possible to make the people use servers outside the towns and not in them... this would need loading screens but would it be possible

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.... thanks dogcity i never thought of it that way .... i think some modernday servers could handle it ... i played guild wars and since it has verylittle or no servers would it be possible to make the people use servers outside the towns and not in them... this would need loading screens but would it be possible

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Guest Anonymous Poster
quote:
Perhaps hundreds of pieces of armor, weapons and strengths/weaknesses which develop as their character does. Combining this with a Sould Caliber esq fighting experience actualy leaves armor and such as relatively unimportant

thats not really true: in soulcalibur you also have different weapons.
(in bonus mode) and it makes a huge difference.

but to the discussion:
those games do not exist because of 2 things:

1. bandwidth
such a game needs lots of bandwidth, and even todays mmorpgs have problems with that. even in todays egoshooters (not mmo), online-games are quite unfair if someone just has a very low ping. with a high ping, you could hardly do anything before youre dead.

2. cheating
you could write a program that your character could always do a super-special-move. the "skill" from those games comes from pressing the right combos at the right time fastest. not so good for an internet-game where cheaters are all around. (ever played streetfighter having a programmable combo-button on a joypad ?)
and if this element is not there, and time is not important, then you are at the mmorpgs of today.

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look man i thought of that too i just didnt post it but i will update it ...
lag is one VERY VERY BIG PRBLEM FOR THIS GAME



number 2) i was going to program it to where the player has a fatiuge meter and a combo stopper of sorts ... where if the player just keeps using the same move over and over its gets slower and the player gets fatiuged and in the same combo set the player cant have the same move over and over again.... also in a 3rd person fighter i think i will include an all block and the amount u block depends on what your defense is

.... ANYONE GOT SOME IDEAs

[Edited by - azeime on November 29, 2006 8:56:32 PM]

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