General > Off Topic
Mmog with the goal to survive
Welwordion:
I always liked the feeling of malleabilities, maybe it some thirst for power or only the enjoyment to watch the everchanging, I like it when a world transforms evolves thinks are created and destroyed the whole world whirls forward and you are a part of it. (thats probably the same reason I am attracted to alife games)
I am convinced that a true mmog should have some kind of physics, ways that thing works, transform and effect each other and that the rest should emerge from the complexity of combination.
(the problem is always to find the right system)
I am not quite so harcore regarding dead like you, but I want to fight for survival rather than standing there and
asking myself what purpose there is in killing monster for progression.
Thats why I would propose that you should not lead a single char but rather something like a family, so you would not get this: my char died because of a little mistake and now all was for nothing feeling, but rather:
Now the children have to carry on or it was worth dieing as long as the children life on.
I agree that the current leveling sytems are stupid as the concentrate on gaining strength(mostly fighting strength), buts as I want to build up something I also do not want a char to be stagnant, rather I want the grow be in the diversity abd possibilities if of the char.
Like learning to climb gives you access to new places and adjusting to radiation gives you the possibility to survive in certain places.
These possibilities might also be magical like entering the farie realm or tinkering with the shape and grow of other organism. A char should be able to aquire a certain amount of these possibilities until he reaches his limit.
Such you would choose the form of your char and would need to put in some effort but once you aqquired your full potential you should stay like this and it would be up to you what you reach with your limited powers.
(this potential should either be reached very early or aqquired abilities should stay as lore in the family)
Be it starships or magic towers I want to see people cooperate driven by need, goals, ideals and greed.
So to say its the necessities the limits that give the game they purpose.
Note: It might be cool if there are certain locations that can only be reached by a certain combination of traits in a single or maybe in multiple people.
example: You need to be "small" so you can enter a certain cave, down there is a lava river to cross so you need to be fire resistant, then you reach a root of the Yggdrasil tree
as you have the ability to fuse with living things you enter the root and reach the core of the Yggdrasil tree, or use the tree as a connection to another pace.
Numsgil:
--- Quote from: Welwordion ---Thats why I would propose that you should not lead a single char but rather something like a family, so you would not get this: my char died because of a little mistake and now all was for nothing feeling, but rather:
Now the children have to carry on or it was worth dieing as long as the children life on.
--- End quote ---
I like that.
--- Quote ---These possibilities might also be magical like entering the farie realm or tinkering with the shape and grow of other organism. A char should be able to aquire a certain amount of these possibilities until he reaches his limit.
--- End quote ---
I never really liked the idea of a limit. Real life seems less to do with limits and more to do with specialization. I could spend time and learn a little about everything, or I could concentrate on one thing. The limiting factor is simply time.
--- Quote ---Note: It might be cool if there are certain locations that can only be reached by a certain combination of traits in a single or maybe in multiple people.
example: You need to be "small" so you can enter a certain cave, down there is a lava river to cross so you need to be fire resistant, then you reach a root of the Yggdrasil tree
as you have the ability to fuse with living things you enter the root and reach the core of the Yggdrasil tree, or use the tree as a connection to another pace.
--- End quote ---
I'm not against cooperation, but I always wanted to be able to solo everything in MMOs. It's more fun for me to be self sufficient. I'm not saying it should be easy for me. But I once spent 30 minutes opening a car door with a hanger when I could have just gone round to the other unlocked door. I'm stubborn.
Welwordion:
Well to be honest I would prefer of getting all my abilities early, then having to spend tons of time until I can finally use this or this spell.
Also with limit I rather meant the need of specialization, or better to say you are not omnipotent only when you
can not aquire all abilities their remain weaknesses which make the game challenging.
Some games simulate that by implementing classes, others let unused skill lose points.
So when you say time is the limit , which time do you mean the playtime of the player or the lifetime of the char, cause when only time is the limit the lifetime of a char would need to be limited, so he can not grow omnipotent.
--- Quote ---I'm not against cooperation, but I always wanted to be able to solo everything in MMOs. It's more fun for me to be self sufficient. I'm not saying it should be easy for me. But I once spent 30 minutes opening a car door with a hanger when I could have just gone round to the other unlocked door. I'm stubborn.
--- End quote ---
You might have misunderstand me , I think of a system where aplayer can choose special traits (like in Vampire the masquerade) a set of special abilities he is born with and and sometimes a certain combination of special abilities might be required to do something.
So you could choose to either make your char stronger by choosing extra strength, super regeneration, special speed, or choose abilities like flight and faerie blood, that will not raise your attack power by any means but rather improve certain abilities or allow you to do things that others can not (like entering certain places).
So its rather a matter of customization.
Numsgil:
It depends a great deal on what the point of the MMO is.
In a competitive MMO, where you are in some way competing against others or fighting monsters, you don't want to become omnipotent, because that destroys the point of the game.
In a non-competitive MMO, (A Tale in the Desert being a good example of a non competitive MMO, not necessarily this point though) you could be omnipotent (meaning you have all the skills and can do anything others can) if you worked hard enough, and it wouldn't ruin either your playing experience or someone else's.
I'm interested in non-competitive games. In a survival game where you just have to stay alive, (which is a constant struggle) and try to raise your standard of living, most of the game play is spent in construction and exploring, things which aren't inherantly competitive.
For instance, you could spend a week real time clearing a small section of forest and building a small house.
PurpleYouko:
One thing I have never been too keen on is when certain classes can only wear certain types of armor and other clothing.
My plan is to build a system where everybody can wear everthing and do anything.
The catch is that you will have to increase skills in certain areas to get the most out of the items.
Magic would be the same. A system of magical symbols, words and movements that can be combined in an almost infinite number of different ways. To start out, a character will only know the barest few of these magic components and will have to find/research them or pay a master to teach him. If a character is the one to find some new and snazzy spell then he will be the master and can teach others (for a price perhaps )
There are actually 9 distinct types of magic in my world but who's counting?
Same goes for fighting techniques and any number of other stuff.
Full customizability is the name of the game. No distinct classes or anything like that either.
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