|NARUTO 3D MMORPG OMG!||Locked|
|Oct 26 2008, 12:55pm Anchor|
- Edited Out - : )
Edited by: davidhalo
|Oct 26 2008, 6:21pm Anchor|
|Oct 26 2008, 7:02pm Anchor|
@Kee : I was looking for more crits of the actual doc not just a simple answer. If you don't feel like contributing thats fine but dont waste
|Oct 26 2008, 7:07pm Anchor|
|Oct 26 2008, 10:07pm Anchor|
You're a douche if you cannot even supply one piece of helpful info about the design doco itself get the hell out of my forum. It does not matter if the game is about naruto.
Meanwhile, a good mmo has risk vs reward built into the engine. Might I suggest you look into adding that.
|Oct 26 2008, 11:02pm Anchor|
Henley : Give me some good examples of risk/reward additions. I'm always trying to improve this document to try and make it seem like something enjoyable and definitely more importantly, replayable
|Oct 26 2008, 11:54pm Anchor|
risk as in most mmos is a timesink. You put this many hours into this quest you get this as a reward. Or not dying gives you a boost or something similar.
|Oct 27 2008, 3:01am Anchor|
I think this game's design document is well thought out.. HOWEVER. The marketability of the product is slim. Many MMORPGs have implemented martial arts into their gameplay, mainly asian MMORPGs but also SOE's The Matrix Online did it too so I'd question how long this game would survive knowing that its primary hook has already been done before. Secondly, the game appears to rely too heavily on grinding and core RPG elements which have proven that most gamers are frankly sick and tired of this type of MMORPG- or at least the ones that can think since everyone else is too busy playing WoW, WaR or Eve Online where you're essentially just pressing a bunch of buttons hoping something good happens and waiting for your XP bar to go DING!
The fact that immediately you're being trapped into an anime stylize is good for the artists working on the game and conforms to the MMORPG stylization and I think the idea is good for that. However I hate Stylization personally.. but since its Anime I can forgive that.
I just want to establish that your quest types are frankly the largest flaw of your design document, speically the travel ones (as these punnish the user forcing them to play for longer or deviate and thus waste mass amounts of time- what we want is players actively doing something important to the world instead of feeling like some erand boy like ALL mmorpgs tend to do)
Overall I feel that very little of your game design moves out of the stereotypes of modern MMORPGs, therefore is doomed to failure. You've got to be careful with the MMORPG market as proven, very few people survive.
The key would be to put a really good spin on the whole MMORPG system and also try to explain what demographics you want to target and how to get them interacting.
I also want to say that the Chakra system sounds very much like Mana- I wouldn't use it, I think Cooldowns are bad for MMORPGs and I also think that in a game where you have to wait and hope that a hit lands isn't good game design at all, the game needs to be more focused on how the player attacks/defends themselves as opposed to % (for instance, a certain techinque would be more effective at defending against another techinque). Health is ok and ensures you make use of those ever important supplies that keep your game economy going.
I also think your health should heal for every successful block you make. This way fighting defensively would be more preferable if you were running low on health.
Edited by: formerlyknownasMrCP
|Oct 27 2008, 1:18pm Anchor|
@Mr.Cyberpunk : Your whole post was very interesting and tapped into some very good points.
-I'm not so sure about health regen for block. I'd say taking much less damage would be a good benefactor. Maybe making a move like 'Absorption' to transfer damage to health would be a good idea you think ?
-How else would you go about Chakra ( Mana ) System ? In the series I follow the specs that Chakra runs like Mana does and needs to be focused, also it keeps it so that players don't spam out on moves consistently which creates a more interesting dilenma of when to perform techniques, however, reading your comments you did bring some good points about more detail in the fight system.
-Element weakness system was brought into the newest part of the series. Meaning for instance if a character using Metal had a metal armor buff that Lightning would ignore said buff. Same could be said about a Wind shield weakening lightning atacks or creating some sort of enhancement, meaning players would have to take a whole new strategy. This could determine what fights to pick at what levels and when to run.
-I'd like the demographic to target 13+ , but as for now I'm kinda leaving it open to just Naruto fans, which I guess is something I should dwelve on and detail more for people who don't know the universe but that could be relatively explained in-game with character speeches and intro/training sequences.
-I definitely agree about the travel quest, although I find that if players really want to explore important areas in the world they'd be happy to get to certain areas to further push story, or maybe even just for the nostalgia of seeing said area in the series.
All in all I found your post to be quite detailed and I'd like to hear more. B+ .
@Henley : That's a great point that I haven't thought about yet...hmm.. I'll definitely have to think about that a bit more and edit my first doc! Thank you very much!
|Oct 27 2008, 2:52pm Anchor|
Just make a SWG pre cu clone and you'll have all them fans playing your game.
|Oct 27 2008, 6:59pm Anchor|
Chakra could be implemented like a limit break in the Final Fantasy series where if you do a certain thing it'll unlock a chakra move- reason being is because I know that Mana based abilities are always exploited like crazy and are often a big cause of grinding, so if they are passive abilities then this eliminates the user being able to exploit it and also eliminates cooldowns- because now you're filling UP a bar as opposed to making one go down.
How this works with Canon of Naruto I have no idea, but you can callibrate the bar based on how frequently Chakra abilities are used in the Anime. This is how I'd do it.
This is also why I suggested the Regen, because I don't like having bars go down- it tells the user that basically no matter what they're going to fail. Whereas if the bars keep going up it ensures the user thinks "just one more second and I can keep going!" of course this creates a risk of game addiction, but since its an MMORPG its DESIRABLE.
Damage based gameplay is very lame, I really do hate it in RPGs because they tend to just give weapons stupid attributes that stick within the realm of RPGs only. AKA I have a level 1 spear that does 20 damage.. zzzZZzzz boring.. how about I have a stick with a big pointy sharp thing on the end that can pierce leather armor? and using my L33t skills that I've leveled up I can kick your ass using Ninjitsu! (thus allowing you to use multiple styles of combat with the same weapons, the focus should be on technique.. then secondary on gears. Meaning Character development is more important than loot. Do that and you'll eliminate the grind).
The game should focus on Training, specifically PvP training as this promotes interaction.
Hope this helps.
Oh yeah and when I say Limit break system i refer to the one that was used in 7 and 8 because those ones allowed you to custom pick the limit breaks they used, so applie that to the various Chakra techniques and calibrate based on the Anime.
Edited by: formerlyknownasMrCP
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