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author=Archeia_Nessiah link=topic=1156.msg19348#msg19348 date=1212922024
This and I hate MMOs and I don't find them enjoyable anymore. It's too repetitive, boring quests just PVP here and there.

Runescape.
I honestly think there needs to be some more activity in the indie MMO community. Maybe I'm just clueless because I'm turned off by bad 3d graphics (3 > 2, but people need to learn that GOOD 2D > BAD 3D) and I don't pay for anything, thus don't try any of the games out there, but I think there's a lot of MMO experimentation possible, where people try to work on alternatives to the ZOMG GRIND, someone actually addresses the issue of Player-Run Economy = FAIL, and actually making interesting storylines in a multiplayer world.

Quick elaboration, 1) grinding is actually entertaining because you're leveling up and the goal is to get higher than everyone else. But when you get to the point where you can grind for an hour and not level up (Yes, Runescape level 60-something, I'm looking at YOU) you really are just wasting your life. We need more frequent level ups, and more skill variety. 2) Player-run economies suck because crafting happens instantly. Sure there might be only one guy at level 80, but once he's there he can make a Legendary Blade of Win in about 15 seconds, and floods the market for his own profit. If the Legendary Blade of Win took 3 hours to make AND level 80, it would actually sell for what it's worth. 3) Story in an MMO? There's usually backstory to the world and such (it's usually pretty cliche too), but not much of anything else.
Hmm, I am in some ways intregued by this post, I am working on a MMORPG and would love it if everyone here would play it when it came out, but since it seems as if most people here are not interested in mmos, I have a question.

What would you like to see in an MMO ?
I would like to see a more linear story with the possibility of a conclusion. Like, collectively, you could actually wrap the "game".

I can't think of a way to do that in a full MMO, but I suppose it's possible to do it in an instantiated world (kind of like how Diablo 2 would instantiate a new world every time you started).
Well in the game I am working on, we are trying to make multiple story lines in which the Player is affected by the world. A Player is born into one of the 5 Pre-Made Clans or born into an Orphanage, they are 16 and it is time that they establish themselves in the world. However there will be several events that are present within the world. Lets say for example, I am a Player on the Quest to become a Monk. As I head towards Mt. Fugi I notice Smoke rising in the direction of the Monk's Temple. As I run to find the Temple, it is in ruins, destroyed and all the Monks lay dead on the ground. Now you may say what about the other Players who are Monks. Unlike my Character, when the Temple is attacked, all those players that belong to the Monks of Suzuka would be notified that their home is underattack. Now they would have witnessed the attack, and had to fight the enemy. In the end however the enemies may have overpowered them and defeated the Majority of the NPCs and Players. It is then that the entire Temple will be witnessed in Ruins. Within acouple of Monks, if the Temples economy picks up, it will eventually return to its past state, however if not it will remain the same. Now the importance to this is the fact that, new story options become open to Players who are Monks and Members of the Temple. This event would also be sent to the Capital of the Nation, and Player whom are members of the Specific Nation would go on Missions that are related to the attack. What we have are Players who will Play as Actors, that will change the Story. So one person may meet someone, while another not meet one. Again, a problem arises, and MMO basically anticipating to have over 100 Players, so how will they all be related to the game. Well each Player has their own story, similar to that of Baulder's Gate but at a larger scale, there will be Personal Events, and then there will be Global Events. Basically everyone will be Drawn in one way or another, you will play a role in the story. And these Events will be Monthly so basically there will be new Episodes each Month. Like in our world, there is no hero, no villian, depending on how you play, your destiny and the outcome will change.

It has plagued me for a long while, the who MMO Thing. I cant even play and MMO anymore. They are so boring, no direction, but when you feel as if your actions could change the events of the game, then you will be drawn in. We have one Story Arc Planned, but I dont want to Spoil too Much. :P
author=Ashramaru link=topic=1156.msg20906#msg20906 date=1213995960
What would you like to see in an MMO ?

I would like to see MMO's be more challenging. I have played quite a few and none have been challenging at all in my opinion. Just the same monsters over and over again and all weak. Makes the MMO boring.
Just a quick point that there are two ways to have a storyline with an ending in an MMO.

1) Zombie infestation style. The world is being overrun by zombies! Collectively the players must push them back and purge the world of their unholy beings! When the world is purged, the game starts over and the time of completion for the round is logged. The next round, the players try to beat their previous time. It is completely cooperative. Maybe throw in a little procedural generation (good PG, please, no one likes bad PG).

2) Every player is THE HERO style. Throughout the game there are bosses that are single-player (or small group). There is a story behind each boss, and every player gets to kill the boss exactly once. The fact that the boss was killed previously is just an accepted paradox and life continues. When the final boss is killed, the player "ascends" and their character becomes legend somehow. Not like the KoL or LotGD web-games, where you play again and try to ascend again. Just like "Okay, you beat the game. Congrats. Here's a trophy."

I don't think either of these have been done before, and I would love to see them.
I dont think a finite ending is best for MMOs. With Shinsei, I created an Aging System, hopefully it will work as planned, that once you reach 100 Your Character Dies and is Reborn. Because rather than making one a "Hero" they choose a "Path", not just Good and Evil, but a Path that benefits them. I think that is the best kind of MMO, a Path in which Players recieve direction, not kill 100 Orcs and Clense the Cave, Marry the Prince/Princess and live happy ever after, more like enter the Cave of 100 Orcs, kill their Leader, become the Leader of the Orc and try and conquer territories. The only Finite ending fit for an MMO is Death, and a true Death, rather than a "oh I died in battle, but I respawned in one piece" :P.
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