Theory - Outside the box MMO

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20 comments, last by JigokuSenshi 12 years, 8 months ago
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[font="Calibri"]If all games used apples, then your game using oranges isdifferent, but really not so different that they couldn't be called 'fruit games'.[/font]

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[font="Calibri"]I think you’re playing around with the concept of equivocation.One can define level games in a way that pretty much all games are different. Iwould say your idea is a level based game, but you’re substituting monsterkills for ‘crafting kills’. In your game, clearly a well ‘leveled’ crafter ismore powerful than a newbie crafter. [/font]

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[font="Calibri"]This isn’t to say your game wouldn’t work or that peoplewouldn’t find it interesting, but yours wouldn’t be the first game whereplayers could level without actually doing combat. Look up skill-based systemsif you’re interested.[/font]

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[font="Calibri"]You’re also slightly misusing the term theory (though mostpeople do). Concept or idea seems more appropriate.[/font]

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I just want to say that there is no possible way of making an MMO without some type of "level" system. There will always be some sort of way to visually categorize players whether its their gear, a rank, a tier, a progress bar, work they have accomplished, etc. Even in the concept you have there is several leveling systems so you didn't get rid of it like you said. Also being able to see all the buildings all players have created is impossible. There would be too much data to load, you would have to break up the buildings players have into building sectors. Once you break them up into sections, it then defeats the purpose you stated that you wanted in the first place. In order for it to load quickly and properly you would have to minimize the building decorations and features by a lot which would be boring and also defeat the purpose.

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