Re: Genre
Posted: Wed Jun 10, 2009 12:58 pm
Modern, the modeling is so easy
overdoneJattenalle wrote:Suburban Housewife MMO Simulator
win!Socapex wrote:Some type of word domination would be awesomeA kind of role-playing RTS (well not really real-time anymore isn't it
Of course this would be a sandbox game, with players making decisions about where they want to go, what they want to do, who they want to band with, and how they plan to survive. Probably the two most crucial aspects of this design are perma-death and player-to-player stealing. Players will be able to stay away from the zombies if they want (and particularly if they have made the money to buy what they need to survive, such as food, water and weapons), but it is important to also be worrying about your fellow teammates. When everything goes wrong, and the zombie hordes are flooding through the front door, will they kill you to save themself? And if you are killed and become a zombie, will you come back for revenge on them?Jackolantern wrote:And I do actually think a zombie MMO would work, but not in the style of most existing MMOs. I have an idea that I think would work quite well, but the focus is much less on classes, weapons, quests, etc. Instead, I see my zombie MMO idea as more of a psychological experiment. Players would interact with zombies irregularly, and the major tasks of the game would be survival. Crossing a desolate city to gather food would be a nightmare that would include being desperately outnumbered (being outnumbered in this game would be a death sentence if you could not escape quickly). Player would be able to attack and steal from each other. Food and water would be required for survival. Guns and other powerful weaponry would be a rare commodity, and it may be common for people to lose their lives trying to keep them.
The game would of course center around the zombie attackers, but it would also center around the flimsy political and social structure formed after the fall of civilization. Players would be able to either take control of existing structures or build their own outposts. They could assume rule by either amassing a stock of things that people need, thus pledging their temporary loyalty to them to keep their own lives, or through force (ie. finding an existing outpost and overrunning it
with superior firepower). And why do people care so much about their lives? Well, perma-death is required for this idea to work. Why would you worry about your virtual life if you can just be resurrected? Without fear for their lives, people will be less likely to band together to hedge their chances of survival, and also less likely to stab everyone around them in the back to stay alive. And I have always liked the idea of players taking control of a zombie once their player character dies. Perhaps this could offer the player a chance to get revenge on the "teammate" who tossed them to the zombies so they could get away. I envision a dead player being able to control their character in zombie form, on the side of the zombies, until they are either killed again by players or they rot (maybe in a few hours up to a day or two).
Of course there would need to be some kind of skill-based system to let players progress, or else they would not care about dying because they would be right back in the thick of it after a character creation. These could be in basic survival and combat. Of course combat would still have to become almost hopeless against a large crowd of hungry zombies to make sure that fear is still there.
While this is a niche game idea, I know there are people out there who would want to play. I know I would