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MMORPG "Design"

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WyldKarde
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Re:MMORPG "Design"
« Reply #15 on: September 01, 2004, 12:28:13 am »

Wow...thanks for the help everybody.

The beta version (and mayhaps the finished product) will be written at least partially in Java.  Not a preference actually, but it bends to our will with regards to the unique gameplay and character development system.  Getting another language to jump through all our hoops might well take another year whereas we've already made rooms, a chat system, and are working on our graphical interface with the Java-based model.

However, (I know this is a little off-topic) does anyone know where I can find a decent sound effects/music designer.  Got 3d modelers, a website and interface designer, content developers (I can't recreate every damn corner of the world...whether I wrote it or not), several programmers (all better than me...I get to just sit back and be a designer...don't get me wrong though.  You gotta know programming to design programs...I just write crappy code compared to them) and a sketch artist.

So all that's left is someone to make it sound cool and we're officially done.  I have no idea where to look for such an individual and, out of respect, I thought it would be best to start here.

BTW...I know I never officially asked anyone to help me out of fear of being ignored as a noob looking to make a L337 game with minimal effort.  However, there is an open invitation to help out with this, if anyone's interested.  Just email me at:  liquidmynd@hotmail.com

Better yet, click that link to the Forge and add yourself to the development team there.  The development team is more of a small community at this point and it would speed up our response if "we" got it...not just me.

Thanks Gamedev.

- Wyld -
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Moody
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Re:MMORPG "Design"
« Reply #16 on: April 23, 2005, 10:34:52 am »




Either Figther, Wizard, Rogue or Cleric

Yeah that's original...sorry, just seen it in way too many games.  But if we are to stick with those 4 tried-and-true classes, let's add a 5th class, the Priests.  These would be similar to Clerics, except they denounce all gods but the one true God (they're monotheists, basically).  I think it would be funny to see Clerics (usually peaceful) duking it out with priests over whose god is superior.  It's also got great storytelling potential, as it parallels what happened between the Celts and Christians in ancient Britain.

That's not a "class" issue.  That's a pantheon issue for your game.  "Priest" is a cleric.  It's a specific type of cleric.  (Does the word "clergy" ring any bells?)  Cleric is the base class.  Priests, Shamans, Monks, Nuns, Witch Doctor etc, are all sub-classes.

Each genre has archtypes.  For fantasy games, that's fighter, thief (or "rogue" if you prefer, though that's general a sub-group, too), wizard and cleric.  For a superheros game, you'd have blasters, bricks, morphs and mentalists.  (Again, each of these has lots of sub-groups.)

No matter what, you're going to end up with archtypes, whether or not they appear in their distilled forms or not.  It's part of the whole human experience.  The things that make games fun is that they are a unique form of storytelling.  Those games that are truly fun and have staying power will be those that tell interesting stories in some way, or allow their players active ways to create their own stories.  If you really want to get a handle on archtypes, I suggest the writings of Joseph Campbell... he has written a lot about archtypes (if memory serves, he outlines 18 different types) from the universal human experience.  Not all of them will be suitable in every genre, but the more your game world permits, the more it will hold players.  This is slightly different than game genre archtypes, but an understanding of both will greatly improve your game design.
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Kovan
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Re:MMORPG "Design"
« Reply #17 on: May 11, 2005, 03:04:43 am »

I always wanted to try a game where there was one great story line and though there might be different kinds of weapons (Broadswords, clubs, daggers, bows) the powerful ones were one of a kind. and where things you did could change the entire story example:starting a revolution against your king. They are probably going to be hard to do but, thats the kind of game I would subscribe to.
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nethackpro
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Re:MMORPG "Design"
« Reply #18 on: May 11, 2005, 08:29:18 am »

SIDE NOTE: The above is largely inspired by my experience with the game Morrowind (a single player 3D RPG).  Fun game, but waaaay too long, so at one point I got bored, made myself invincible with cheat mode, and broke into the temple of Vivec (the god of Morrowind) and killed him.  Fun stuff, but unfortunately, the NPCs weren't programmed to react to their god being slaughtered.  You'd think the priests of the temple would be in an uproar, but no...just a cheesy message that said "With the death of this character, the thread of prophecy has been broken.  You may either restart from a saved game or continue in the doomed world you've created." Lame.
Thats what the game says, but in reality, there is nothing stopping you from beating the game after you kill Vivec. All you really NEED to beat the game is the armor you get from Vivec, Keening, and some other weapon that I cant remember the name of. Once you have that, you go beat down Dagoth Ur, destroy the heart thingy, then beat down Dagoth Ur again and there ya go. Game beaten. However, I find my time in that game much better spent as becoming guild leader in as many guilds as possible or becoming a vampire, or using a golden saints soul to make uber powerful Daedric Dai Kitana's.
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Re:MMORPG "Design"
« Reply #19 on: May 11, 2005, 08:46:33 am »

After you kill people that screw up the world continuity I believe there are a variety of places you can go to have the "natural order of things" restored. I remember hearing that the developers felt it was such a cop-out that they worked overtime to figure out how to write these in Smiley
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saduki
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Re:MMORPG "Design"
« Reply #20 on: September 07, 2005, 03:00:56 am »

hey i was thinkin about this and yah i wanna see mmorpg with frekin story board where theres a point to the game not just to go around killin stuff for NO aparint reason. yah and also i think the game shouldnt just be based on fighting i thank there should be a little more reality in the game. also u should be able to have more charcter apperinces in the begin from face to body. thats what i thank it should be about. or teach me how to make 1 and ill do it LOL
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saduki
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Re:MMORPG "Design"
« Reply #21 on: September 07, 2005, 03:03:53 am »

o yah also i thank it should be a little more present time ISH also if u get KO ed buy summin i thank u shouldnt just respond u should have to waight a day or 2 and end up in the hospitel or summin
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Re:MMORPG "Design"
« Reply #22 on: September 29, 2005, 09:01:24 am »

*thinks he ruined the topic* [moderator's note: he is referring to a guest post that i deleted]

Sorry to post so late but I dont get a chance to come around here to often.  Anyways... what I think a MMORPG should have:

1) I am into Final Fantasy 7 and I loved the Turnbased system.  I think if an MMORPG could possibly have a team turned base system that would be kind of cool for some fans. (Of course there are millions who hate that idea)

2) If that doens't work, then why not make it like an Action Adventure MMORPG.  I mean how cool would that be of a fighting system like mario, Ratchet and Clank, Jak 1,2, and 3.  (I hope you know what I mean by that, such as you press a your character jumps, you press d and your character will attack.  This could go on for hours trying to explain...)

3) The idea where a player can actually change something... I mean like in FF7 (Sorry to go back to that) but when Shinra's tower blew up and destroyed hundreds of peoples homes and stuff, that could actualy piss people off which would in turn cause them to try and kill that guy nonstop.  Or cause the world to go into that poverty like state which could add to the evolving story.  (Maybe some of this is to drastic)

4) Keep the open world.  In Guild Wars its not all open, but I love to explore.  It is so much fun just going out and exploreing.  Just being their is a cool feel and looking at your map makes you feel proud that you have seen half the world. Which in turn leads to buisness which is number....

5)  Allow Buisness or Taxi like services.  I mean in FF11 you can fly on a ship, but you can't actually Fly it.  I mean that would be soo cool if you could fly people around, or charge people money to get somewhere in general.  No many people or games have this so it is a buisness to make money.  (Maybe they do I just don't realize)


Anyways those are my 2 cents.  I dont know if some would work but I think we really need to break away from the "Click on enemy, wait 5 minutes till my hero attacks and eventually kills it" gibberish.  A more actiony feel would make the games impressive.

P.S. Like in Star Wars Galaxys they have characters like Musicians that play music which heal and what not.  Instead of just pressing a button, why not have it like actual music.  So in order to heal you have to press keys on the keybaord like a piano or something to actually create some interrestingly unique music.  The better you get the more you heal, and you would actually be worth hearing.  Maybe even start ingame bands and stuff which could lead into more unique ideas.... Endless possibilites are out there, we just need people to explore. (Hopefully when i truly learn how to progran some of this will be usefull to me)
« Last Edit: September 29, 2005, 09:30:08 pm by hymerman » Logged
K-Sin
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Re:MMORPG "Design"
« Reply #23 on: October 14, 2005, 07:01:28 am »

I guess you could call me the novice kid that knows nothing (i'm still in highschool). I'm currently designing my "Perfect MMORPG" which is far from perfect and I have no chance of making.

I have played my share of MMORPG's mostly the latest ones.
My problem is that Jobs or such (Swordsman, Wizard, Healer ect..) do restrict too much and get boring (thus making mulitple characters) but is also very very fun for the working together situations where you have to rely on others different skill sets.
My attempt at an answer:
-Being able to change job at will (I know this brings up more porblems)
-Being able to buy any skill
-Different Jobs apply to different ways to play (e.g. Assassins are generally solo players and Wizards are more often party players [thats a very basic example which doesn't really explain my point too well]. Assassins have skills to do everything. Wizards have skills to reduce the effort to do things in partys)
-Learning weapons instead of having job specific ones.
-Change between party capabilitys and solo ones (Like have 2 sets of skills which can be kept in a bank and changed on will).
-(If using PvP) Only able to attack those in similar sized groups
- For every party quest have an equvilent for solo
-A free stat changer that can only change your stats by a certain amount (lvl dependent) ever 20 something minutes. (e.g. you change your strength stat by 50 at lvl [some lvl here] for 20 min, and wait 20 min till you change it again. More problems that would need smoothing out though)

But all those take away from party play while giving to Solo

Any way thats the thoughts from a complete novice.

Also add airships COS THEY ROCK!!!!!!!   Grin
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Timus
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Re:MMORPG "Design"
« Reply #24 on: November 28, 2005, 05:31:31 am »

I know what you must be goin' through mate. I tried my luck at and indy MMO a while back. Didn't get farther than eight guys on an island doing the same three quests over again in different fashions to test for bugs.

Here's my advice: Most MMOG's like World of WarCraft and Lineage and whatever usually have different servers.

What they get wrong is they aren't niche servers, they are realms aimed at too big a demographic (IE everybody who plays the game). I think WoW has come closest to aiming their servers or 'realms' towards specific demographics, but not close enough.

If you can afford it, I suggest you start off with three servers.

Server 1: For players who play less than 13 hours a week
Server 2: For players who play between 13 and 15 hours a week
Server 3: For players who play more than 15 hours a week

If the MMOG becomes succesful enough, add another three servers. So you'd have two sets of three servers, one set for Northern Hemisphere, the other for the southern hemisphere.

Think of it like two spectrums. X= Amount of time player spends playing the game. Y= Time zone of the player. The more money you make (to make more servers) the more you can increase the spectrums and the more specific they will become.

Just my two cents though...
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Schimmel
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Re:MMORPG "Design"
« Reply #25 on: December 05, 2005, 08:51:30 pm »

i dont bother to register here right now cause my addition to this threads keeps short:

I played lots of mmorpgs. 3 things from various games i liked best:

- housing and realm-to-realm raids (daoc)
- battlefield systems (world of warcraft)
- thrash mob slaughtering and leveling (biosfear)

well, that are just 3 features a game should support. but those are important.
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Mr. The_Plague
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Re:MMORPG "Design"
« Reply #26 on: February 22, 2006, 02:40:55 am »

About the topic of having some players become too powerful for the rest of the player base: would there be some way of having different "levels" of play, in that the more powerful players would not be able to directly interact with the weaker, lower level characters? Just an idea. Also, what are some ideas about an dynamic player-and-NPC controlled economy?
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hymerman
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Re:MMORPG "Design"
« Reply #27 on: February 22, 2006, 01:32:41 pm »

You can certainly do that, but then that makes it feel a lot more like a game, which isn't desired if you're going for the whole 'suspension of disbelief' thing. You could segregate the players so they don't have contact with each other, but this may require a larger world and may result in less player interaction overall.

I personally prefer the idea of there not being much artificial seperation in skill between player characters; the players themselves should use their own skill to do well, helped only by the equipment their characters use, and perhaps spells and such like. Can't remember if I've already waffled about this idea in this thread, but I'm sure I have somewhere on the forum. I'm just too lazy to check it out Smiley
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Skier2k5
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Re: MMORPG "Design"
« Reply #28 on: May 07, 2006, 06:46:23 am »

Hey i was just reading ur post...   Im looking for someone to help me out with c++ or any mmog code... someone to be like my mentor plz email me @ Skier2k5@hotmail.com or im me on aim at Skier2k5 thank you
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Re: MMORPG "Design"
« Reply #29 on: May 07, 2006, 06:06:09 pm »

Another MMORPG thread dredged up from the darkest depths of the forum? Sounds like a one-way ticket to locksville to me!
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