For completionists sake I'm answering the first two NBI Talkback questions today, because I like to think that I can be both early and late at the same time. :P
NBI Talkback #1: How did #GamerGate affect you?
While it changed Izzy for the better, let Mr Luvvaluvva find more gamers, made WolfDragon feel ashamed, scared Rambling Redshirt and Starshadow and made Belghast and Liore paranoid, I'm afraid I'm in the "it had no effect whatsoever" camp along with Randar, Isey, Partybusiness, Tyrannodorkus and Jeromai. Sure a lot of people posted stuff about it when it was in full swing, but having my entire feed of people talking about something I didn't quite understand? Basically I just ignored all of it as like Tobold says, it's just "feeding trolls".
Since it's actually an NBI topic this year I thought I'd actually try work out what its about though, and guess what?
I still have no clue because it's become so many things. Too many. Whatever identity it was supposed to have is now lost on me and I am pretty much back to not caring as, from my perspective, it just looks like internet arguing.
NBI Talkback #2: Early Access and Kickstarter - Do you support unfinished games?
While I don't pay for any computer games for myself (it's a self imposed rule) as I get plenty gifted to me and know that there are enough F2P titles out there to keep me entertained, I will never purchase an Early Access / Alpha / Beta / Kickstarter as a gift for any of my friends unless they have it on their wishlist.
I feel that ultimately it all comes down to a matter of personal preference and have no issues with Dev's selling said "products" or "ideas of products" if people are willing to pay for them.
The closest example I can think of is something like this: You can sell a car without wheels. Some people will pay you for that, as there are still many parts that are usable. However, just because of that I don't want to assume that all my friends want a car without wheels - no matter how shiny the paint job is or how new the model.
Showing posts with label Liore. Show all posts
Showing posts with label Liore. Show all posts
Saturday, 9 May 2015
NBI Talkback: GamerGate and Unfinished Games
Labels:
2015,
Belghast,
Early Access,
Gamergate,
Isey,
Izlain,
Jeromai,
Kickstarter,
Liore,
Mrluvvaluvva,
NBI,
Newbie Blogger Initiative,
Rambling Redshirt,
Starshadow,
Tobold,
Tyrannodorkus,
Wolfdragon
Saturday, 4 January 2014
Darklands: King of the North
This is part of The Darklands story.
When Zubon and Augratin returned to Flensburg to report to the King of Denmark he merely laughed in their faces and had his guards throw them out to the street (specifically into a puddle). This, along with suddenly being accosted by random guards made the pair hold weight to the recently deceased Liore's fear that the King himself was allied with evil - or at the very least just wanted to be rid of them. Zubon openly wondered if the reason for this was that their unit, while killing rats in the castle, accidentally slew the king's pet mouse while Augratin suggested it may have been because of Rakuno's decoration suggestions.
With the tide they took passage on the next ship across the expansive river to Naskakov to lessen the ire of Denmark's monarch but even then, they were accosted by pirates most likely hired by the same king, who were only fought off with the help of the travelling hermit/bard "Vayshen Panda" and a mysterious nun who only introduced herself as "Sister C". Even there the soldiers of Denmark and the wiccan Wild Hunt chased them in the (small) lands across the waves. With no luck finding shelter they took another ship back to the mainland, jumping off near the shore to avoid unwanted attention. Sister C suggested they could try to outrun the long reach of the King's influence while Zubon voiced that they should try to put an end to the evil king in a near suicidal attempt on the city.
Either way, their decision would have to wait for the light of day (since I'm taking a break from Darklands here) so they camp out in the woods and hole up for the night.
When Zubon and Augratin returned to Flensburg to report to the King of Denmark he merely laughed in their faces and had his guards throw them out to the street (specifically into a puddle). This, along with suddenly being accosted by random guards made the pair hold weight to the recently deceased Liore's fear that the King himself was allied with evil - or at the very least just wanted to be rid of them. Zubon openly wondered if the reason for this was that their unit, while killing rats in the castle, accidentally slew the king's pet mouse while Augratin suggested it may have been because of Rakuno's decoration suggestions.
With the tide they took passage on the next ship across the expansive river to Naskakov to lessen the ire of Denmark's monarch but even then, they were accosted by pirates most likely hired by the same king, who were only fought off with the help of the travelling hermit/bard "Vayshen Panda" and a mysterious nun who only introduced herself as "Sister C". Even there the soldiers of Denmark and the wiccan Wild Hunt chased them in the (small) lands across the waves. With no luck finding shelter they took another ship back to the mainland, jumping off near the shore to avoid unwanted attention. Sister C suggested they could try to outrun the long reach of the King's influence while Zubon voiced that they should try to put an end to the evil king in a near suicidal attempt on the city.
There must be some way to trick the King of the North...
Either way, their decision would have to wait for the light of day (since I'm taking a break from Darklands here) so they camp out in the woods and hole up for the night.
Labels:
Augratin,
Darklands,
Flensburg,
King of Denmark,
Liore,
Panda,
Robb Stark,
SistersofTyria,
Wild Hunt,
Zubon
Friday, 3 January 2014
Darklands: Seige of Castle Schauffelin
This is part of The Darklands story.
After telling her tale to the King, the Church and anyone else who would listen, Liore was tasked with simple clerical duties while authorities looked into the matter. Days passed but she heard no word about her allies left behind in the monastery. Her persistent questioning began to draw the ire of the castle officials often leading to her expulsion from the premises.
It struck her as odd then that one day the King of Denmark summoned her to accompany the soldiers "Zubon Ratkiller", "Rakuno Shardim" and "Augratin Nerdly" to hunt the robber knight Felix Schauffelin. He said her previous experiences made her ideal for this task, but something felt very off. She shared her doubts and her recent past to her new company, whom she learned were also all out of favor with the court for various reasons.
Still, Rakuno was a man of honor and led the party to their goal defeating a few of Felix's thugs on the way. At the robber knight's castle for the first time the party was denied entry, so Zubon suggested laying seige to starve him out. After setting up camp out of bow shot a large group of scum came out of the castle trying to break the defensive line. They mostly failed, but Rakuno was cut down in the skirmish.
Two groups of bandits then tried to resupply the castle and only once both were denied did Felix himself and his last man-at-arms come forth. Liore's fear of having been sent here to be "erased" proved true as the robber knight decapitated her before Augratin shoved her spear through his face.
After telling her tale to the King, the Church and anyone else who would listen, Liore was tasked with simple clerical duties while authorities looked into the matter. Days passed but she heard no word about her allies left behind in the monastery. Her persistent questioning began to draw the ire of the castle officials often leading to her expulsion from the premises.
It struck her as odd then that one day the King of Denmark summoned her to accompany the soldiers "Zubon Ratkiller", "Rakuno Shardim" and "Augratin Nerdly" to hunt the robber knight Felix Schauffelin. He said her previous experiences made her ideal for this task, but something felt very off. She shared her doubts and her recent past to her new company, whom she learned were also all out of favor with the court for various reasons.
Still, Rakuno was a man of honor and led the party to their goal defeating a few of Felix's thugs on the way. At the robber knight's castle for the first time the party was denied entry, so Zubon suggested laying seige to starve him out. After setting up camp out of bow shot a large group of scum came out of the castle trying to break the defensive line. They mostly failed, but Rakuno was cut down in the skirmish.
Two groups of bandits then tried to resupply the castle and only once both were denied did Felix himself and his last man-at-arms come forth. Liore's fear of having been sent here to be "erased" proved true as the robber knight decapitated her before Augratin shoved her spear through his face.
Spear to the face would count as mortally wounded right?
Labels:
Augratin,
Darklands,
Felix Schauffelin,
King of Denmark,
Liore,
Rakuno,
Raubritter,
Robber Knight,
Zubon
Thursday, 2 January 2014
Darklands: The Great Escape Part II
This is part of The Darklands story.
At the courtyard Liore and Syncaine decide to separate, as it would increase their chances of someone surviving to get help. The pursuing templars follow suit, half their number going after each fugitive. Liore spots a staircase to the South West while Syncaine rushes North East to a red door which he crashes through, finding another staircase up beyond it.
Both scramble up their respective flights of stairs and strangely are not pursued by the templars. Syncaine finds himself in a tight stone corridor, finding two doors at the end - one wrought from red metal and the other made of wood. The red one is locked, and he can't bust it open this time so he moves over to the other door. It's his only option as going back downstairs means meeting the templars again. He opens it and finds a room full of demons waiting for him!
With a wry grin he readies his mace and holds his ground as they come swooping towards him - he knows he has no chance of outrunning the things anyway. With a thunderous roar Syncaine engages in battle for the last time. Meanwhile in the graveyard outside, a secret passage opens and Liore finds herself outside the monastery once more. Panting, she flees back to Flensburg to seek aid from the King of Denmark.
At the courtyard Liore and Syncaine decide to separate, as it would increase their chances of someone surviving to get help. The pursuing templars follow suit, half their number going after each fugitive. Liore spots a staircase to the South West while Syncaine rushes North East to a red door which he crashes through, finding another staircase up beyond it.
Both scramble up their respective flights of stairs and strangely are not pursued by the templars. Syncaine finds himself in a tight stone corridor, finding two doors at the end - one wrought from red metal and the other made of wood. The red one is locked, and he can't bust it open this time so he moves over to the other door. It's his only option as going back downstairs means meeting the templars again. He opens it and finds a room full of demons waiting for him!
If only he had a gatling gun!
With a wry grin he readies his mace and holds his ground as they come swooping towards him - he knows he has no chance of outrunning the things anyway. With a thunderous roar Syncaine engages in battle for the last time. Meanwhile in the graveyard outside, a secret passage opens and Liore finds herself outside the monastery once more. Panting, she flees back to Flensburg to seek aid from the King of Denmark.
Labels:
Darklands,
Flensburg,
Great Monastery,
King of Denmark,
Liore,
Syncaine
Wednesday, 1 January 2014
Darklands: The Great Escape
This is part of The Darklands story.
Imprisoned in the dungeon beneath the Monastery the templars take most of the team's equipment (though somehow Syncaine managed to conceal a mace and everyone still has knives). The lead templar implies that they will be used as food for the next feast and cackles manically as he leaves them in their cell. Fortunately someone is on their side, unlocking the door after a few hours and whispering hurriedly for them to escape before vanishing into thin air.
The four cautiously explore the crypts that double as the templar dungeon, finding a chatty skeleton who Liore returns a bone to. The skeleton informs them that at the top of the monastery is a great demon preparing a powerful ritual. It uses a lot of fire attacks but is quite susceptible to the rather humble flea dust alchemical potion (it makes people itchy. Seriously). Not that it matters as no one was carrying that and also their gear is stored in a trapped / locked chest that none of them can unlock.
With escape being the top priority they find some stairs and climb up, only to run into a bunch of templar guards! River is killed almost instantly while Doone heroically sacrifices himself so that Liore and Syncaine can exit to the courtyard. Armed only with a small knife against six guys in full plate armor and two handed swords he doesn't last long, but the few seconds he buys them are invaluable before eventually he is overrun and knocked out.
Imprisoned in the dungeon beneath the Monastery the templars take most of the team's equipment (though somehow Syncaine managed to conceal a mace and everyone still has knives). The lead templar implies that they will be used as food for the next feast and cackles manically as he leaves them in their cell. Fortunately someone is on their side, unlocking the door after a few hours and whispering hurriedly for them to escape before vanishing into thin air.
The four cautiously explore the crypts that double as the templar dungeon, finding a chatty skeleton who Liore returns a bone to. The skeleton informs them that at the top of the monastery is a great demon preparing a powerful ritual. It uses a lot of fire attacks but is quite susceptible to the rather humble flea dust alchemical potion (it makes people itchy. Seriously). Not that it matters as no one was carrying that and also their gear is stored in a trapped / locked chest that none of them can unlock.
With escape being the top priority they find some stairs and climb up, only to run into a bunch of templar guards! River is killed almost instantly while Doone heroically sacrifices himself so that Liore and Syncaine can exit to the courtyard. Armed only with a small knife against six guys in full plate armor and two handed swords he doesn't last long, but the few seconds he buys them are invaluable before eventually he is overrun and knocked out.
Queue Yakety Sax music.
Monday, 30 December 2013
Darklands: The Great Monastery
This is part of The Darklands story.
It is an uneventful journey from Hamburg to Lubeck (same city as in Stalker Online I wonder?) and again to Flensburg which is ruled by the King of Denmark himself. Unfortunately all the monks within the walls (of all those cities) have no knowledge they wish to share of St. Thomas the Apostle, which Liore diligently checks to avert any Wild Hunt attacks. This doesn't bother her though as the Wild Hunt hasn't chased them recently, and more importantly because their destination was in sight.
After resting up at Flensburg the team journeyed across a large plain to the Great Monastery, ready to face anything. The exterior simply had a graveyard and two guard houses. Opening the door to the first they are surprised to find a squad of templar knights!
These traitors are well trained and well equipped, and the team just scrapes through for a victory with River sustaining heavy, near death damage. After looting their chamber with Liore finding a strange bone they then come across a second group of templars and having been so weakened from the first fight Syncaine and Doone get knocked out early. Before anyone is killed Liore decides to surrender instead of abandoning her comrades. They are taken prisoner and brought to the dungeons below.
It is an uneventful journey from Hamburg to Lubeck (same city as in Stalker Online I wonder?) and again to Flensburg which is ruled by the King of Denmark himself. Unfortunately all the monks within the walls (of all those cities) have no knowledge they wish to share of St. Thomas the Apostle, which Liore diligently checks to avert any Wild Hunt attacks. This doesn't bother her though as the Wild Hunt hasn't chased them recently, and more importantly because their destination was in sight.
After resting up at Flensburg the team journeyed across a large plain to the Great Monastery, ready to face anything. The exterior simply had a graveyard and two guard houses. Opening the door to the first they are surprised to find a squad of templar knights!
The bad ass kind, like the ones you find in Priest!
These traitors are well trained and well equipped, and the team just scrapes through for a victory with River sustaining heavy, near death damage. After looting their chamber with Liore finding a strange bone they then come across a second group of templars and having been so weakened from the first fight Syncaine and Doone get knocked out early. Before anyone is killed Liore decides to surrender instead of abandoning her comrades. They are taken prisoner and brought to the dungeons below.
Labels:
Darklands,
Doone,
Flensburg,
Great Monastery,
Hamburg,
King of Denmark,
Liore,
Lubech,
River,
St. Thomas,
Syncaine,
Wild Hunt
Sunday, 29 December 2013
Darklands: To Flensburg
This is part of The Darklands story.
At the city of Paderborn, Liore studied the map on how to get to Flensburg since that's where the lead was to the witches "Great Monastery". For this task she decided to recruit veteran soldiers, men who enjoyed dealing out death and punishment in the name of God. 30 year old "Doone the Red", 25 year old "River Highlaten" and 45 year old "Syncaine Hardcore", a grumpy tough as nails warrior.
They set out North, dispatching of more bandits and giant spiders before running into another Tatzelwurm. The lizard is a mighty opponent but it too falls as Syncaine manages to tear its face in two with his bare hands. A few alchemists try accost them for reagents too, but since the party isn't carrying any they are easily bypassed.
They do get into a bit of strife trying to cross the Elbe river though, with Liore stepping into a peat bog / quicksand by accident. Fortunately the other three manage to pull her out with the loss of minimal equipment. They also lose a day as a storm causes the river to flood, leaving them stranded and soaked on a small rise but not even this can dampen Liore's fury.
At the city of Paderborn, Liore studied the map on how to get to Flensburg since that's where the lead was to the witches "Great Monastery". For this task she decided to recruit veteran soldiers, men who enjoyed dealing out death and punishment in the name of God. 30 year old "Doone the Red", 25 year old "River Highlaten" and 45 year old "Syncaine Hardcore", a grumpy tough as nails warrior.
They set out North, dispatching of more bandits and giant spiders before running into another Tatzelwurm. The lizard is a mighty opponent but it too falls as Syncaine manages to tear its face in two with his bare hands. A few alchemists try accost them for reagents too, but since the party isn't carrying any they are easily bypassed.
They do get into a bit of strife trying to cross the Elbe river though, with Liore stepping into a peat bog / quicksand by accident. Fortunately the other three manage to pull her out with the loss of minimal equipment. They also lose a day as a storm causes the river to flood, leaving them stranded and soaked on a small rise but not even this can dampen Liore's fury.
That last option is there for A--holes I guess.
Labels:
Darklands,
Doone,
Flensburg,
Great Monastery,
Liore,
Paderborn,
River,
Syncaine,
Tatzelwurm
Saturday, 28 December 2013
Darklands: Graves of Vengeance
This is part of The Darklands story.
Through another horrible blizzard Tobold and Liore make it to their destination and are rewarded by the Medici for their trouble, using the coin to buy gear and to get new members "Lani Yammob", a 25 year old travelling merchant (and thief) and her companion "Grinmir Grudgely" (wrong spelling for Grimnir - apologies!), a hunter/soldier of 35 years. The Medici had also asked the team to take care of a robber knight in the area and they make that their first stop.
Tobold decides to try use the "Be invited in then kill the host" method he heard from the tales of the two that died at Hoxter, and it works on robber knight Hans Behaim. Alas, the "killing" of the robber knight does not go so smoothly without proper gear and Tobold receives a fatal blow before Grinmir and Lani can finish Hans off.
Enraged, Liore then leads the team back to the nearby hamlet of Hoxter (who were obviously in league with the robber knight), against her companions wishes and demanded vengeance for all the dead. She got her wish, eliminating the evil cultists with ease and then burning their village. They then went to the altar where Liore challenged the resident demon to combat.
The beast accepted, and swiftly tore Lani and Grinmir into pieces before Liore could cudgel it to death. With a scream of rage, Liore vowed to destroy all these unholy abominations and all those who worshiped them.
Through another horrible blizzard Tobold and Liore make it to their destination and are rewarded by the Medici for their trouble, using the coin to buy gear and to get new members "Lani Yammob", a 25 year old travelling merchant (and thief) and her companion "Grinmir Grudgely" (wrong spelling for Grimnir - apologies!), a hunter/soldier of 35 years. The Medici had also asked the team to take care of a robber knight in the area and they make that their first stop.
Tobold decides to try use the "Be invited in then kill the host" method he heard from the tales of the two that died at Hoxter, and it works on robber knight Hans Behaim. Alas, the "killing" of the robber knight does not go so smoothly without proper gear and Tobold receives a fatal blow before Grinmir and Lani can finish Hans off.
Enraged, Liore then leads the team back to the nearby hamlet of Hoxter (who were obviously in league with the robber knight), against her companions wishes and demanded vengeance for all the dead. She got her wish, eliminating the evil cultists with ease and then burning their village. They then went to the altar where Liore challenged the resident demon to combat.
Pretty close to "Get off my lawn!"
The beast accepted, and swiftly tore Lani and Grinmir into pieces before Liore could cudgel it to death. With a scream of rage, Liore vowed to destroy all these unholy abominations and all those who worshiped them.
Labels:
Darklands,
Grimnir,
Hoxter,
Lani,
Liore,
Medici,
Raubritter,
Robber Knight,
Tobold
Friday, 27 December 2013
Darklands: Running like Mad
This is part of The Darklands story.
While taking refuge Jewel and Vagabond are taken under the care of "Liore Herder" a 30 year old nun and her 40 year old mentor "Tobold the Stout", a soldier turned friar who was interested in studies of the occult witches and hence their interest in the pair that survived the High Sabbat. Upon learning of the prayer books wanted by the Medici he convinces the group to go adventuring once more, easily retrieving the items from a den of giant spiders which killed hermit Wipo by running like mad.
Actually there was a lot of running... from bandits, wolves, boars, the wild hunt. It's very hard to put up a defense without basic adventuring gear - the cons of being poor. It is for this reason that they attempted to get the books back to the person that asked for them so that they could get some coin for their trouble.
Their mistake was trying to spend the night in the hamlet of Hoxter while trying to avoid a blizzard. The satanists there attacked the party in their sleep, and their schulz killed both Vagabond and Jewel while capturing the other two. He and his men left them to hang on a nearby tree but fortunately Liore managed to pull herself up and slip her ropes while they were distracted, saving herself and Tobold from an aspyxiating death.
While taking refuge Jewel and Vagabond are taken under the care of "Liore Herder" a 30 year old nun and her 40 year old mentor "Tobold the Stout", a soldier turned friar who was interested in studies of the occult witches and hence their interest in the pair that survived the High Sabbat. Upon learning of the prayer books wanted by the Medici he convinces the group to go adventuring once more, easily retrieving the items from a den of giant spiders which killed hermit Wipo by running like mad.
Actually there was a lot of running... from bandits, wolves, boars, the wild hunt. It's very hard to put up a defense without basic adventuring gear - the cons of being poor. It is for this reason that they attempted to get the books back to the person that asked for them so that they could get some coin for their trouble.
Their mistake was trying to spend the night in the hamlet of Hoxter while trying to avoid a blizzard. The satanists there attacked the party in their sleep, and their schulz killed both Vagabond and Jewel while capturing the other two. He and his men left them to hang on a nearby tree but fortunately Liore managed to pull herself up and slip her ropes while they were distracted, saving herself and Tobold from an aspyxiating death.
Turns out evil chanting is handy after all.
Monday, 14 October 2013
NBI - Armchair Game Designer
[Part of the Newbie Blogger Initiative: Talk Back Challenge]
[Part of my MMO Design Folder]
Armchair Game Designer: Take the parts of current games you like, listing the specific features. Make a game out of those features, any type of game, any genre. You could also mention features that you would never use under the same criteria.
Lyledark has a neat little list that he'd like to see where as Liore specifically targetted designing an MMO player economy. Some good ideas on both, and for kicks I decided to make a list of my own... which turned out to be quite long... :P
I might be doing this wrong because of the "current games" section of the brief given most of these come from either Ultima Online, Mabinogi, Knight Online, Wizardry Online, Neverwinter Online and Guildwars2 with some original ones thrown in the mix. Anyway this would be my (undoubtedly incomplete) list of things I'd want to have, starting with the ones that need little to no explanation (or I've talked about them previously):
- No Pre-determined Classes, no over-all levels. Each skill gains through individual study and use.
- School to learn combat and life skills.
- Exams to attain higher levels of skills.
- Gear will break, ammo runs out, hunger must be catered for
- Text bubble above the head of who is talking, not disembodied chat window
- Emote window for ease of access to all character animations and dancing
- Typing a smiley face would actually put that expressions on your character's face
- Crafting and skill mini games
- In-game supported voice chat in a party or squad channels
- Musical instruments, freedom to compose your own music and jam with other players (possibly using MML)
- Open world Ship travel, people can join for the ride and you manually steer where to go
- Non-territorial Enemies have no leash, they'll chase you to forever.
- Mounts! - Shared mounts (two people on a horse)! Flying mounts! Mounts (and pets) that can fight!
- Customizable and useful housing/homestead items.
- Interactable furniture. I like chairs I can sit on.
- Dangerous Traps can be avoided by just knowing what to look for, or disabled temporarily via minigame
- Open world quests / Dynamic quests - anyone in the vicinity can join
- Open world dungeons with "boss" chambers instanced (long cool-down per player to prevent spamming).
- Foundry, player made content!
- Guild Management Tools that let you see the last time someone was on, and lets everyone leave short messages
- In-game Calendar so people can see when the next releases are due, what events are on and for how long they go.
- Magical gate travel to cities only. All gates travel to one target city which changes based on moon cycle.
- "Summoning" Spell/Scroll to summon one party member to caster's location (lengthy cool-down).
- No return to town spell, or return to wherever unless a mage is summoning you.
- Blacklist feature. Always handy.
- No auto maps/radar. Cartography as a skill can make map items for the local region you are in.
- Story Instances. Can be added by patch yet are "permanent" in that all characters can then run them once.
- Content geared primarily for solo play. Scales up (instead of gearing for group and scales down).
- Each character can only join one guild at a time.
- No auction House. No gold. Barter system all the way. Even with NPCs!
And now for the ones that need more text...
- Not so Diverse races.
This is more of a money constraint (I'm designing on a budget :P). I like Neverwinter's races where a dwarf is a short but stout human, an elf is a slender human, a tiefling is a human with red skin and a tail etc. Apart from minor facial differences (horns/pointy ears and what have you) the bulk of each character is basically the same, just scaled differently. Why? It's easier to release new armor and clothing items for just one model. Compare it to Guildwars 2, where the races -are- quite different. Ever wonder why most of the living story rewards are either weapon skins or back items?
- No voice actors.
Again more of a money constraint. While I can put near limitless text on the screen, if I then need someone to read out the lines that's going to be painful on the budget. More so if it's multiple VAs doing the same lines (numerous protagonists). If there are no VA's the development staff will get more money to produce more content, and it will be slightly faster to roll out (and be a bit smaller file size too). To compensate, must have a fantastic music score (that can be reused more easily). Age of Conan level or better. :D
- Dangerous combat relying on Player skill over Character skill.
Isn't all combat dangerous? Well, Mabinogi takes the cake for me here and I'd love a version of their rock-paper-scissors-shotgun combat system in my MMO. Most battles are very short but not in the fast paced way. Either you use the right skills and curb stomp your enemy or you screw up and get curb stomped in return. My character is over level 2000 yet a regular skeleton can still kill me in 4 hits (or less) if I mistime my moves or use the wrong counters. In comparison a skilled player can beat the same skeleton with a week old character, if the player behind the screen fights well. It just may take them longer to win.
- Death is to be Feared
Upon dying you become a ghost who can no longer see the living (or undead) nor interactable objects like levers, doors and buttons. You can only see other spirits (dead players), NPC healers and statues that will ressurect you if you manage to run back to them. If you make it you have a 100% chance to be revived. Wait, -if- you make it? What's stopping you?
Yep, the reapers from Wizardry Online. They chase you and will try to permanently end your existence - the only thing you can do is run. Each time you are "caught" you are returned to your body and the chance of your revival drops by 10%. If you fail your revive roll then your character is gone (seriously, they become a tombstone).
That's in Wizardry Online, but I know most people don't like permadeath so in my version - the % is how much of your skills are retained on revival, so if you got caught 3 times then all skills drop by 30%. You'll have to go retrain them. Oh, there's also still a "roll" on the % too. A fail means all your equipment is obliterated, but don't worry - there's no character elimination whatsoever (though losing 100% of all their skill puts them back as a newbie anyway). See, I can be a nice guy. ;p
[Part of my MMO Design Folder]
Armchair Game Designer: Take the parts of current games you like, listing the specific features. Make a game out of those features, any type of game, any genre. You could also mention features that you would never use under the same criteria.
Lyledark has a neat little list that he'd like to see where as Liore specifically targetted designing an MMO player economy. Some good ideas on both, and for kicks I decided to make a list of my own... which turned out to be quite long... :P
I might be doing this wrong because of the "current games" section of the brief given most of these come from either Ultima Online, Mabinogi, Knight Online, Wizardry Online, Neverwinter Online and Guildwars2 with some original ones thrown in the mix. Anyway this would be my (undoubtedly incomplete) list of things I'd want to have, starting with the ones that need little to no explanation (or I've talked about them previously):
- No Pre-determined Classes, no over-all levels. Each skill gains through individual study and use.
- School to learn combat and life skills.
- Exams to attain higher levels of skills.
- Gear will break, ammo runs out, hunger must be catered for
- Text bubble above the head of who is talking, not disembodied chat window
- Emote window for ease of access to all character animations and dancing
- Typing a smiley face would actually put that expressions on your character's face
- Crafting and skill mini games
- In-game supported voice chat in a party or squad channels
- Musical instruments, freedom to compose your own music and jam with other players (possibly using MML)
- Open world Ship travel, people can join for the ride and you manually steer where to go
- Non-territorial Enemies have no leash, they'll chase you to forever.
- Mounts! - Shared mounts (two people on a horse)! Flying mounts! Mounts (and pets) that can fight!
- Customizable and useful housing/homestead items.
- Interactable furniture. I like chairs I can sit on.
- Dangerous Traps can be avoided by just knowing what to look for, or disabled temporarily via minigame
- Open world quests / Dynamic quests - anyone in the vicinity can join
- Open world dungeons with "boss" chambers instanced (long cool-down per player to prevent spamming).
- Foundry, player made content!
- Guild Management Tools that let you see the last time someone was on, and lets everyone leave short messages
- In-game Calendar so people can see when the next releases are due, what events are on and for how long they go.
- Magical gate travel to cities only. All gates travel to one target city which changes based on moon cycle.
- "Summoning" Spell/Scroll to summon one party member to caster's location (lengthy cool-down).
- No return to town spell, or return to wherever unless a mage is summoning you.
- Blacklist feature. Always handy.
- No auto maps/radar. Cartography as a skill can make map items for the local region you are in.
- Story Instances. Can be added by patch yet are "permanent" in that all characters can then run them once.
- Content geared primarily for solo play. Scales up (instead of gearing for group and scales down).
- Each character can only join one guild at a time.
- No auction House. No gold. Barter system all the way. Even with NPCs!
And now for the ones that need more text...
- Not so Diverse races.
This is more of a money constraint (I'm designing on a budget :P). I like Neverwinter's races where a dwarf is a short but stout human, an elf is a slender human, a tiefling is a human with red skin and a tail etc. Apart from minor facial differences (horns/pointy ears and what have you) the bulk of each character is basically the same, just scaled differently. Why? It's easier to release new armor and clothing items for just one model. Compare it to Guildwars 2, where the races -are- quite different. Ever wonder why most of the living story rewards are either weapon skins or back items?
- No voice actors.
Again more of a money constraint. While I can put near limitless text on the screen, if I then need someone to read out the lines that's going to be painful on the budget. More so if it's multiple VAs doing the same lines (numerous protagonists). If there are no VA's the development staff will get more money to produce more content, and it will be slightly faster to roll out (and be a bit smaller file size too). To compensate, must have a fantastic music score (that can be reused more easily). Age of Conan level or better. :D
- Dangerous combat relying on Player skill over Character skill.
Isn't all combat dangerous? Well, Mabinogi takes the cake for me here and I'd love a version of their rock-paper-scissors-shotgun combat system in my MMO. Most battles are very short but not in the fast paced way. Either you use the right skills and curb stomp your enemy or you screw up and get curb stomped in return. My character is over level 2000 yet a regular skeleton can still kill me in 4 hits (or less) if I mistime my moves or use the wrong counters. In comparison a skilled player can beat the same skeleton with a week old character, if the player behind the screen fights well. It just may take them longer to win.
- Death is to be Feared
Upon dying you become a ghost who can no longer see the living (or undead) nor interactable objects like levers, doors and buttons. You can only see other spirits (dead players), NPC healers and statues that will ressurect you if you manage to run back to them. If you make it you have a 100% chance to be revived. Wait, -if- you make it? What's stopping you?
One of the most terrifying NPCs in all my MMO adventures.
Yep, the reapers from Wizardry Online. They chase you and will try to permanently end your existence - the only thing you can do is run. Each time you are "caught" you are returned to your body and the chance of your revival drops by 10%. If you fail your revive roll then your character is gone (seriously, they become a tombstone).
That's in Wizardry Online, but I know most people don't like permadeath so in my version - the % is how much of your skills are retained on revival, so if you got caught 3 times then all skills drop by 30%. You'll have to go retrain them. Oh, there's also still a "roll" on the % too. A fail means all your equipment is obliterated, but don't worry - there's no character elimination whatsoever (though losing 100% of all their skill puts them back as a newbie anyway). See, I can be a nice guy. ;p
Labels:
Age of Conan,
Battle Bards,
Design,
Grim Reaper,
Guildwars 2,
Knight Online,
Liore,
Lyledark,
Mabinogi,
MMORPG,
NBI,
Neverwinter Online,
Newbie Blogger Initiative,
NWO,
Ultima Online,
Wizardry Online
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