Game Development Community

MMORPG's Idea Thread

by Ryan Zec · in Game Design and Creative Issues · 09/29/2003 (5:46 am) · 30 replies

I would first like to say if you dont like MMOG (being MMORPG'S or whatever) then dont reply with flaming.

This thread is just to get some idea flowwing in head head for a MMORPG. I already have a few good ideas but what I would like to know is what you like in MMORPG? Name anything, something you have seen in MMORPG's before, or something you would like to see in MMORPG's.

Just to start this off:
1. I like the idea of own your own house (which will be in Everquest 2 and Final Fantasy XI).

2. Something that i am waiting to see is that the Qeust in the game will increase with you level (which is a features that World Of Warcraft in said to have)

There are just 2 ideas so please reply with some other good ideas

Thank You
Ryan Zec
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#21
11/13/2003 (12:41 am)
Hi! Something like Morrowind would be cool, anyone working on such a project?
#22
11/13/2003 (7:00 am)
@Paul: Never played Morrowind, so I could be working on something like it for all I know, and I have no idea ;) All I know of it is that one character screenshot in the ad for LithTech or whoever's engine they used, lol...

It's bad when you spend so much time working on a game project that you have no time to play games.
#23
11/13/2003 (7:17 am)
Quote:It's bad when you spend so much time working on a game project that you have no time to play games.
Gah. Right. Story of my life right now. I *try* and get a half hour in here and there, though. But at least the time is going to a good cause :)
#24
11/13/2003 (9:55 am)
There's an interesting article over at gamasutra about the similarity between the MMORPG business model and that of a TV Series.

A good read for anyone looking to make games in that genre.

Note: annoying gamasutra registration is required to view the articles.
#25
11/19/2003 (4:10 pm)
Actually building a persistant world would be an interesting challenge, something I definitly would like to try my hand at, although I'm currently deeply involved in planning a single player only game at the moment, as really it is an area of major expansion. Sure you can't unseat SWG or Everquest, but there are areas in those bigger games that, frankly, are crap, and someone who wasn't aiming to get 300,000 hardcore grind crazy subscribers could fix reasonably quickly and create an enjoyable experience. I think the most criminal thing about SWG, and I do have a subscription! Is that it has this huge backstory and promptly ignores it, there is no sense you are in the Star Wars universe, which is sad..
#26
11/19/2003 (4:28 pm)
I agree, and thats what my team and I are trying to create is an actual persistant world with a storyline behind it that is actually followed.

However I totally disagree that an indie cant unseat one of the big boys. The big boys are in it for one thing.... cash. An indie is in it because they truely want to make a game and their passion for that game drives them. I dont think at the stage we are at now that my team can but it can be done....example:

Richard Garriot... small time in his house developer, now MAJOR player.

Everyone starts at the bottom of the game heap. What you make and how you make it matters... not that your name is Gates or you work for Epic. Your game is exactly what you make it and if it is good enough it can go anywhere you want it to.
#27
11/19/2003 (11:08 pm)
There's alot more to getting people to play (or buy) your game than just making a good game.

I've bought alot of games that were terrible because I thought they would be good, and I'm sure there's some great freeware games out there that I either haven't downloaded or had difficulty installing.

But, don't let me get you down. Making a great game is worth doing, even if it isn't going to change your life.
#28
11/20/2003 (3:19 am)
I think the approach that needs to be taken in an indie building a PW is to build something they, and their friends, would love to play, and throw it out to the general public, but keeping costs low, so a small number of subscribers can allow them to break even. Take A Tale in the Desert, for example, small company, neat idea, they are now making some money (not sure how much), not my cup of tea per se, a little too niche, but it shows that small PW can create reasonable followings and can provide an income. You've just got to get out of the hack'n'slash mentality long enough to see that PWs provide other alternatives that can be just as fun to a different group of people. The other thing people should look at in ATITD is that there is grind, but it is fun, growing onions takes ages, but there is the whole thing about perfecting it, trying different watering combinations and grounds to produce more onions e.t.c, unlike most of the major ones that say, grow here for 100% efficiency, at which point it becomes a boring grind, it is up to the players to figure it out, and some people spend months doing that because they find the challenge interesting. As long as people CAN figure it out themselves they enjoy the task of it, atleast most people do, some people just want life handed to them on a plate... Also people need to feel their actions can change the world, or atleast their corner of it, how many of you can say playing EQ, SWG, Asheron's Call e.t.c that you really have any effect on the world at all??

Owen
#29
11/20/2003 (11:54 am)
Er...

What I meant by "Making a great game is worth doing, even if it isn't going to change you life" is that you shouldn't make a game for the purpose of getting a bunch of money. If you do so, you will probably fail (assuming you're an indie game developer).

But if you're making a game because you want to make a game, you're more likely to succeed (though you probably still won't get alot of money).

After making a bunch of games, you might find that you've become good at it, and then money might start rolling in. But I don't think you should really take that into account.

Games changing the world is a whole other issue. If I make a game and exactly 1 person other than myself plays it, but the game inspires that one person to cure cancer or colonize the moon, it's made a big difference. But if a million people play it and don't do anything as a result, it doesn't really matter.

The problem is that there's no way to accurately predict that sort of thing. You can GUESS, but you never know. Maybe you'll make some game that's supposed to "inspire" peace somehow, and some guy will play it, get annoyed, and blow up the Earth.

Anyways, I was just saying that should make a game because you want to make a game, not because you think people will jump out of the bushes and hand you buckets of money.
#30
04/02/2004 (5:25 pm)
"If you can think of anything "New" in a MMOG you can bet it was done an eternity ago in a MUD/MU* etc. Give or take the graphics bit :)"

I smiled at this quote, and then read two messages down and rolled on the floor. I actually wrote a "spell interpreter" for a mud I designed back in 1998 that took over 15 spell realms, 35 different spell factors, and 18 different spell "forms" (missile, ae splash, aura, shield, etc) and parsed "on the fly" spells typed in by the player (all of these forms were interdependent, and required research, quests and the like to be able to utilize).
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