Game Development Community

MMO IDEAS( post what u think should be in a mmo)

by Cohen Mcdonough · in Game Design and Creative Issues · 10/13/2008 (7:01 pm) · 43 replies

AFTER reading about LOTS AND LOTS of mmorpg ideas that have failed or came close to finishing but failed or failed for another reason or something i think so that i will start seeing what the actual GG community would play. Notice how i didnt use MMORPG just mmo because really u could have a MMORPGFPS for all i care and still have the same features as a FPS and a RPG. to start this off i will post what ithink should be in some
1. PVP( lots of it) i just love getting to a higher lvl and then poning some noobs in online games :)
2. Lots of monster spawns so it is easier to lvl. In flyff and perfect world international( both free) i have come to points where i need to kill monsters but i cant find any
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NOW you all post your ideas if you feel like it
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#1
10/13/2008 (8:11 pm)
I personally love PvP. It's just a great way to spend your time while waiting for something (An event, friends to logon, etc.). The monsters thing is definitely something I notice in MMOs, especially at lower level when all the newcomers are killing everything in the starting area due to lack of spawns.

Here's my list of things I like and would like to see more of in MMOs (besides the stuff above).

1) Lots of skills and resources for them. I always love being able to choose between a good variety of skills and going hunting for the rarer resources for them. Some games have so few items for each skill that you get bored since there's so little you can look for and therefore make.

2) Hidden NPCs, treasures, locations, etc. It's exciting for me when I find a special NPC or treasure while traveling. Makes adventuring worthwhile and makes it so you don't have to kill things just to get items and gold all the time. The best are secret/hidden areas. Those are always fun to explore and see what's there, especially when it's not on the map.

3) Many choices for character customization. I don't feel like very unique as a player when there are so many others that look just like me. Also many races is always nice to have.


That's all I've got for now.
#2
10/13/2008 (9:48 pm)
You know what I think? That indie developers should focus on a different genre! the MMO garbage is ridiculous and most of the time, fails! It's the most difficult project to undertake, and most new devs here make it their first project! From personal experience, I can tell you people, to, please, stop with the constant MMO ideas.
#3
10/13/2008 (10:21 pm)
@Ovoon - Valid opinion, but we should leave the spirit of the thread in tact. To answer the OP, as a gamer I want a Crafting MMO.

All I want to do in MMOs is craft. I want to be that guy that makes your weapons. Let me craft your full set of armor. I don't want to stop there. I want to focus on a particular line of artisan abilities.

Architect Line: Start by making toys or small furniture. Progress through the skilltree and ranks to make increasingly more difficult objects. End result would be the creation and selling of houses and town components that would allow for player run cities.

Honestly...that's all I want to do. Forget fame and glory. I want to make your houses, chairs, and swords =)
#4
10/14/2008 (6:32 am)
1) I think a problem with MMO's is that they try to make defeating MOB's too easy, which means that you'd need to kill a billion of them to level. A good way to fix that would be a more flexible system of awarding XP based on how hard the fight was. It's not as hard to track as one might think, and I believe that it would take a bit of the bite out of grinding, make combat a more serious proposition, and leave MOB's for others.

2) MMO's definitely need to move away from XP-based systems. It's out-moded and inherited from the days of pen and paper where you didn't want your players tracking a hundred skills (of course, there's pen and paper games that do that quite nicely though). When the system is automated, however, you can track all the skills you want if they self-level. So yeah, a self-leveling skill-based system would be very nice. This also satisfies Michael Perry's want of a true crafting class, because advancement will not have to be tied to combat.

3) Cowbell. MMO's simply need more cowbell...
#5
10/14/2008 (7:31 am)
I like Ted's second point.

Although, must of what I would want from an MMO is actually the absence of certain things. So, though I'm defying the spirit of the thread a little:

1. A definite lack of all the ridiculously cliched and overused settings we've seen before. Even when people say they've got a new, refreshing setting... they're usually wrong.

2. A distinct absence of grind. Like Ted's first point - it doesn't have to be about repeatedly killing masses of grunty opponents. You could actually make the game require some skill.

3. A marked dearth of the acute deficit of hands-on controls that you see in MMORPGs. Okay, this is actually a want, not a don't-want, but hey. I want to be able to control my character directly, not just point-and-click. Same goes for combat.

4. Okay, another want-not-don't-want. A deep magic system that doesn't have you spamming out spells by the dozen. Magic in most games has been made quite banal and pedestrian. Bring back some of the power and mystery of magic.
#6
10/14/2008 (8:17 am)
@Daniel: I don't think you're defying the spirit of the thread at all, seeing that these things could actually be thought of as new features for MMO's. ;)

Another do-not-want: Bikini armor. Yeah, I'm as much of a guy as the next, but I don't need to gawk at pixels, and MMO's that do this really alienate a large sector of the market. If a game needs this to bring people in, then they didn't do a good enough job on the game itself.

Want: Tools for roleplaying. I can plug my own project at this point, but I actually want this out of other games too. I don't speak Old English, and I don't have a Scottish accent (which would relegate me to playing a dwarf), so I'm pretty much ass-out for roleplaying. There's no supporting gameplay for it, no consequences for doing evil as a paladin or good as a warlock. Honestly, these MMORPG's are not RPG's at all, just MMOGauntlets.
#7
10/14/2008 (10:25 am)
I guess I would have to ask a few questions and defy the spirit of the thread also ;)

Why does killing mass hordes of creature have to generally be the way in which you level up?
Why level-up?
Why does magic have to be so overdone and prevalent?
What's with the dumbed down point and click interaction in virtually all MMO's?

Why not add more player vs player interaction? And I don't mean noob killing. Let two or more players compete in a duel for prestige. Have a training field/facility in larger towns for beginners to acquire the necessary skills for survival from more experienced instructors. Let players gain XP and/or recognition by becoming sought after teachers. Crafting skill can be a means of advancement, can't it? Take a careful look at history. Except for times of war the most successful and renowned people in any land were the skilled crafters, merchants, and entertainers. Without war there would have been no need for knights/soldiers, lords, or kings. In most MMO's the only way to beat the next NPC or higher level player is to kill hordes of critters in order to level up to a suitable damage potential. That's crap. Any peasant with a bow can kill a king.

Quote:Bring back some of the power and mystery of magic.
Definitely. Too many MMO's use the same damage, alter, heal/buff magic parameters. When you run out of mana all you have to do is take another potion and you can spit out another stream of almost endless fireballs and lightning bolts, or boost your buddy's strength or speed or amor, or something like that. Why not craft a spell that will decimate the battlefield in one blast. Make other players fear the use of magic instead of being annoyed by it. And that's all it really does in most MMO's, annoy. You can balance the power and fear by leaving the magic user prostrated on the field. If he/she doesn't have allies well....

Point and click controls are boring and tedious to me. I'd rather play a RTS game if that is the control scheme. I want direct control of my character's movements and actions, not go here(point-click)...then here(point-click)...attack this(click)...go there(point-click)...attack that(click). After a certain point of memorizing the same point-click tactics and shortcuts for various potions and items I loose the desire to continue playing regardless of how nifty a certain uber special item is or how quickly, or not I level up.

And I want even go into the severe lack of any cohesive story. Or the lack of player responsibility. Not their use in a party but their responsibility for their actions, their responsibility to the world around them.
#8
10/15/2008 (7:57 am)
Quote:Another do-not-want: Bikini armor. Yeah, I'm as much of a guy as the next, but I don't need to gawk at pixels, and MMO's that do this really alienate a large sector of the market. If a game needs this to bring people in, then they didn't do a good enough job on the game itself.
Oh yeah - I forgot that, but I totally agree. I just find it laughable that every MMO must have a substantial amount of cleavage on its box cover. It's even funnier if the developers are at least attempting to be a little bit serious with their game. It's totally undermined by the babes running around wearing less armour than it takes to make a hemet. Really effective protection...
#9
10/15/2008 (11:42 am)
I really agree with Michael Perry and Daniel Buckmaster. I think what we can all agree on is that what is missing is DEPTH--lack of direct player control, lack of influence on the surroundings, a lot of games just seem to be lacking things that draw many people in.

And Ovoon, I can understand and relate to your position. I hate pretty much all of the games that are out as well, but you can't let that make you hate the genre. It has potential if done right, and if the big companies are not going to risk their money on something different and outside-the-box, who will? If the indie developers don't step up and work together, then all we will have will be these sadly lacking examples. And that would be a shame.

It's not an easy road ahead, Cohen, but I look forward to seeing where the future takes your project!
#10
10/15/2008 (1:15 pm)
To expand on that, I think that what many MMOs lack depth not only with the player's interaction with the environment, but also interplayer communication. Interaction generally consists of "Hey, do you want to team up to kill (random boss name here) because my loser friends aren't coming on today?" or "Let's party to do some level grinding", etc.

That is the main reason I agree so much with Michael Perry. Giving players some incentive other than being combatants would allow AI-driven merchants to be replaced by actual people, who spend their time researching and working on armor/weapons/etc. while online, and are replaced by a seller-bot or something while they are not, so they can continue to make money with which to research better things.

The same goes for Architects, or other craftsmen classes. The good thing about this format is that it doesn't necessarily mean that a craft-class person would have to stay in the same town/city, but they could go through a "journeyman" stage where they travel to other places and learn what they have to offer. Or, they could concentrate on researching the history of the region that they are in and become a true expert in the local areas (which could give them an advantage when making armor and weapons specifically advantageous to local enemies/bosses, etc.).

This isn't so much for architects, but they could shape the cities and the expansion of districts, which would be interesting because a potential exists for huge cities, where people could have training areas, residences, etc. And their travels could help them learn different styles that they could help migrate to other places.

If you really want to make things interesting, you could even have politician classes that manage the cities and play more like a city sim--they allocate budgets, cope with disasters, etc. At that point it could help create depth even more by whether they choose to make a corrupt, self-serving tyranny, or a utopian perfectly-run city.

FURTHER than that, if you really wanted to spice things up, you could have outlaws run by actual players, who have their own hierarchy (long-lived players can become infamous crime bosses), and they actively seek to recruit players to do various crimes, ranging from petty theft to invasions of cities. This opens up the possibility for many different levels of criminal coordinators to plan crimes that increase their wealth, with getting caught having a harsh impact.

I don't know about all of it, but hopefully these will plant the seeds that create great experiences when playing games. I know it's more based on what the game can handle than anything, but that is what really makes MMOs so hard--it's making them both fun to play and runnable, and that's why the ones to this point have been so lacking.

You may consider a limited multiplayer (closer to LAN) and somehow incorporate passive online interaction, though that would be very difficult as well.

In any case, good luck!
#11
10/15/2008 (2:04 pm)
Quote ovoon: You know what I think? That indie developers should focus on a different genre! the MMO garbage is ridiculous and most of the time, fails! It's the most difficult project to undertake, and most new devs here make it their first project! From personal experience, I can tell you people, to, please, stop with the constant MMO ideas.

Well ovoon i understand what your saying. This thread wasnt opend up for that, so i dont get why you are talking about that this thread is about ideas not discouraging others T_T personally i like single player rpgs and mmos to play i might make one years in the future after i know A LOT MORE i have one in a list of projects i wanna make but first i am going to work on srpgs for that game(check my blog for info)


QUOTE M (silentMike) Hall
Member:
Why does killing mass hordes of creature have to generally be the way in which you level up?
Why level-up?
Why does magic have to be so overdone and prevalent?
What's with the dumbed down point and click interaction in virtually all MMO's?

Yea your right mike whats the point in lvling? I mean people start insulting you if you dont have much lvl i know that in malpestory besides lvl it also depended on fames like if u were a lvl 90 and had no fame then you would be kind of worhtless no offense to any lvl 90 ms players out there lol. i DONT LIKE click interaction its so stupid and it reminds of runescape(Which i hate evn though i might try out the new pk worlds =) ) Also next i would wanna say that WTF!!!! In some games i have played a sword that is kwl looking looks like a stupid nooby sword lol wtf!!! i know that in some rpgs i have layed my hands on would be so 2d that they couldnt even make different armor. Speaking of sprgs WHAT THE HECK IS WRONG WITH THE AI!!!!!!!!!! In some games i have played that are more like rts but are still called rpgs like final fantasy 12 revenant wings for the DS so you have to make stuff and when you send them to fight around the enemy they go right into the enemy territory instead of following my command and sometimes they automatically go and attack without me telling them too. OOH ALMOST FORGOT mike your idea about letting a peasent kill a king is true, any peasent in real life could killl a king (unlikely but true) they should make mmos more realistic and maybe you know how soldiers, knights, ect train in mmos therewshould be a instructor who trains the player to get better at fighting but no lvls!!!
-COHEN MCDONOUGH
#12
10/15/2008 (2:14 pm)
Bards. Storytellers.
Don't knock em, you can do a lot with them as a buff class, especially in a game with a lot of crafting.

Gather material by being near battles and other events of note, being part of it or not.
Compile a song or story from the events recorded.
Perform your songs in taverns for tips, buff others durring battle.
Scribe stories into books, for sale or to give out. Readers receive a small buff after reading, once a day.
Scour the continent for peasant stories and folksongs, learn the epic songs of the lands.
#13
10/15/2008 (3:56 pm)
Yea i agree btw ur post got cut off lol so yea but there should be some mroe cooperation and it should get more unique then play as a elve and do x quest to lvl up and then go kill x monsters to lvl up and stuff you should be aloud to decide what happens . Maybe a fantasy world with a realistic catch to it like you said make your own spells, maybe make your own spell books lol um your own weps, and maybe( this may go to far) quests for example making quests for other people to do in a guild like guild quests that only masters or jr masters of guilds can make and assign info on like 'murder the stalker' kill the stalker user ign: x go kill him and get 5000 xp and a reward from theguild master. BTW I made that up entirely :) (The example for the guild quest)
#14
10/15/2008 (3:59 pm)
I agree, that a in a mmorpg "quest"should be more then kill x number of monsters or collect x of a particular item, tough I don't have ideas about other types of quests, I love to play mmorpgs, but I just don't have the patience to lvl up by killing beasts, over and over again.

I also think co
#15
10/15/2008 (4:01 pm)
Hmm, anoying, a wrote a rathe big reply, edited, but still it doens't show my whole reply.
anyone an idea how to fix this?
#16
10/15/2008 (5:35 pm)
In regards to quests, that's opening a can of worms...

Of course, the can really needs to get opened. The reason why it is what it is, is because of all the other features that a truly dynamic quest system needs to lean on: AI for NPCs, access to events, scheduling, asset creation, player tracking on multiple levels, etc. It's been done as it is up til now because of the simplicity to just have a writer give some "wrapper" story to a "kill 10 rats" (pardon the pun, lol) mission. The numbers are arbitrary, and who the hell cares if you come back with five Defias bandanas if that doesn't necessarily mean that they're really gone?

So you need a system that monitors the world itself, generates tasks, and schedules events that would occur at optimal times (read: when there's a PC around to see it). Then, when a PC gets involved, the system would play the NPCs as actors (AI), and advance the story (OMGWTFBBQ tech needed). And then at the end, either the PC would have advanced in skills that passively level up with use, or would receive some reward, or would gain XP based on some kind of algorithm that looks at the PCs performance during the whole "story", or a combination of these.

It's not at all easy- and again, it needs to be done. As a matter of fact, people are working on it (myself and others), and some really nice advances have been made, but there are some interesting technical hurdles still in place.

Maybe people should start looking into developing these components for use in MMOs.
#17
10/15/2008 (5:55 pm)
I also think cooperation should be taken to a new level, players shouldn't be stuck on roles like: the tank, healer or DPS.
the following is maybe a detail but, I find good quest information very important. many mmorpgs lack this, And I found myself more then once wandering around for an half an hour only to get killed by an much higher monster.

i've played with the following idea in my head for a while, and since i neither have the skills, nor the connections to realise it myself. I might aswell post it.

Creating you own spells:
- absorb essences from objects around the world,
- combine the essences to create new spells
- maybe perfect you spells by adding minor essences to them
- diffent absorbsion levels, ( so you can't absorb all essences from the start.
example: wall essence + fire essence = Fire wall ( hold back enemies, arrows etc)

new level of cooperation:
- double casting: two players with the same spell both need to cast it, to maintain the spell. example: two playerscast magical bridge to let the part cross the lava pool.
- combined casting: two seperate spells can produce andother spell while casted at the same time
this way you can let the envoriment play a much bigger role, it's not only about you and killing the mobs no more. it also add's a little andventure genre into the game, the drawback is maybe that it's harder to find parties, and would prolly be lot of work to create those combinations and spells

maybe it's a totaly lame idea, or such games aready exist, I don't know

I once bought a unknow game for about 2 euro, which had a good concept.
every item you found had an magic propperty or spell lock inside it, and you had to equip or use the items for a while to unlock this so you, could use it later on. this way you use items and weapons you normaly would use.
#18
10/15/2008 (6:07 pm)
Hmmm maybe there should be a community project called the GG MMO MMORPG or renamed later based of all this with people volunteering for it and working on it as a project for the community free to play and stuff
#19
10/15/2008 (6:11 pm)
Now that is a excellent idea.

I would have to mention that it should be geared towards technology so as to not fall into the "Realm Wars" trap where progress was gauged by visual content.
#20
10/15/2008 (6:11 pm)
Hmmm maybe there should be a community project called the GG MMO MMORPG or renamed later based of all this with people volunteering for it and working on it as a project for the community free to play and stuff
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