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Lord Darkshayde

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  1. Cel-shaded zombie killing? That could be pretty awesome if the artwork is good enough. Would definitely be a fresh change of pace, though you'd wanna make certain things weren't too bright and colorful or it would detract from the intensity of an apocalypse simulation.
  2. @DaveTroyer I agree wholeheartedly with your idea of a hub system where players just go into instances of a dungeon (or similar area) to play together and given the right game concept/setting this would work beautifully. However, I feel a small correction is necessary... [quote name='DaveTroyer' timestamp='1354303920' post='5005803'] I guess it's all in the way you perceive games. I see Call of Duty as an MMO just as much as World of Warcraft since they both have addictive game-play with leveling and as you progress, you get better gear. And it all really boils down to playing games with friends. So yeah...pretty much if a game; any game, is online, has a decently large community, and some form of matchmaking where you could play with strangers, than isn't it an MMO? [/quote] This is kind of wrong. The actual definition of an MMO is: A massively multiplayer online game. A computer game in which a large number of players can simultaneously interact in a persistent world. The main word there is [b]simultaneously[/b]. A game is only an MMO if a large group of players (which I take to mean more than 32 to 64 at a time as is the case of COD, Battlefield, etc...) are all playing on the same field at the same time, regardless of whether they are all in the same exact area at once. MMOs are about not only exploring the world with your friends, but being able to communicate with virtually anyone in the world no matter where you are at. Other than that I love the ideas you proposed here and like I said, that could work well in another game type, but not really fitting for a true MMO.
  3. Just a few suggestions that might help get the ideas flowing. 1) Instead of worrying about the ship needing to be upgraded to reach new star systems perhaps you could either make the parts of the universe the player will be going to unexplored as of yet by the game's populous, or if it has already been explored simply open up areas as NPCs offer quests pertaining to that system. Also, you could just leave every area open for exploration from the start, but if the player goes to a place they aren't leveled for they'll get beat down. 2) Creating the story for a free-world game will definitely be a hurdle, but you do not have to have an MMORPG to make it happen. Look at Red Dead Redemption, GTA series, and the like. They are open world games that are almost solely single player. For this matter you just have to be imaginative (or hire a writer) to flesh out the story. 3) As for this last question that totally depends on your end design. If this is going to be a game where you travel from planet to planet and can land on them and explore you just have to decide which is the best approach. Probably a menu system in space to select "Land" and from there load the player at specific checkpoints in the world (thus preventing always landing in the same place) but as for the scale of each world that is for you to compare what you can accomplish to what is feasibly attainable. I hope this helps some, and good luck in your endeavors.
  4. [quote name='cronocr' timestamp='1354035552' post='5004564'] Too massive for so few content The designer will never be able to generate enough content to cope with the population of the game. For example if you are supposed to destroy some computer terminals, but some other people are there and destroyed them first, you are forced sit there until they rematerialized, so you could destroy them again. Bottlenecks. [/quote] Obviously you haven't played Guild Wars 2. There the player can effectively solo the whole game while still gaining experience from assisting (or being assisted) in killing an enemy that may be just a tad too tough for one person to handle. Also, the interact-able objects for the most part are specific to the player, so even if you and another person are doing the same quest to destroy X amount of objectives you can either destroy objectives with the other person (while not in party, but still getting credit towards your quest) or for certain cases you can interact with a "sparkly" that someone just used without causing the "wait to play" aspect. [quote name='cronocr' timestamp='1354035552' post='5004564'] Procedural scramblers Procedural generation could help the designer. But the problem with this content is that the designer is limited with a given set of parts that match together. Basically he is just scrambling pieces of terrain, buildings, characters, items, quests, dialogs, etc. After playing a few times the player will find out that the game is always the same, just things are placed in different positions. And the player will focus on finding where did the useful pieces fall, like in a hide and seek game, making the game repetitive. If you go to the extreme of procedural generation, the world will become too weird for the player to understand. [/quote] Once again, GW2 has helped to solve this problem by making the storyline of each character take a different path depending on your choices when you create the character. Sure, there are only a finite number of quest-lines in this manner, but the ability to alter the path your hero takes (including your choice of Order) still helps to break the monotony when you wish to start over again. [quote name='cronocr' timestamp='1354035552' post='5004564'] Perpetual tutorial So to avoid bottlenecks there must be more roads, then the complexity of the world increases. Now, the designer is required to ease the gameplay with guided tours thru the world, but in increasingly complex worlds this is being taken to the extreme of transforming the whole game experience into the longest tutorials. Basically you get a message that tells you to go somewhere and do something. You do this, you get a pat on the back, then you're told to go do something else. Ad infinitum. [/quote] Sorry, but this just sounds like you hate the style of MMOs altogether. Fetch quests and their like are an integral part of being an adventurer in almost any MMO as they not only gain you rewards from completion, but they also gain you experience from the grind to complete them. Also to be noted, once again GW2 has made this a non-issue for the most part as their quest system allows for you to help a variety of people in the world by completing not just one, but multiple objectives towards assisting them. There, the player gets to decide just how they want to proceed through the game, not always following the same boring type of quest over and over. [quote name='cronocr' timestamp='1354035552' post='5004564'] Solutions? Is people actually interested in seen an overcrowded game? Maybe having overly crowded games just make them real in all the wrong ways. Maybe it's the ambition of game designers that actually turned into bad design, something that we are realizing until now that technology is capable of taking us to this extreme. And maybe MMOs should be more single-player. Even if the game is an MMO, you should be able to play alone and affect your own copy of the world. You could still invite your friends to play in your copy of the world to socialize, which to me it's the important feature of an MMO. [/quote] First off the correct way to ask that question is "ARE people actually interested in being in an overcrowded game?", and the answer is a resounding YES! People that play MMOs (which let us remember means Massively Multiplayer Online) do so just for this fact. some have the intent of exploring the world with friends or even strangers (who many times become friends) while others are simply there to grief other players just because it is the only way they can be hateful to other human beings without getting their asses kicked because in reality they feel their lives suck (not passing judgment, but you know who you are...). The numbers that WoW, GW2, FFXI, Everquest, and many others put up are not a fluke of bad design, they are a social setting where people can escape to because the real world just blows. So in conclusion, we are not ushering in an era of "bad design" we are merely exploring another avenue of interactive entertainment which for many is a necessity to have any manner of social life whatsoever. So while you posted this as a topic for debate it feels more like a gripe with a genre you either don't understand or just don't enjoy. Either way go enjoy the next HALO: Call Of Battlefield Of Honor 13 and allow those of us who truly appreciate the genre for the hard work and effort it takes to make such an immense gaming experience to begin with.
  5. [quote name='Ashaman73' timestamp='1352968051' post='5001142'] 1. GDDs are really overrated ! They are a good way for unexperienced designers to get their mind right, or to write down the basic game play for larger productions, but most of the final game will be developed during ..well.. development time. [/quote] While I am just a novice game designer (working on my first title now) I have to disagree that GDDs are overrated. They are an essential part of developing a good game as they allow the team to all have an idea of what direction the game should be heading in. Of course things will change from the original document as you prototype, test, and iterate your games, but that is exactly what the version history section of a GDD is for. It helps to show what has changed and why for the betterment of the entire team, not just the designer who "needs to get their mind right". The designer has an important job in making certain that things are heading in the right direction to ensure the game turns out like the company (be it indie or big name) wants it to. Documentation of the teams goal and the endeavors they have made in producing games is not a thing to be taken lightly. [quote name='Ashaman73' timestamp='1352968051' post='5001142'] 2. Journal: very similar to the first part, it helps to write down your mind. [/quote] Agreed on this point, as a personal journal is more for the individual to look on their own ideas for reflective purposes, or to ensure they don't forget a valuable piece of information or idea. [quote name='Ashaman73' timestamp='1352968051' post='5001142'] 3. Prototyping: yes, this is a good idea [/quote] Once again, agreed. Prototyping is an absolute must in the cycle of iterative design. Without consistently testing your mechanics, levels, and even looking over graphical elements you are almost guaranteed to make a sub-standard game. [quote name='Ashaman73' timestamp='1352968051' post='5001142'] 4. Cheats: they are necessary, but they are really dangereous. Using cheats is a way to avoid certain game play, the danger is, that you start testing the end-game only and negclet the start of a game. But the start of the game is the most critical part for new players. [/quote] This I have to disagree with to an extent. While some cheats can be fun to play with if you just want a relaxing playthrough where you mercilessly slaughter everything in your path (God-mode) or you type in a few keystokes to earn unlimited money to build your dream city in a simulation, cheats that are put in to obviously cover up bad design should be frowned upon.
  6. I very much enjoy the idea of this kind of game. Admittedly even though it is effectively Theme Hospital with a Hell skin thrown over it I love the imagination it takes to come up with such an idea in the first place and I applaud you for your ingenuity! I do think this would be worth pursuing as a development project and I believe with the right humor (you want to keep it lighthearted or it may offend more "conservative" gamers) and art style it could be a big success. If you get some conceptual stuff out there (artwork/gameplay) I believe you would find a decent following in no time at all. Good luck in your endeavors and I look forward to hearing more about this in the future!
  7. Well I believe a few people have already mentioned this in this thread, but good advice always bears repeating. There are no new stories, ever! Avatar (the James Cameron film) was nothing more than a sci-fi retelling of the plight of Native Americans, but it was told with such an interesting setting and characters that it became a huge hit. Star Wars was nothing more than a Cinderella story when you get right down to its core. Do not let the idea of writing similar works skew you from pursuing your passions as a writer, simply embrace your story and mold it into something you truly believe in. Haters are going to hate, generally because they will not have accomplished what you have brought to life with your creative works. My best advice is to read Joseph Campbell's "The Hero With a Thousand Faces" cover to cover and use it as the backbone of your plotline. Whether the story you have mimics some other work of art (which it is going to) the Hero's Journey is never a bad baseline to use.