MMORPG discussion + an idea
Posted: Sat Dec 07, 2013 7:42 pm
Hi Indie Resources,
I've been following Hallsofvallhalla's tutorials on-and-off for years and am a big fan. I'm not a programmer and don't think I'll every be super talented in that regard, but through your tutorials I've had a blast turning small game ideas into reality. I'm also not a professional game designer, just an enthusiast.
I'd like to open a discussion surrounding an idea I've been crafting for quite a while now. It has to do with high fantasy MMO's so I'll open with the issue I see with this genre in the modern day:
Clone MMO's:
Player Experience
I'd describe clone MMO's as WoW type games. You start as an off the shelf character, and then grind it through a pre-determined path (usually described as a PVP or PVE path) and make one more clone in a world filled with them.
Motivation
Any "motivation" for what you are doing is purely flavour text. The goals and reward system of horde and alliance are the exact same, neither cares about stopping Arthus, they just want to beat the boss and get the loot.
Reward System
PVE = kill and loot, PVP = Kill and rank to unlock loot
These limitations are well known and have motivated the "next generation" of MMO's.
Next Generation MMO's
(examples are Eve Online, Pathfinder, Wurm, Mortal Online and a whole bunch more I'm sure you're familiar with)
Player Experience
The player usually starts with an off the shelf character with a continuum of possibilities that they can do. The items, structures, economy and factions of the world are player run. The player can actually become a significant power in the world and shape it.
Motivation
The game usually claims allow the player to "do whatever they want to", but the mechanics and reward systems of these games always boil down to two types of goals: economic and military domination. Essentially everyone has the same continuum of variables to play with (resources, player diplomacy, region control, military strategy) to achieve "world domination" and all (logical) conflicts in the game come from rival groups perusing this goal (ignoring griefers).
My concern
These games are very interesting from a gameplay/game design point of view, but my concern is that it seems like a lot of game developers are seeing this concept as the "finish line" in terms of what the ultimate MMORPG will be.
The core of my dislike for both types of MMO's (and tabletop games for that matter) can be boiled down to this question:
Why is the only difference between playing an Orc and Elf character the flavour text and a few abilities?
3rd type of MMO
My idea of a more interesting MMO is a "next gen" type MMO with factions that have completely different game mechanics, reward systems and goals. This creates a society simulator that answers questions more interesting than "what's the best way to dominate the world?".
The high fantasy universe lends itself to this type of game because of its very different races.
For more on my idea see here:
http://indie-resource.com/forums/viewto ... =35&t=7379
I've been following Hallsofvallhalla's tutorials on-and-off for years and am a big fan. I'm not a programmer and don't think I'll every be super talented in that regard, but through your tutorials I've had a blast turning small game ideas into reality. I'm also not a professional game designer, just an enthusiast.
I'd like to open a discussion surrounding an idea I've been crafting for quite a while now. It has to do with high fantasy MMO's so I'll open with the issue I see with this genre in the modern day:
Clone MMO's:
Player Experience
I'd describe clone MMO's as WoW type games. You start as an off the shelf character, and then grind it through a pre-determined path (usually described as a PVP or PVE path) and make one more clone in a world filled with them.
Motivation
Any "motivation" for what you are doing is purely flavour text. The goals and reward system of horde and alliance are the exact same, neither cares about stopping Arthus, they just want to beat the boss and get the loot.
Reward System
PVE = kill and loot, PVP = Kill and rank to unlock loot
These limitations are well known and have motivated the "next generation" of MMO's.
Next Generation MMO's
(examples are Eve Online, Pathfinder, Wurm, Mortal Online and a whole bunch more I'm sure you're familiar with)
Player Experience
The player usually starts with an off the shelf character with a continuum of possibilities that they can do. The items, structures, economy and factions of the world are player run. The player can actually become a significant power in the world and shape it.
Motivation
The game usually claims allow the player to "do whatever they want to", but the mechanics and reward systems of these games always boil down to two types of goals: economic and military domination. Essentially everyone has the same continuum of variables to play with (resources, player diplomacy, region control, military strategy) to achieve "world domination" and all (logical) conflicts in the game come from rival groups perusing this goal (ignoring griefers).
My concern
These games are very interesting from a gameplay/game design point of view, but my concern is that it seems like a lot of game developers are seeing this concept as the "finish line" in terms of what the ultimate MMORPG will be.
The core of my dislike for both types of MMO's (and tabletop games for that matter) can be boiled down to this question:
Why is the only difference between playing an Orc and Elf character the flavour text and a few abilities?
3rd type of MMO
My idea of a more interesting MMO is a "next gen" type MMO with factions that have completely different game mechanics, reward systems and goals. This creates a society simulator that answers questions more interesting than "what's the best way to dominate the world?".
The high fantasy universe lends itself to this type of game because of its very different races.
For more on my idea see here:
http://indie-resource.com/forums/viewto ... =35&t=7379