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
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
________-
NOW you all post your ideas if you feel like it
About the author
#42
Ideally, we should work in the capacity of a game by game basis, because games like Marble Blast are at least as fun as some other games that cost ten times as much to make and sell for much more.
And it is kind of demoralizing to say "working on a poor college student's budget". I suppose a happy medium would just be to say "low budget games", since that is by definition self-evident. But even then, what constitutes a "low" budget isn't necessarily as meager as it used to be either.
What can we say, entertainment is an expensive business...
But anyway, back to the subject, I always get upset that in most MMOs there are only functional places--I think there should be some places you can go (ruins, for example) that are not like towns (don't even get me started on the idea of towns in MMOs...) or dungeons (where you just go to fight and kill the big boss guy). You know, something that contributes to the history of the game world or something.
This doesn't make as much sense writing it as it did when I was thinking it, so I'll stop now.
10/22/2008 (5:05 pm)
Very true, just like indie films are not what they used to be. It's like, by introducing the term indie, it gives people something to popularize and, therefore, turn into big budget.Ideally, we should work in the capacity of a game by game basis, because games like Marble Blast are at least as fun as some other games that cost ten times as much to make and sell for much more.
And it is kind of demoralizing to say "working on a poor college student's budget". I suppose a happy medium would just be to say "low budget games", since that is by definition self-evident. But even then, what constitutes a "low" budget isn't necessarily as meager as it used to be either.
What can we say, entertainment is an expensive business...
But anyway, back to the subject, I always get upset that in most MMOs there are only functional places--I think there should be some places you can go (ruins, for example) that are not like towns (don't even get me started on the idea of towns in MMOs...) or dungeons (where you just go to fight and kill the big boss guy). You know, something that contributes to the history of the game world or something.
This doesn't make as much sense writing it as it did when I was thinking it, so I'll stop now.
#43
Take the infamous game, which is always used as a comparison now when talking about MMOs, WoW. Almost every time I hear complaints about MMOs in general, I hear WoW mentioned somewhere. What people forget is that this game is almost 4 years old (11/23/04 release date), and a lot of innovative ideas were tossed around during the initial designs. Many of those ideas you see now in the release product, and some are being implemented as technology catches up to design, but even more are left on the cutting room floor for a plethora of reasons (it doesn't flow with the overall game, too complex or inefficient to implement, wouldn't be popular with subscribers, etc.). I've even heard silly stuff like how the graphics are ugly in WoW. Um.. yeah the game is 4 years old and the engine it runs on was taken from the same engine Warcraft 3 was made on. They've slowly started upping the polygon counts on the player models, and even still, the game runs great on my piece of junk laptop, lol.
I suppose my other point would be that we shouldn't overlook what has already been done, but rather think of ways we can improve upon them, in addition to coming up with new and never-before-seen game aspects. After all, you might not like (or are sick of) some of the more popular MMOs out there, but you can't deny that the game's studio did something right in order to amass such a large following. In my humble opinion, part of the problem comes from production/publisher companies that are afraid to invest in new ideas for fear of losing money. Take the first-person shooter craze that was around after Doom was released, resulting in countless FPS games and not much of anything else, but in the end, FPS games have gotten a lot better as technology caught up with ideas. I guess we're now in an MMO craze in the industry, and as technology improves so will the complexity and depth of these games.
It is up to us, the game makers, to push our ideas and refine them to such a degree that makes them feasible to implement and "sell" to the public. Keep the ideas coming!
10/22/2008 (10:16 pm)
To me, indie just means that the project is free from the normal constraints by working at a big studio and without a deep-pocketed investor/publisher looking over your shoulders. A lot of great ideas do get tossed around at major studios, but just as many get scratched out as compromises for one reason or another. Take the infamous game, which is always used as a comparison now when talking about MMOs, WoW. Almost every time I hear complaints about MMOs in general, I hear WoW mentioned somewhere. What people forget is that this game is almost 4 years old (11/23/04 release date), and a lot of innovative ideas were tossed around during the initial designs. Many of those ideas you see now in the release product, and some are being implemented as technology catches up to design, but even more are left on the cutting room floor for a plethora of reasons (it doesn't flow with the overall game, too complex or inefficient to implement, wouldn't be popular with subscribers, etc.). I've even heard silly stuff like how the graphics are ugly in WoW. Um.. yeah the game is 4 years old and the engine it runs on was taken from the same engine Warcraft 3 was made on. They've slowly started upping the polygon counts on the player models, and even still, the game runs great on my piece of junk laptop, lol.
I suppose my other point would be that we shouldn't overlook what has already been done, but rather think of ways we can improve upon them, in addition to coming up with new and never-before-seen game aspects. After all, you might not like (or are sick of) some of the more popular MMOs out there, but you can't deny that the game's studio did something right in order to amass such a large following. In my humble opinion, part of the problem comes from production/publisher companies that are afraid to invest in new ideas for fear of losing money. Take the first-person shooter craze that was around after Doom was released, resulting in countless FPS games and not much of anything else, but in the end, FPS games have gotten a lot better as technology caught up with ideas. I guess we're now in an MMO craze in the industry, and as technology improves so will the complexity and depth of these games.
It is up to us, the game makers, to push our ideas and refine them to such a degree that makes them feasible to implement and "sell" to the public. Keep the ideas coming!
Community Manager Michael Perry
ZombieShortbus
Btw, I don't want to derail the thread, but I have to say the concept of an "indie budget" is being destroyed by games like Braid, which was built on a $200,000 budget. Indie is a state of mind, and yes that sometimes include low budget development. However, we can't equate the term Indie to "cheap" or "free."
Anyway, I'm enjoying this thread and I look forward to hearing more concepts that break the mold.