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A Real MMO (Forums : Ideas & Concepts : A Real MMO) Locked
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Mar 2 2014 Anchor

Hello everyone, let me introduced me: My name is Leonardo, I'm a lawyer and study a masters in Internet law .mi native language is spanish so please excuse me for the grammatical.
To the point. I want to create an MMO, but I want to create a genuine. Let's skip the part where you tell me I need a lot of money and time because I have an idea that can work. First of all I want everyone think what is a MMO, forget for a moment what is. Just remember the first days before all the business of MMO, no WoW, no Tera, no Aion, nothing else. I don't want an innovative game system, back to basics. No levels, no classes, no repetitive missions, with danger at every corner; no fancy lights, no hotkeys, just skill, you and your sword facing the death.

- A skill-oriented game.
- No levels, the player progress is with passive skills, the active skills are limited.
- Forget the warrior, the thief and the mage. Just pick a armor and a weapon then fight. All can use all. Besides no magic in this game (Not Now)
- No dps, no tanks, no healers, we need cooperate to survive.
- No NPC
- No safe cities, we make them from 0.
- Permadeath, we will use a system for this, I will not say all details.
- Natural intelligent monsters, they hunt, they wanna live, they not respawn, and are free in the world.
- Global missions, can be reached for one or multiple players.
- Much More

I want to make this in the right way, create a company, make publicity, merchandise, support.
Create a game from 0 is expensive, but we no need to make a new one, only we need to use the correct one, you know in this days the original ideas are just adaptations; For example Dota is a mod from Warcraft 3, now we hace DOTA 2 and the other MOBA, we take the case of DayZ is a mod of ArmA 2, so what game we should take.
I want to recreate an old spanish game called Blade: The Edge of Darkness, mostly known how Severance: Blade of Darkness. This game from the year 2001 has showed a great system, and all can be upgraded. In this community has worked in multiple mods. I want to give a new look, maintaining the mechanical with which emerged.

I appreciate all the ideas and suggestions, I have more information but this is essential.

Mar 2 2014 Anchor

Okay, here are a few comments I have to do based on your idea. I understand the Concept and the fact that you want to 'escape' from this standar MMORPG style games but your idea is too risky and lacks realism. Let's see all your features one by one:
-Without active abilities the game will be repetitive and boring since Passive abilities will only increase stats.
-Deleting classes will reduce strategy since all players will have standar things to use and gear up and not a variety of them. (This is the least important anyway)
-No safe cities? Will the player build them? Will this be a Sandbox game? (Sandbox games are games where you modify the world, like Minecraft)
-Permadeath in a Small Indie Project is like jumping from an airplane without a Parachute. Kicking new and basically the few of the players that play your game is a suicide and not recommended at all.
-Monsters that don't respawn? This can only happen if the map is Infinite since an MMO with monsters that don't respawn will end in a short period of time)

Game sounds to me more like a weird Survival concept. I am not saying all these to be a douchebag, I am just trying to give some friendly advice so I can potentialy help you with your idea.

Mar 2 2014 Anchor

I'll appreciate all the comments, as i said we here for growth. Ok you're right i need more specific in my ideas. And i answered what is mi pretension.

- (Without active abilities the game will be repetitive and boring since Passive abilities will only increase stats.)
Forget the stats, we don't need to push the + for get more Str, dex, vit. All we need is skill. In fact the more boring games are the MMO remember right click, press 1,2,3 o i am getting hurt, take a pot...
Play the classics Hack and Slash, you i'll see it's repetitive but is so fun. In the game we planned many weapons, each with his style and combos. In the plot of Blade are more than 100, another example are C9, Dynasty Warriors, Vindictus, the pasive is for concentrate the atention of the player in the battlefield, not just press buttons. You know, block, dodge and attack.

- (No safe cities? Will the player build them? Will this be a Sandbox game? (Sandbox games are games where you modify the world, like Minecraft))
Yes, i want a sandbox in the cities construction, a useful buildings, in fact the general progress is determined for the cities, better city - better equipment. When I said unsafe cities not only mean that players will be vulnerable, these buildings can be destroyed. No ornaments or decorations, cities will be vital not only a meeting place.

-(Permadeath in a Small Indie Project is like jumping from an airplane without a Parachute. Kicking new and basically the few of the players that play your game is a suicide and not recommended at all.)
You are right, death is bad, but is necessary; when you life is secure, when the only risk is losing durability of your equipment or experience. When you reach the top level the game lost the purposefulness. I need excitement, and death is the best motivator, if you can die, but will not be easy to get. Stay quiet, no one would notice what life is fragile.

-(Monsters that don't respawn? This can only happen if the map is Infinite since an MMO with monsters that don't respawn will end in a short period of time))
I knew I forgot something. They will no respawn in the same location. They born in a different place and move with freedom around the map. So you can´t farm, you need travel to hunt, even patrol the area to avoid the danger.

(Game sounds to me more like a weird Survival concept.)
Precisely :D

Edited by: lexusvar

Mar 3 2014 Anchor

Okay so actually your game is not an MMORPG but instead a Survival/Sandbox hardcore game. Thanks for making clear the things I mentioned but if you want to build a successful Survival game, now wouldn't be a good idea. This year a lot of Company Survival/Sandbox games like 7 Days to Die, Rust, The Dead Linger, DayZ standalone and the highly anticipated Forest have been or await publish. From what I understand you want to create a Realistic game where only skill and strategy matters, this is very similar or identical to the new Survival games. I think you should be based on your concept but come up with more ideas that will make your game unique and attractive.

Mar 3 2014 Anchor

Slow down, the title is a Real MMO, i repeat the actual mmo is a business, not is actually a MMO. You are right mi game its not a mmo, its a "single player massive cooperative game". The fact of the word survival don't mean mortality. Look... Img.gawkerassets.com
Scary things are not actually the base of my game. And the sandbox is already limited. You know State of Decay is a actually a survival sandbox but i dont want elements like get tired, eat food, sleep in our game. If i want this i just play Don´t Starve. No my game is more deep, the need of cooperate, no just make quest for party o Raid. I use the example of DayZ for the use of mods to create new games. I have plans for the issue of permadeath is so simple that many think it is ridiculous, others will laugh, but the end is so basic it's brilliant.

Edited by: lexusvar

Mar 3 2014 Anchor

Erasing both MMORPG and Survival aspects what remains is your hero in an open world killing monsters all day with the help of his friends. From the time the goal is not to reach the maximum level nor to survive competition there is no actual target. Personally I would be bored going around and just killing enemies for no reason.

Mar 3 2014 Anchor

Back to the beginning, Global quest: It's a general mission, each chapter have one to many. Imagine a global objective. You are free to explore and become more strong. We'll show a path to the players. And at the right time something gonna happen that affect everyone. In fact the game has an ending planned, will be a major story in which all players participate directly and indirectly.

I'll take care of handling, has to be subtle and imperceptible, that is why I am getting people outside of gaming (Sociologists, writers, publicists, even biologists) to help me create this ploy.

Edited by: lexusvar

Mar 3 2014 Anchor

So basically ,if I get you, the game is an Open World game with missions named 'Global Quests'. There are locations called "Chapters" which contain different Global Missions. Basically the target is to progress through Chapters and reach the Ending. This is called a Story Co-Op game.

Also a Writter and a Publisher are jobs in the Gaming Industry.

Mar 3 2014 Anchor

That's my kind of game. And of course there are those jobs, just want to go a little further. So that's basically the idea. But make it as simple as we can.

I have already created some chapters, and the story of the game will allow us to manipulate the world and its environment.

Mar 3 2014 Anchor

Thanks a lot for clearing your idea. I wish you good luck with your game and I hope you can achieve the concept you are thinking of.

Mar 3 2014 Anchor

Wait a minute, now I have to ask: Is it viable create a game from another game Mod. Specifically I wonder about the future of Severance Blade of Darkness. As seen is the basis for the creation of the game, the gameplay is the best for my purposes.

Mar 3 2014 Anchor

It is but I wouldn't recommended. Personally I would prefer creating a game from scratch even if it is harder to do. If you manage to arrange a team of skilful people you will see that the result will be very good and also much closer to your concept. A mod is not as well recognized as an original game. What makes you want to make a mod instead of a game from scratch?

Mar 3 2014 Anchor

The experience of those who have handled the mod can give me a very good leads when developing my game. Ideally create one from scratch, in this space is seeking advice on gameplay and can be improved.

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