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a_wishlist_for_the_perfect_mmorpg [2013/01/29 09:46] Mike Holmesa_wishlist_for_the_perfect_mmorpg [2013/03/29 17:06] (current) – [Non-boring Resource Gathering] Mike Holmes
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 === Birth ===  === Birth === 
  
-Characters arrive, full grown and capable people, as exiles from "The Old World" (basically medieval Earth) via gates scattered here and there over the world fo play. Players can concoct whatever reason they wish for why their character was exiled, but there's no returning through the gates, and so no way to verify these things.+Characters arrive, full grown and capable people, as exiles from "The Old World" (basically medieval Earth) via gates scattered here and there over the world of play. Players can concoct whatever reason they wish for why their character was exiled, but there's no returning through the gates, and so no way to verify these things.
  
 Gates are set up far apart from each other, far enough to make it likely that multiple communities will develop.   Gates are set up far apart from each other, far enough to make it likely that multiple communities will develop.  
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 ==== Non-boring Resource Gathering ==== ==== Non-boring Resource Gathering ====
  
-Players who find going through the motions of resource gathering for whatever reason, can do so, and obtain modest efficiency benefits from doing so. But for other players who are not interested in these sorts of activities, they can set up production cycles for resources that occur over time, slowly when the player is online playing, and at full-speed when the player is offline. This incentivizes players to take breaks and lessens server impact. +Players who find going through the motions of resource gathering to be interesting or worthwhile for whatever reason, can do so, and obtain modest efficiency benefits from doing so. But for other players who are not interested in these sorts of activities, they can set up production cycles for resources that occur over time, slowly when the player is online playing, and at full-speed when the player is offline. This incentivizes players to take breaks and lessens server impact. 
  
 ==== "Deals" ==== ==== "Deals" ====
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 NO LEVELS! Characters develop mostly in terms of skills, and sometimes with slight gains in attributes. But at no time ever will any character be so physically potent that they do not fear the wrath of another player's character, who might sneak up and stab them fatally in the back. And they certainly cannot withstand a group of determined individuals seeking to incarcerate or do harm to the character.  NO LEVELS! Characters develop mostly in terms of skills, and sometimes with slight gains in attributes. But at no time ever will any character be so physically potent that they do not fear the wrath of another player's character, who might sneak up and stab them fatally in the back. And they certainly cannot withstand a group of determined individuals seeking to incarcerate or do harm to the character. 
  
-===== Social Engagement =====+==== Baddies ==== 
 + 
 +There will be some predatory fauna in the game, but these will NOT "respawn." Once dead, they are dead for good. They will also tend not to rampage much in the areas around gates, so they're not that much of a threat to communities. They will be a threat, however, to those ranging far out in order to find resources.  
 + 
 +==== Otherworlds ==== 
 + 
 +There will be gates to otherworldly places, where characters can go on relatively dangerous quests, often with magical rewards (see Heroquest). The static nature of these worlds explains their "instancy" nature... though with enough effort, even the instances can be altered permanently.  
 + 
 + 
 +===== Social Engagement and PVP =====
  
 Many of the above conditions are attempts to create a somewhat "realistic" model of the world precisely so that realistic social interaction can occur. Players should keenly feel the need to interact with other players' characters to get not only what they want, but what they even need to survive. Such that any character going rogue and attacking a valued member of a community will become themselves at best outcast, and perhaps hunted down. Death being a real impediment to play, this should deter people from frivolously attacking others.  Many of the above conditions are attempts to create a somewhat "realistic" model of the world precisely so that realistic social interaction can occur. Players should keenly feel the need to interact with other players' characters to get not only what they want, but what they even need to survive. Such that any character going rogue and attacking a valued member of a community will become themselves at best outcast, and perhaps hunted down. Death being a real impediment to play, this should deter people from frivolously attacking others. 
  
-Conversely, being a credit to your community will keep you safe, as those who see the character as valuable will try to protect it. Given that one character is likely to be killed by two or more, banding together is the best way to stay safe. And, as a last ditch, one can phase out if one is in serious trouble. +Conversely, being a credit to your community will keep you safe, as those who see the character as valuable will try to protect it. Given that one character is likely to be killed by two or more, banding together is the best way to stay safe. If you are valuable enough, the community might even mount a rescue of your character from the underworld, which mitigates having been killed.  
 + 
 +And, as a last ditch, one can phase out if one is in serious trouble. Though this may leave their un-carried belongings unprotected
  
 It is, of course, possible that griefers may appear, who kill PCs, and then, when their character is inevitably killed, simply make a new character and try again. Given this possibility, players may well be paranoid about those who appear from gates, and may come up with protocols before accepting new players into their communities. The characters are exiles, after all, and it's assumed that some are dangerous criminals. Communities are likely to form at first between players who are friends who recruit players in real life, so that they know the players in question are trustworthy.  It is, of course, possible that griefers may appear, who kill PCs, and then, when their character is inevitably killed, simply make a new character and try again. Given this possibility, players may well be paranoid about those who appear from gates, and may come up with protocols before accepting new players into their communities. The characters are exiles, after all, and it's assumed that some are dangerous criminals. Communities are likely to form at first between players who are friends who recruit players in real life, so that they know the players in question are trustworthy. 
a_wishlist_for_the_perfect_mmorpg.1359481567.txt.gz · Last modified: 2013/01/29 09:46 by Mike Holmes