[gameprogrammer] Re: MMO Idea

  • From: "Laurence Grant" <larrygrant@xxxxxxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Fri, 16 Dec 2005 15:12:56 -0500

I agree completely, and that?s why I'm not suggesting to build something
that enforces anything, but to build the tools that enable the players to
act how they want.

There are two parts to this vision.  One is to provide multi-genre that
incorporates RPG, RTS, FPS, SIM, Adventure, etc... into a single gaming
environment.  I believe this will enable gamers who wouldn't normally play
together to finally participate in the same game, in their preferred areas
of game play, but their actions impacting each other.

Second is the idea of a corporation, as I see this being the root enabler to
a true MASSIVELY Multi-Player experience.  However, I also expect players to
want to say solo, and would never hamper that.  As I said players can't buy
the better stuff in the NPC cities, but other corporations will be able to
sell what they want.  I also see people joining corporations, working their
way up the chain to get a better vehicle as they want it, then stealing it
and going solo.  It'll be up to the corporation if they want to waste the
resources to go after that player or not, but that player probably wont be
getting anything from that corporation in the future.

I hope you see what I mean?  I'm not planning to dictate anything, but
provide a set of building blocks and concepts to let players build bigger
and better worlds on their own.

L

> -----Original Message-----
> From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-
> bounce@xxxxxxxxxxxxx] On Behalf Of AIM3CPO BRADLEY
> Sent: Friday, December 16, 2005 11:59 AM
> To: gameprogrammer@xxxxxxxxxxxxx
> Subject: [gameprogrammer] Re: MMO Idea
> 
> Interesting topic. I don't believe the best approach to an MMO is to force
> game play preference on players. If a player wants to be a lone wolf, they
> should have that opportunity. If you want to entice them to play in teams
> then have a reward system for that type of game play without limiting the
> lone players. I.e. More experience, loot, monster spawns . . . Could be
> anything. As stated earlier, people are going to act in unpredictable
> ways. This in itself is a good thing. As developers, instead of trying to
> tailor the game to how we "think" the player "should" play, create a rule
> set for your world in a logical manner. It would need to be something that
> can stand on its own when the players start tinkering with the various
> facets of the game. Simply, we can't (and never will be able to) guess
> what any particular player is going to try and do. We can, give them a
> solid rule set to interface the world with and let their imagination run
> wild! After all, isn't that what gaming is about?
> 
> Steven
> 
> -----Original Message-----
> From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-
> bounce@xxxxxxxxxxxxx] On Behalf Of Laurence Grant
> Sent: Friday, December 16, 2005 11:34 AM
> To: gameprogrammer@xxxxxxxxxxxxx
> Subject: [gameprogrammer] Re: MMO Idea
> 
> 
> 
> > -----Original Message-----
> > From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-
> > bounce@xxxxxxxxxxxxx] On Behalf Of Roger D Vargas
> > Sent: Friday, December 16, 2005 12:03 PM
> > To: gameprogrammer@xxxxxxxxxxxxx
> > Subject: [gameprogrammer] Re: MMO Idea
> >
> > One of the problems I see in the system is the individuality inherent to
> > humans.
> > I have some experience with online games and even when the idea is to
> > collaborate and play in team, it is always hard to find a good team even
> > when there are a lot of players with the same needs (xp, items, etc).
> > The most effective way to force player to something close to full time
> > teamplay I have seen is in games like Vendetta or Ogame. An alone player
> > is easy prey for players beloging to powerfull alliances.
> > And this is the only way I see to force collaborative play. Make the
> > environment so hard and aggressive that lonely wolves cant survive.
> 
> I realize a lot of people want to start out on their own and check things
> out.  I expect to have some of the more traditional NPC missions and NPC
> ran
> cities where you can buy items, rent vehicles, etc... But in the end,
> you'll
> never get the really good stuff at an NPC city.
> 
> Out side of the city players are vulnerable, everything is potentially a
> PvP, but since players don't become SUPER only corporations do, I don't
> foresee a wild player going around killing everyone.  A nasty corporation
> might attempt that, but that's where the other corporations might band
> together and take them down.  Once a corporation is taken down, they can
> lose everything and have to start all over again.
> 
> Individual players can save their DNA and come back as clones, but if you
> have no items to come back to, you're still starting over except for the
> personal experience your character has learned.
> 
> >
> > Charlie Lobo wrote:
> > > Your idea sounds great, but I fear that various problems might arise.
> > > Not because the system is flawed, but because we humans love to break
> > > systems and take advantage of them. Maybe you should start a MUD
> > > experimenting with some of the new social factors, to be able to check
> > > how the system actually works. It'd be easier and of course it'd be a
> > > good game. It doesn't have to be THAT game, but a game where some of
> > > the concepts you talk of are used. Maybe this could be on the medieval
> > > times, there'd still be a lot to deal with.
> > > I don't say how people could ruin the game, because I have no idea,
> > > but then again I'm not everyone else to know what they can think of.
> > > Just a tip, I've seen lots of good ideas fail and be ignored because
> > > they where implemented in a too ambitious proposal without first
> > > seeing what people would do. If it were a simpler project, failure
> > > wouldn't be as bad and fixes are easier. In a MUD you can always add
> > > new things by adding more text :P.
> > >
> 
> Yes, I've often thought about this.  I was looking to do a completely text
> based game, then I was thinking to do a hybrid like Runescape.
> 
> The more I got into each I questioned would anyone really play a text game
> in volume these days, and given the amount of work to do it in a 2D Hybrid
> like Runescape is not a trivial project and maybe I should just do it full
> 3D.
> 
> I agree with both your points that people are human natured and as such
> will
> try and break, corrupt and influence the game play for themselves.
> However,
> I kind of think that's the idea too.  As long as the game isn't being
> hacked, which is a different challenge, I want to provide the gaming
> community the tools to self police.
> 
> Thanks for the feedback
> 
> > >
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> > >
> > >
> > >
> >
> > --
> > Roger D. Vargas
> > http://dsgp.blogspot.com | Linux, programación, juegos
> >
> >
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