> -----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 > > > > --------------------- > > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > > > > > > -- > Roger D. Vargas > http://dsgp.blogspot.com | Linux, programación, juegos > > > ______________________________________________ > Renovamos el Correo Yahoo! > Nuevos servicios, más seguridad > http://correo.yahoo.es > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html