   Designing a Game(MMORPG)
  First off. Let me say that no, this is not another "we are making a mmorpg game thread". I simply want to DESIGN a mmorpg game. I thought it might be fun to do this and maybe eventually try to create this game but not for a long time in the future anyways. I'm just looking for a few people to help design this game.Team name:noneProject name:noneBrief description:none yetTarget aim:Design a mmorpg gameCompensation:no profitTechnology:Talent needed:People to help design the game.Team structure:Just meWebsite:nopeContacts:ForumEmail: loot1278@gmail.comAdditional Info:Hope to find some people interested in doing thisFeedback:ENCOURAGING ONLY   
  FINALLY!someone who recruits to "design" a game before jumping right in!i salute you sir!   ;  Seconded, with a couple of bits of advice that I found helpful:1) Design with gameplay and immersion in mind.You're not making a true world simulation, you're building something for people to play in - for a long time. If you have a warfare situation (as I do) ensure that the forces are balanced, and should one side gain an advantage, design a mechanism to restore that balance, without ruining the immersion of the players - a server reset (like those browser strategy games) won't cut it.2) Avoid player frustrationPermadeath appeals to hardcore RP'ers, but isn't much fun if you're out adventuring with your friends. Players need to get back into the action quickly, with minimal work to do to catch up. Punishing a player for dying, although appealing from a purist's view is not really a good thing to do. I got involved in a lot of discussions on this whilst at Warhammer Online, and thought long and hard about it. The best I came up with was 'character swapping' where a similar character with a different name was created, but with this a player loses their identity which is a punishment itself.Silly little monsters are also a point of contention - a tiny kitten that does 1000's of points of damage is just daft. Don't do it.Both of these really boil down to looking after the player, and making sure they have fun. If you can ensure that, all your design relies on is technical feasibility, for which you'll need a techie on board to confirm the concepts you want to include are doable.Good luck!;Quote:Original post by rian carnarvonFINALLY!someone who recruits to "design" a game before jumping right in!i salute you sir!Thank you! :)Quote:Seconded, with a couple of bits of advice that I found helpful:1) Design with gameplay and immersion in mind.You're not making a true world simulation, you're building something for people to play in - for a long time. If you have a warfare situation (as I do) ensure that the forces are balanced, and should one side gain an advantage, design a mechanism to restore that balance, without ruining the immersion of the players - a server reset (like those browser strategy games) won't cut it.2) Avoid player frustrationPermadeath appeals to hardcore RP'ers, but isn't much fun if you're out adventuring with your friends. Players need to get back into the action quickly, with minimal work to do to catch up. Punishing a player for dying, although appealing from a purist's view is not really a good thing to do. I got involved in a lot of discussions on this whilst at Warhammer Online, and thought long and hard about it. The best I came up with was 'character swapping' where a similar character with a different name was created, but with this a player loses their identity which is a punishment itself.Silly little monsters are also a point of contention - a tiny kitten that does 1000's of points of damage is just daft. Don't do it.Both of these really boil down to looking after the player, and making sure they have fun. If you can ensure that, all your design relies on is technical feasibility, for which you'll need a techie on board to confirm the concepts you want to include are doable.Good luck!And thanks alot for the advice!   ;  you could help us do our online rpg conceptWe already have 3-5 people assigned to it, so you'll be part of a team.We do it via Wiki, so its easy to add and develop ideas: WIKI Home  Skills Development Here is the current storyline to give you a taster what its about:You are the only survivour of a shipwreck and are washed up on an island. You find a chest of gold and take it before realising it's cursed. As you play through the tutorial you learn that you will live forever, destined to wander the seas aimlessly. You might as well have fun with your eternal life... Soon you begin to discover supernatural abilities. in the tutorial you will learn basic survival skills for example killing people with a mere "i need lunch" Basic survival skills could include hunting, cooking, skinning, woodcutting, woodworking, mining, smelting, metalworking etc. Supernatural abilities could include raising the dead (for use as your minions), being able to run for ever, attracting/scaring beasts, shooting fire/ice or any other arcane substance out of your fingertips. Tutorial thing... You have enough money for the cursed gold to buy a small ship. There should be many different ways to customise your ship to eventually make it a privateer, pirate ship or merchant although categories can be mixed. It will also be possible to add special people to your crew for more money e.g. ship repairer, "monkey" boys, priest, cook etc. You will then learn how to keep you crew fed, paid and happy, about their respect for you andthen (dis)advantages of buying them grog. ;Quote:Original post by omazyou could help us do our online rpg conceptWe already have 3-5 people assigned to it, so you'll be part of a team.We do it via Wiki, so its easy to add and develop ideas: WIKI Home  Skills Development Here is the current storyline to give you a taster what its about:You are the only survivour of a shipwreck and are washed up on an island. You find a chest of gold and take it before realising it's cursed. As you play through the tutorial you learn that you will live forever, destined to wander the seas aimlessly. You might as well have fun with your eternal life... Soon you begin to discover supernatural abilities. in the tutorial you will learn basic survival skills for example killing people with a mere "i need lunch" Basic survival skills could include hunting, cooking, skinning, woodcutting, woodworking, mining, smelting, metalworking etc. Supernatural abilities could include raising the dead (for use as your minions), being able to run for ever, attracting/scaring beasts, shooting fire/ice or any other arcane substance out of your fingertips. Tutorial thing... You have enough money for the cursed gold to buy a small ship. There should be many different ways to customise your ship to eventually make it a privateer, pirate ship or merchant although categories can be mixed. It will also be possible to add special people to your crew for more money e.g. ship repairer, "monkey" boys, priest, cook etc. You will then learn how to keep you crew fed, paid and happy, about their respect for you andthen (dis)advantages of buying them grog.No thanks I'll stick with this.;  I'd be happy to collaborate on a design, as long as its either:A) Text-basedB) 2d   ;Quote:Original post by KGodwinI'd be happy to collaborate on a design, as long as its either:A) Text-basedB) 2dWell I put together some of my thoughts, and what I'm thinking is that it will have to be a Single Player RPG, because all of the things would not be possible in an mmorpg. Unless it was 2D, it might be possible, I would have to change a few of the ideas, and if it was 2D we might actually be able to make the game. Sounds like a plan.Troy   ;  This sounds like something I'd like to be a part of. PM me if you'd like me in.   ;  Sent you a PM about that, I don't know about you but I don't like forums with ads. =)   