Ideas
July 24, 2007 — My current favorite (general) genre is the MMO. As such, I think a lot about them and try to come up with new ideas for MMO settings. So far I have had thoughts about a linear, and a non-linear style MMO.
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The linear MMO, which I have not thought of a name for yet–it’s still too early for that, is heavily story based and set in Greek/Roman mythology. The players would thus go about fighting the mythological demons (minotaurs, Medusa, cyclops, etc) and gaining their levels (or skill levels, have not decided yet) and equipment in a very traditional format (with lots of polish, hopefully). Now then, this is where it all changes. Unknown to the players, there is a darker side to the world they live in, during frequent (monthly would be good) updates, the story of the world is revealed. People begin finding things they are not supposed too. Ancient ruins filled with mysterious artifacts, objects beyond the comprehension of most. They have stumbled upon the ancient remains of the human race.
Now, for some back story. The human race had increased it’s technology past that of today, of course it’s all far more deadly (arms races abound). During this time period resources become scarce and war ensues. With the awesome devastation unleashed, the world is torn open, literally. Deadly gases and molten rock spew forth and finish off the foolish humans. After a few centuries the Earth quiets down, and nature restores it’s balance. About this time an alien race happens upon the planet, the Narciem. They are very similar in appearance to the ancient humans, with slight difference of skin/hair color and some other features. They are also far more advanced then the humans were, having long before dealt with the issue of war (they had only one ruler, who had taken control of their home planet) allowing them to advance in other areas.
The Narciem sent down research teams, followed with groups of anthropologists and archaeologists that studied some of the ancient ruins. During their studies they found the cause for the devastation, the history behind it all. But none of that interested them. What did catch their attention, though, was some of the ancient ‘ancient history’ that they found. Great battles fought by groups like the Spartans, leaders like Alexander, mythology–all subjects they became enthralled by.
The nobles of the Narciem race soon heard of the findings, and several of them became obsessed with the tales of mythology–especially that of the gods and goddesses. Soon the nobles had a plan, they were to become the gods and goddesses from the myths and rebuild the earth to mirror them.
Terra forming was a well known and used technology for the Narciem at this point. Even the cloning and manipulation of genes was simple to them. As such, it was not long before they had a world in the image of the myths, and from the ancient bones of creatures on earth came the organisms to fill that world–including humans.
This first ‘batch’ of humans was engineered from remains found around the Earth. The babes were given to select Narciem families to be raised in a manner fitting the mythology, and under no means were they to know the truth. In effect, Earth had become the mythological theme park for alien nobles.
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My second idea, for a non-linear MMO is historically based. Taking place in Europe during the fall of the Roman empire and the rise of the barbarians and vikings. The game itself is skill based (no levels) and is VERY community driven. Some of the basic features would be in-depth crafting (very few NPC vendors really) focusing on all the aspects of the time–farming, blacksmithing, tailoring, tannery, woodworking, etc. A political system of player rulers–anywhere from a town chief, to the Roman Emperor–complete with taxation powers, war declaration, laws, and such (and the ability to be overthrown by a revolution, with the possibility of changing ruling systems). The economy would be highly important, with as few NPC’s as possible, it should be player driven and coin should simply change hands instead of being created and destroyed by various sources (there are mints, and money will be pulled out when it reaches a certain age/wear limit, probably exchanging it for newer currency). Different currency types would be interesting.
One of the biggest points I want to see with this game is a solid community. Solo play of course could be done, and in various ways–lone farmer/blacksmith/etc that just goes to town to sell his wares, a hunter that lives off the land, a mercenary/soldier in service to his country/employer, trader, etc. All the things you could do in the game would be doable solo as well, but there would be benefits from being in a community–most notable is protection (I’m hoping for raids on cities/villages to be fairly well done) and creating areas of trade.
What would be the drive to play this game? Numerous reasons–to make lots of money, to conquer the known world, to become a great leader, to be a simple peasant that just lives from day to day… any reason one can think of.
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Now, of the two, I think the first (linear one) would be easiest to do. It’s far more traditional, with the exception of changing the storyline and world during the game’s life. The second would defiantly be the game I would love to see most though–a historically based non-linear sand box style game (a little like Eve, but more in-depth). Non-linear MMOs just seem to be the future, to me. Not having to take the same path as everyone else, going your own way and doing your own thing.
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July 31st, 2007
I have been a fan of FPS/RPGs (like Deus Ex and Vampire: The Masquerade) and would like to see more of them. The up-coming Hellgate: London is defiantly going to be a treat, with a setting and style that I like. H:L is still in the alpha stages, without a lot of information about it (that I’ve found), so I am not sure if the single player portion will feature tactical group combat–something I want in mine.
The setting of the game will be in a world of technology (clockworks mostly) and magic. Using a group size of 4-6, the player creates a character with attributes and skills akin to the traditional RPGs (think D&D games like Baldur’s Gate or Neverwinter Nights). The combat, however, is a more traditional FPS – with more realistic damage (head shots, or vital organ shots will almost always result in kills). Armor, terrain, and magic of various types will help defend, heal, and revive characters and enemies – using tactics of all kinds to overcome the enemy is essential. With the strong need for tactics comes the need for quick tactical decisions given to group mates, and thus a radial style command window similar to the battlefield series, where you can select an action with the possibility of a marker to be used to show where you want it performed (actions such as charge, or defend me, would not need a marker, where as a move to or defend this point would). Of course AI is highly important here and would be the main focus (I’d think), as the AI would do more than just be a combat tool – but a personality tool for use in social situations. Personalities is something I would really like to see done more. Character personalities should be able to feed off of each other, growing into respect, hate, fear, or love. Thus influencing multiple game play effects–characters that respect each other work together better, characters that hate each other do not, etc.
For a working storyline, a war is breaking out in the world. A kingdom devoted to technology is rising up against the arcane magics, while the users of magic form together to topple technology. The player starts out in the middle of all this combat, being a neutral that finds their way into the arms of a third, smaller group – that embraces the fusion of technology and magic. It is here that the player meets their future group mates, and where they all get caught up in the booming war.
Equipment. This is going to use some imagination, some antiques. I like the idea of guns, but they shouldn’t be all that powerful, some melee needs to take place – or at least be useful. Rifles, pistols, maybe even a few submachine gun types could probably be designed. I wouldn’t mind seeing some other, fantasy based guns–like a gun that uses steam, or electricity. The look of the gun would have to be key to having it apart of the world, with lots of wood and dull iron/steel to give it a more antique feel. Clothing would be based on early 1900′s western clothes, and the armor would be varied. Metal armor should be in use, as well as leather and padded cloth–all giving varied protection. Metal would probably be the only real protection against gunfire, but by itself would not be enough (still damaging, but not lethal) – this is where magical protection would come into play. If not just wards that could stave off lethal/serious damage – then inscriptions that can be placed onto equipment to alter its properties (steel breastplate becomes hard as diamond).
Action in the game would be fairly straightforward per character, and just depend on their role. Ranged attackers would find cover and begin firing, melees (tankish types) would rush into melee and begin the fight – drawing attention away from the others, rogues would sneak in (how their stealth works, I’ll have to think – probably invisibility with magic, or a special device with technology) and get to work slashing things up, mages/sorcerers have their magic at the ready – doing damage/utility from cover, and others of varying ability because of combined magic and technology. The speed of the action would be very fast, FPS style fast, but would also be very dependent on the skills of the characters – to be good at guns and such you would need a good firearms/accuracy skill, otherwise you won’t be able to hit as well (think Vampire: The Masquerade), and melee would be pretty similar – without a good melee skill level you won’t be able to cut/bash as deep/hard, or be slower with the weapon.