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Arnack

MMORPG Game idea I've wanted to share ^_^

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Before you start the fire (flaming), I am sorry if there are any spelling errors, I finished this late at night, I will try to change them when I get a chance. Also, I am not completely done with all the aspects of the game, this is just the general idea. If you read all the way through this, god bless you, but if you can't just take a look at the races and the classes. Thanks, -Arnack. UN-NAMED TITLE Let me start with an introduction. This game is something that I have always wanted to create. Now, I will explain the simple aspects of this game. It will be quite realistic such as "World of Warcraft", and will be strategy based as well, such as "Guild Wars". So, for a simple example, you would be able to jumb, and climb, while possessing a great amount of pressure towards the skill set that the player uses. The game will be a wonderful and colorful PvE, as well a a dramatic and climatic PvP. Like Guild Wars, there will be primary missions which you must complete in order to get to the next stage (but these primary missions will not be through-out the whole game). There also will be a great amount to explore in this world, like World of Warcraft. After the completion of the primary missions, that is just the beginning. You evolve from your homeland (depending which race you pick) and you are escorted to the new world: The Wood Dwelling Elves, Harsh and Fierce Dwarves, the powerful and conquerous Men, and the spiteful and horrific Lethars. Now, to go towards PvP, I think it will be a great experience. You see, the main Idea I have with PvP is this: Wars. Depending on what race you choose, you can join as a recruit in their army. The "leader" could issue and end wars with other races. So, let's say Race "A" starts a war with Race "B" (race B must accept the invitation first). This would mean that all soldiers from both race A and B can attack each other in free will. The 2 leaders of Race A and B could establish a battle. Therefore, race "A" attacks race "B"'s fortress. It would be about a 50 on 50 match going on, depending how many are logged on. Which ever race wins, gets money or items and the such. The Races could buy catapults or items that would aid them in battle. That is about it in a nutshell for PvP. MAIN ATTRIBUTES: (permanent) Dexterity: Increases your attack speed and your movement speed. Strength: Increases your ability to carry heavy weapons. Power: increases your ability to wear heavier armor. MAIN RACES: Elves- +50% Dexterity / -25% Power / -25% Strength Human- +50% Power / -15% Strength / -40% Dexterity Dwarves- +50% Strength / -10% Power / -45% Dexterity Lethars- +20% Strength / +20% Power / +20% Dexterity At a first glance you may say "Lethars" are the most valuable race. So far, it is, but I can find ways to dull them down a tad. Now, I have put thought into classes so much in this game. I wanted to make it unique as possible, some is, some is not. SECONDARY ATTRIBUTES (you can add/subtract these for each level you gain) Defense: Increases your chance to block or evade incoming melee attacks Attack: Increase the damage you give in melee Mana: Increase your mana points Health: Increase your health Each time you level up, you get 2 points to spend in these attributes. I am not sure what the max level will be. CLASSES Now, these classes are not really complex, so just bear with me. ELVEN CLASSES ELVEN ARCHER- specailizes with bows, acrobatics, and the wilderness. - archer armor- - +25% dmg with bows- - -25% dmg with any other weapon- - can only obtain archer skills- ELVEN DUELER- specailizes with light swords (such as rapiers), Evading, and Movement - Duelist armor- - +25% dmg with light swords- - -25% dmg with any other weapon- - can only obtain duelist skills- ELVEN SORCERER- specailizes with Mysticism, Paranormal, and supernatural magic arts. - Sorcerer's Armor- - +25% dmg with small weapons - - -25% dmg with any other weapon- - can only obtain sorcerer skills- HUMAN CLASSES HUMAN TACTICIAN- Specializes with Defense Tactics, Offense Tactics, and Destruction Tactics - Tactician's Armor- - +25% dmg with melee weapons- - -25% dmg with all other weapon- - can only use tactician skills- HUMAN MAGE- Specializes with Dark Magic, Neutral magic, and White magic - Mage's Armor- - +25% dmg with small weapons- - -25% dmg with all other weapons- - can only obtain mage skills- HUMAN RANGER- specializes with animals, marksmanship, and traps - Ranger's Armor- - +25% dmg with bows- - -25% dmg with all other weapons- - can only obtain ranger skills- DWARVEN CLASSES DWARVEN ALCHEMIST- specializes in explosives, hazards, and daggers - Alchemist's Armor- - +25% dmg with daggers- - -25% dmg with al other weapons- - can only obtain alchemist skills DWARVEN BATTLESCAR- specailizes in Axe mastery, Hammer mastery, and mending - Battlescar's armor- - +25% dmg with heavy weapons- - -25% dmg with all other weapons- - can only obtain battlescar skills- DWARVEN MENDER- specializes in healing, restoring, and aiding. -Mender's armor- - +25% dmg with light weapons- - -25% dmg with all other weapons- -can only obtain mender skills- LETHAR CLASSES LETHAR WARLORD- specializes in Weapon mastery, Commanding, and destruction -Warlord's armor- - +25% dmg with melee weapons- - -25% dmg with all other weapons- -can only obtain warlord skills LETHAR SANGOMA- specializes in Medicine, Coundselling, and Divination -Sangoma's Armor- - +25% dmg with light weapons- - -25% dmg with all other weapons- -can only obtain sangoma skills. LETHAR SUMMONER- specializes in creation, necromancy, and Exorcism. - Summoner Armor- - +25% dmg with light weapons- - -25% dmg with all other weapons- -can only obtain summoner skills- SKILLS I want to use skills the way Guild Wars uses them. I want them to be an important role in killing your enemy. There will be about 20 skills for each class, and about 5 skill slots. Each time you level up, so does your skill, increasing its level and effectiveness. Each class starts with 3 unique skills. You can only have one of them out on a skill bar at a time, and it does not effect your 5 skill slots. You can change and add skills only when you are in a town. I think that is all I have to address about skills Here is a sample skill: LETHAR WARLORD UNIQUE SKILL (Destruction) : Chaos's Revenge For 4-9 seconds, each time you are hit with a melee attack, that foe receives 20-50 damage, and has a -2-5 health degeneration for 4 seconds.

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umm....


so your idea is to let players be dwarfs and elves and do (missions)quests to improve their attributes and skills?

sorry if i missed something but this doesn't sound terribly original

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I have to agree,
I understand that this is not a complete version but it is gonna need more complexity and originality.

-The way i'm getting this is that you plan to have full-blown battles and not just regular pvp which isn't done too much in MMORPG's. With that your game will be slightly more unique.

-I suggest not allowing players to choose the race they want to fight and rather make it random.

-Having seige devices would be cool also but once again they would need to be automated (Not much fun sitting behind a catapult during a big on-going battle)

-I would try to have more originality inside the races themselves(don't gotta have a elf and dwarf in every game).

-Try to make the classes themselves more complex. The classes you have now are fine but try and mix things up(maybe a mage that can only cast buffs, not offensive magic)

-With the Lethar thing...gotta dull it down a lot. I suggest giving them a negative in dexterity and still some after-affects.

Good luck.

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Like I said to the other MMORPG idea guy a day ago, nobody cares that your elf archer has +25% dmg with bows. Everyone knows that 99% of MMORPGs have some different classes and races that give certain bonuses, and it's quite obvious that elves and archers may be better with bows, so it's not conveying any useful information to repeat that here. Focus on what is different about your idea, and don't fall into the trap of thinking that RPG design is about listing your races and classes.

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Quote:
Original post by Kylotan
Like I said to the other MMORPG idea guy a day ago, nobody cares that your elf archer has +25% dmg with bows. Everyone knows that 99% of MMORPGs have some different classes and races that give certain bonuses, and it's quite obvious that elves and archers may be better with bows, so it's not conveying any useful information to repeat that here. Focus on what is different about your idea, and don't fall into the trap of thinking that RPG design is about listing your races and classes.

Quoted for emphasis. I believe the business terminology is to focus on your unique selling points. Figure out exactly what it is that makes your game idea stand out from all the existing ones and makes people want to play your game over someone elses. Focus on fleshing out those ideas as they will be the most important.

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few things.

First, how is WOW in anyway 'realistic'? I'm sorry, but you should stop here and go outside for a few days right now. I don't think there is anything that is in anyway 'real' about world of warcraft.


Second. What are your plans on actually making this piece of software? This seems like the very start of a very general idea, and you'll need far more work before this becomes useful. Keep at it and use the comments from the people here to focus your efforts where things really count.


Backstory. You don't seem to have one, you might want to work on that. While thinking of your backstory, work on your map. If you don't already, look up how landmasses are formed, and how the weather works. These things will help greatly in designing a good world that doesn't leave players thinking "Wait, wtf mate, I was in a desert roasting a few minutes ago, and how did I end up in a blizzard?". Yes, many don't care, but for a lot it does kill the feeling of the game at times.


Go into more detail on how the world works. Explain what I would do if I started a new character a few months after this game goes gold. What do I do? (we can skip the character creation, I don't know anything about the game, so one character is as good as the next to me. After I play a bit and get my ass kicked a little, then I'll start caring more about going back and making a better character)
I start off at a general starting point, in a world with 4 sides, which at any time could errupt in massive wars? Can I build anything? Do I get to design my own house/fort? do I get to join groups and have smaller wars between the groups?

Go into more detail about how combat works. Saying "it is like this game! only better, yeah!" doesn't help you much. You have to sit down and take your time, figure things how. How do they work, what affects things, and is something going to be horribly overpowered? (that last one is really hard at times)

Also, think about how these designs can actually be put to code, and run on hardware. Will 100+ users all logged into the same area actually WORK with your battle system? Or will half sit there lagged out waiting to find out if that large dude with the axe killed them or not?


I would also suggest trying to move away from everyone of race A in war against everyone in race B. Allow members of race A to form small groups and go out and build towns/villages, and hire/capture NPCs to work the land for them to provide a base income. These people can then join alliances between other towns/villages, and go to war. Setup a system that prevents huge groups from gaining too much power, NPC nobles and an Honor Law system. If a really large group is forever attacking smaller groups and gaining land, then they lose honor. Lose too much honor, and their home nation rejects them, shuts them off from supply of NPCs to work their land, and they slowly die back to a reasonable size before getting another easy access to NPCs. Something like that should keep huge empires in check.
Throw in some way of forcing an aggressor of your size from backing out of attacking, or face losing huge amounts of honor to the Honor Law system, and you should have something rather interesting to play with.

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Cut the guy a break. He has a valid and unique idea buried in there somewhere...

Word of advice: dont list a bunch of stats and whatnot. These belong in a spreadsheet buried deep in your project folder, not in your design statement :-) When I see a bunch of % symbols, I immediately stop reading and scroll down to all the mandatory cynical replies about how your MMORPG is going to fail :-P

Personally, I'm all for the idea of war combat IN ADDITION to regular PvP/PvE.
When I play a game like WoW; it's the "thrill" of the environment that keeps me playing. Once the thrill of PvP/PvE wears off (at about level 25 or so in WoW), the game becomes exponentially less interesting. I think having sporadic and intense wars would help a game maintain it's thrill, even for players that have been playing the game for quite some time.

Think about the feeling you get in WoW, when you're all alone in a dark forest; and suddenly a squad of mounted enemy comes blazing through the area. Or in some Online FPS games; when you accidently walk into a room packed full of enemy. It's quite disturbing, even to the point of physical panic. I believe that games need much more of this...instead of relying solely on scenery, PvP/PvE, and quests to immerse the player.

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Thankyou all for the replies, and I understand where you are coming from with the "%" symbols. Also, sometime in the near future I plan to develop a game like this, since I am currently enrolled in Full Sail (www.fullsail.com).
Also, I do have a large backstory, I just did not want to add it in there, it would probably take up most of the room. I was thinking about even writing the backstory, and publishing it ^_^

And when I said WoW is realistic, I meant by the aspect of the game where you could "jump", and you have more of a free control over your character.

Also, I see how you find it like the other MMORPGS, and how I Should make it more unique. I will start brainstorming that when I get a chance. I know that will affect my overall chance of "losing" or "winning".

Also, Talroth, thankyou for the long list of suggestions :)
And I love the way you suggested to make small groups form small little towns, in an RTS manner, that would make it REALLY unique, and I love that idea.

ANd last thing, I know I need to cut down on the Lethars... they are tall so they should have some dexterity... Maybe something in-game, like everything could cost alot of gold or something of the sort.

Once again, thankyou for the suggestions, and my main goal now is to go original.

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Another suggestion, basically forget different races for now, and work on how combat actually works, what actions you want the player to be able to do, and how you want the play to feel.

After you have that firmly in your head, basically how 'human vs human' characters work, then modify things to add your other races. Create a baseline from which you compare other things, and slowly add your changes to let other races and classes emerge. Don't forget that just because someone has a bunch of positives, and 'no negatives' doesn't mean they are going to be overpowered. You can throw in other balancing points, such as maybe your 'super power' race can't wear the armour of the others as they're too tall, and your short dwarfs can churn out their own special armour and gear like nothing.


What are your thoughts on how the world will actually be designed and layed out? I'm guessing small linear zones are out, and you are going to want larger areas, zones that are linked in a grid fashion? Streaming map data like the Elder Scrolls, or edge portals and load screen?

Two games I strongly suggest you check out are Eve Online (for interesting PVP and skill aspects, it won't relate directly to your game, but could give you some interesting ideas) and Wurm online. www.wurmonline.com actually a rather bad game currently, but I have high hopes for it turning around.

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Thankyou. And yes, I was thinking something like Oblivion. And I would like to stream it, loading screens get boring, especially in a large world like I am making.
I was also thinking with the combat system being a bit basic, but I need to make it unique. It would be the regular WoW/GW/And most of the Combat Systems today, where you hit, then enemy, you hit, then enemy. Not sure how I can make that unique though.

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