An original MMORPG where no 2 storylines are the same.
What i thought about is how boring most RPGs are. Talk to this person, beat this, go here beat this, come back, you win. I wanted something different so i thought about it and a player will have a choice between 9 different characters. Everytime they complete a quest they are asked a question about it and depending upon their answer they get sent somewhere different and if 2 people chose the same answer, that wouldnt necesarily result in the same destination, because there will be 2 or 3 results for every answer. So once at a very high level, no 2 players will have the same character. i have a design team ready, so i need some people who are willing to help make this game something to talk about. I want programmers who wont quit and who want this game to be the coolest game online.
We do not have a name for this game yet so we're accepting any suggestions. Anyone willing to help please contact me at:
Silent Magician-Moderate defense with lower speed but deal a huge amount of damage with one spell blast
Shield Witch Doctor-Capable of self recovery. Has moderate attack and speed with higher than average defense and accuracy
Honored Knight-An average knight with an attack and accuracy a little above average.
Twin Knight-a Knight with the ablity to half all stats and change into 2 seperate bodies. all stats are average
Shadow Conqueror-High in attack and Speed but low in Accuracy and Defence.
White Knight-High Spell casting Speed, low Attack, Moderate Accuracy and high defence.
-capable of making holgraphic fakes to distract the enemy.
-capable of raising the dead bodies that lie near by.
Pioneer-capble of summoning wild animals to attack and turn invisable for a period of time.
-capable of changing into animals
-capable of changing into different human forms
Theres a reason why there are whats called 'core character classes'. Fighter, mage, and healer. Everything else is a dirivitive of those 3. So it looks like your class spread has 7 out of 11 of the classes are casters, the other 4 are semi-tanks. Not a healer in the whole bunch. Looks like most of the classes are very 'gimmick' oriented. Theres no clear tanking class. the 'honored knight' is specifically stated as being 'average'. Im just going to assume that you havent done any market research and dont have a design document.
So how much does this job pay anyway?
anyone using an anonymous email address and a "funky" IM alias as the only contact points for a job offer is not to be trusted as a serious party.
Either they have no money, have no interest in paying for services rendered, or are so disorganised and amateurish that they'll fail quickly and cost you money in the process.
Is there going to be a pay to the programmers??
What language are you planning on using??
Are you going to be creating an engien from scratch or use an already made one like Torque or C4?
There needs to be more details.
Interesting in theory.
In my opinion no matter what you do, eventually a game will get boring. You will have done all the quests that can be done. You can't have infinite quests. Eventually someone will have the same quest as someone else. All you would be doing is just randomizing the locations they go to complete the quest. Your character will eventually max out all skills so that no creature can stand against you for very long. You will have learned all the tricks of the game to get extra cash, or power level. Even if you have different storylines, they will eventually become similar as there are only so many variations of go save this person, get this item, or kill this boss. How many movies have you seen that have similar plots. The only differences are the characters and their interactions. If you really want to be original, develop original NPC's that imerse you in the world. And create them so that you actually care about the storyline and how it progresses. Several good games, have backdrops and imerse you in a story that has a beginning a middle and an end. Just like a movie. Examples include Freelancer, Deus Ex, and Final Fantasy 7.
Originally Posted by FiftyNine50
With a MMORPG there is no end. Imagine going to a movie that never ends. The characters in the movie run into their evil nemisis, die and then respawn back into the movie somewhere else. They continue on from where they left off, run into another monster, die and respawn. Eventually you wouldn't care about the character in the movie.
 Actually That is a bad example. It would no longer be a movie but a TV series. Maybe I could sell it to CBS. I think everyone would watch just to see how many different ways the main characters could die and respawn. But even TV series end at some point. Usually when viewers get bored due to repatative storylines and fully developed characters.
With a MMORPG, there may be background and a history. Things in the world may change and new content added. So what. You have maxed your character skills. You have a new place to explore and new monsters to kill and new quests. Once you have done those, then it is back to being bored. Whenever you give players a choice, you have no control over what that will be. That could be frustrating because then you have to worry about balancing. I know of a MMORPG that had to rework stats to prevent abuses and exploits of the game. Then after the rework, many of the players left, because they were so used to doing things the easy way. Most of the fun is learning the world, learning the skills and then maxing the character. After you have done everything, then people resort to harassing the newbies for fun.
thats true...im trying to think of a way to have a looping effect where differnt things happen to keep people interested
Argument against this: FFXII. The random chest spawning and loot is the most irritating part of the game. It's covering for a lack of dimension in the game by artificially lengthening the amount of time required to complete it.
Please, for the love of the players, add content, not random number generators. It's a far better concept to have several small automated quests and then run large, operator-driven quests occasionally to keep players in touch and drive some sort of story. Consider Imperian or any of the IRE muds. No graphics, but mostly good storytelling.
I'm sorry to say, but you can never hope to do better or even come close to Blizzard. They have cornered the MMORPG market with a content delivery system in which they keep adding to their MMO world new missions and maps on a constant basis. This, if anything, will be the only way to keep players interested and away from the mundane. And unfortunately, unless you are backed by millions of dollars and/or manpower, no amount of random generation can compare to custom made content released on a regular basis.
Or Funcom. Anarchy Online has depth as well as breadth.
Snarled at for being too complicated by many, for those bored by the hack and slash systems of pretty much every other MMO out there it's perfect to keep you interested for longer.
And they too keep adding content, as well as throwing one-off events, to keep people interested.
yea criticising a game that doesnt even have a name yet...
best time to do it. Once you have requirements on paper and are implementing them you're loosing a lot more time and money if you have to change them...
Well I hope it all goes well.