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Long long time, no post

by Doug Hammond · 08/08/2006 (2:30 pm) · 1 comments

I haven't been doing much on Torque recently. I check the site weekly, mess with the mission builder, make a wish list for myself. Recently I remembered an idea I had a few months ago for an mmog. Basically it's an RPG, but I'm kinda tired of the ones on the market (not that they aren't entertaining).

Actually I began prototyping the world in NeverWinter Nights (haven't published any of it yet). Essentially, its an alternate reality or fantasy setting rpg. It has, however, a few unique features.

Character perma-death and the Heirs/Heirloom system:

So you made it to grandmaster, level 60, 70 whatever the cap is in your game of choice. What is the significance anyone can get there in time? What is so special about it if you keep the same character who dies time and time again? Where's the suspense and the tension? My thought on the matter is that once a character dies, he should stay dead, not to punish the player (it is after all just a game) but to make the world more enriching and immersive. But then you have to start all over again you say. Not so, with the right features in place. I would like to develop an system of designating an heir, an NPC who would then take up the players foot steps. The longer and close the heir is to the player, the more he becomes like that player, so that the "penalty" for dying is not so great. It also gives a player a chance to choose another path in character design, if their first character is total crap. Heirlooms are the items of character's equipment which are marked to be turned over to the heir upon his death.

Rise in station and sovereignty:

Ever notice that no matter how powerful you are, no matter how big the guild you are in, essentially the game is the same. Same spawn points, same quests for players? What if you were a force to be reckoned with? What if you determined the game's atmosphere? The second idea I have been thinking about is coming to power, the game of thrones so to speak. Inspired by the Total War series (to an extent) I envision a game world in which, as players reach the peak of personal power and influence, the challenges become more difficult by shifting away from quests and personal triumph to national ministry and large scale conquest. You build your strength, you assign your lieutenants, you set the mission, and unleash your forces upon your neighbors, or the untamed wild for the sake of your kingdom. All of a sudden that once static gnoll camp (just as an example) is the provincial capitol of your growing empire. The once dangerous wilderness is now safe for newbies, but on the borders, even deadlier foes are launching raids fit to challenge even your most capable allies.

So those are my ideas. I have a few areas to work on, (also currently taking a stab at a plug-in for milkshape, and writing the necessary functions for NWN to prototype). I'm looking at the torque engine in terms of a learning environment now more than a development platform. With time and a lot more money, maybe I'll get a small team of college peers to help me out.


God bless
Doug

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#1
08/09/2006 (3:49 pm)
Those are some very creative ideas, Doug.

I especially like the Heir idea. It is a unique system that would be much better than practically being immortal in most games today.

Good luck!