# Fantasy MMORPG in Development

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I am currently developing a fantasy mmorpg as a hobbyist. The game is still in the conceptual stage and i am in need of assistance in the form of debate. I am currently fervently working on the Character Development, World Development, Economy, and Social Hierarchy/Interactions.

I have much to say and would love to hash out some stuff with anybody interested; However, i'd rather not post everything on a public forum and would much rather speak in private chatroom's in an attempt to ensure my work is not stolen etc. This may or may not be a huge issue but one can never be too safe. If interested please contact me through the forum and we can move from there.

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I'm working on my own MMORPG. However I'm mainly working on the engine at the moment. My goal is to have the world be a very large single shard seamless planet. It will even orbit a sun, have real day/night cycles and have a moon or two with some pseudo astrophysics.

To be honest I wouldn't worry too much about people steeling your ideas. There are so many MMOs out there and so many people working on them, that nobody really cares that much about "ideas". Everyone has ideas and most of them are not new.  My theory is a good game is going to use the right combination of existing ideas with perhaps a few small new ones.

The bottom line is going to be making the damned thing work and that's a huge task.  You will need to have some serious development skills yourself (either that or a lot of money) and also most likely you will need to get some serious help.

Strangely enough I was thinking of starting this kind of thread soon for my game, just to  get a head start on the game play aspects while I'm working on the engine, however I don't really feel the need for secrecy.

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In consideration of Gnollrunner here i am posting my ideas plainly so i may get some insight to what people think of the systems i am attempting to use to run my game. Of course this is ever expanding and i still have a ton of work to do on it but please enjoy and i look forward to your ideas.

*As a side note nothing is concrete and everything can be changed including the placeholder names i will be using*

Character Development:

Character Development is based on Attributes, Classes, Race, and Social Interactions. I will explain these separately since everything ties into each other.

Attributes:

To unlock Attributes you use Experience and as the total of your base attributes rises *no class bonuses* they will become more expensive regardless of which attribute you upgrade.

1. Strength

2. Dexterity

3. Vitality

4. Intelligence

5. Wisdom

Each of the attributes give bonuses inherent to their names as well as unlock classes once the pre-reqs are met. *say paladin requires 15 str and 12 vit once your attributes reach that level you will have the necessary attributes to unlock the class* However classes will not unlock until every requirement is passed. *for a paladin there will be a holy quest line to prove your faith and purity to uphold the paladin laws and commandments etc*

Classes:

At the start of the game you will choose a Race, Class and also a social status. Your class may be one of the 3 starter classes. This only changes how your beginning attribute points are allocated and the starting skills you have access to. Any of the 3 starter classes may be unlocked by using the main currency of the game *placeholder name* Experience.

Experience is given when monsters are defeated as well as quests are completed. Experience may be used in a multitude of ways. It may be used to purchase attribute points, class points, in game currency *placeholder name* gold, skills, upgrade skills, and upgrade skill passives.

Lets break this down a little bit, when upgrading attributes, classes, and skills you dont need to save up the entirety of the amount needed you can just slowly funnel experience towards whatever youd like to upgrade so you dont feel like the "money is burning a hole in your pocket."

Race:

Each race will have a capital that they spawn into when a person creates their character. Each race has a huge impact on World Development and Social Interactions.

Social Interactions:

In a fantasy world segregation is a big thing. There are obvious races and religions that do not enjoy the company of one another nd then on a more serious note will kill the other race just for seeing them. This will play a large role in social interactions like available dialogue or potential combat strategies and bonuses.

World Development:

Economy:

To be discussed

Social Hierarchy/Interactions:

Guilds:

See World Development above for current Guild status.

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All I care about is if gnolls are playable characters: D

OK just kidding ……..My main comment is that I think you need a document with a few charts and pictures to explain things better.  I’m sure it makes sense in your head, but the wall of text is a little hard to parse, at least for me.  So as an example, if you play table top RPGs the rules have to be clear enough that a player can generate a character, understand how he interacts in the game, and level him up.  Of course a computer game is somewhat different, but still I think you should try to aim for a document similar to that.

The rules themselves seem not so far from the standard fair.  That’s not really a bad thing. As I said before, I think the key thing is the implementation.  Also the main thing for an MMORPG is immersion.  The origjnal EverQuest had pretty basic game mechanics, but it had a great game world that you could get lost in. That’s what made the game great.

WoW added a more or less seamless world which again gave a big boot to immersion. This is where I think a lot of subsequent games that came out soon after fell down. I remember playing WoW when Age of Conan came out.  Before its release there was a lot of hype and a lot of people were saying it’s going to kill wow. However the world design was horrible. Everything was instanced and again it went back to hard zone boundaries which were confusing and far worse than the original EverQuest. Also the high end contents just wasn’t there, but me and my friends had figured out the game was sub-par long before we ever got that far. So I guess what I’m saying is the rules and game play while important, are not the most important thing with MMORPGs.

One thing I will specially mention is I don’t like it when players can raise their starting states a lot. I’ve seen games where it seems the starting stats hardly matter because at high level, they play such a small part in your character. People are born with certain traits and while you can modify them to some extent they still have a major impact on the person.  A guy who is genetically muscular will retain that trait into adulthood. Same goes for someone who is very intelligent.  Of course this is only a game, but it’s just kind of my take and I think it’s one more little thing that adds to immersion. One idea I had is to even base the character model on the strength stat.

In any case that’s all I have for now. I’ll give it another read and maybe I’ll post some more specifics later.  I’ll probably also put a few game design entries in my blog at some point when I get the time. Good luck with your project BTW….

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16 hours ago, Gnollrunner said:

the wall of text is a little hard to parse

Yes. I recommend the OP edit the post, add line breaks. (It's UX design.)

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Noted, I will be updating the post  hopefully once a week with more development and clearer notes etc, again any feedback is welcome criticism.

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I didn't read over your second very large post but skimmed it and noticed you have intelligence and wisdom.  Now I've not played a ton of RPGs (more an FPS/survival guy) but are those not the same thing?  Wouldn't cunning or something steal related be better?  Again, this is not my forte but thought I would mention it.

And like @Gnollrunner pointed out, so few people steal ideas, they're a dime a dozen as everyone has their own, people might get inspired by a subset of one of your ideas, but helping others is the point of these forums

Now, on to reality, as I'm sure you know a 3D MMO takes dozens upon dozens (Triple A easily into the few hundreds) to make and years upon years.  Even a 2D is a many year project with a not so small team.

Best of luck in your endeavors though!

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Posted (edited)
39 minutes ago, CrazyCdn said:

I didn't read over your second very large post but skimmed it and noticed you have intelligence and wisdom.  Now I've not played a ton of RPGs (more an FPS/survival guy) but are those not the same thing?  Wouldn't cunning or something steal related be better?  Again, this is not my forte but thought I would mention it.

You know I thought the same thing .......... 40 years ago . Intelligence and wisdom are two of the original Dungeons & Dragons stats, the very first RPG (I still have my white box set). They are still used to today. Intelligence is supposed to be more like Einstein type stuff while Wisdom is supposed to be like the horse sense your father teaches you (or something like that) .  It's really just Intelligence for healers though. In any case people have gotten very used to them at this point, so it's more or less accepted. For my game I was thinking of changing it up however. I want to make the physical and mental stats parallel to each other. So we have:

Strength:        Physical power
Dexterity:       Physical quickness
Constitution:    Physical toughness

Intelligence:    Mental power
Acuity:          Mental quickness
Will:            Mental toughness

Charisma:        Physical/Mental


This is just my first take however.

Edited by Gnollrunner

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