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 Post subject: MMORPG - Good & Bads - LIST
PostPosted: Thu Apr 24, 2008 3:51 am 
Annul Debugger

Joined: Sat Mar 08, 2008 6:59 am
Posts: 524
Some time ago, bakekitsune started new topic about "goods and bads" in MMORPGs. Everyone started to give out their likes and dislikes and list started to build up so I decided to create new topic with whole list on first topic.
I beilve that this list can help game developers on many ways...

If you want to add your likes and dislikes, head to bakekitsune's topic

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GOODS:
- Real time constructed player owned cities like in Age of Conan
- Racking stuff like in Runescape
- a lot of quests for every level
- simple interface
- guild/player housing
- proffesions
- public market (players selling items in game)
- a more open ended sandbox type world
- crafting systems that actually work, arent pointless at low levels, and arent thrown in as a half assed after thought
- freedom to play my character how i want without being gimping myself because it's not how the class is supposed to be
played
- freedom to side with who ever i want and be able to switch my alliances if i'm willing to work for it
- freedom to follow my own path, avoiding combat entirely if i want and still being a valuable member of the community in some other way.
- Crafting that pays of, not just as a timesink, but actualy competes with high-level loot
- Freedom to move and walk where i want and not be limited becouse i have not level X
- Duel agreement PVP like in Warcaft
- Vehicles/Mounts for long distances
- Jobs
- Being able to customize equipment
- Clan/Guild creation
- A friendly community where the admins/creators actually interact with players.
- A developing storyline where some characters can earn special titles to boast about, or participate in one-time special events to advance a growing storyline.
- A balanced economy, where the choices players make determine the growth of the online world.
- Lots of side-jobs such as cooking, forgery, woodcutting, part-time jobs, etc.
- A unique and massive character design option/interface.
- Collectables such as musicks, wallpapers, etc. that you can find or earn by doing in-game quests.
- A world where there is something that appeals to every type of gamer, from grinder fanatics to hardcore roleplayers to breeder champions.
- Admin/GM run events a plenty, to prevent the mundane *go to quest shop/character, take quest everyone else is also doing, etc.*
- Class balancing, so that every unique class can appeal to the gamer to be chosen.
- Many in-game options revolving around curse filters, blood/gore, toning down game graphics, etc.
- The ability to choose your characters personality that will affect the way thet react to the environments around them. I.e. a laid-back male will sit on a bench with his legs sprawled out and head tilted back while a formal male sits cross legged. (yes, we plan to implement this into chara creation on one of our projects)

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BADS:
- All good stuff is in the higher levels
- Skill is compromised by level
- Having to "PowerLevel"
- People who say they have "Skill in Leveling"
- Leveling to learn skills that you can already do in real life like "Rage!"
- Leveling
- 1 weapon for each class on every 5 levels
- starting in massive city where you get lost
- levels and all the evils that come with it.
- ridged class systems and all the evils that come with it.
- cookie cutter quests that you are forced to complete just to advance
- reliance on equipment instead of skill. the better player should be the better player, not the guy with the most free time.
- 'endgame' and how everything is built and balanced for that, making the first X levels a boring and pointless grind.
- money sinks.
- time sinks
- a artificial economy
- a game that focusses on end-game instead of everything.
- Traveling long ditances
- Losing my shit when I die
- Hackers
- levels and all the evils that come with it.
- ridged class systems and all the evils that come with it.
- cookie cutter quests that you are forced to complete just to advance
- reliance on equipment instead of skill. the better player should be the better player, not the guy with the most free time.
- 'endgame' and how everything is built and balanced for that, making the first X levels a boring and pointless grind.
- Most games about one side warring against the other...most don't carry this out well and the quests and leveling get boring and flat.
- MMORPGs where the admins won't even play their own game, or if they do, abuse their powers and seem to not care much for the players.
- Games that rely heavily on leveling, leaving no options for those who wish not to choose the monster-bashing path of roleplay.
- Point-and-click walking or battle systems. Please let us use combos in battles and arrows to walk...I beg you.
- Games where every character literally looks identical.
- Most 3-D graphic-based games. I'm a huge 2-D sprite-based game fan. Some 3-D is okay , though, as long as it's not Runescape-ish or something.
- Games that rely heavily on graphics and thus the elements of economy, roleplay, and gameplay get slaughtered.
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If you want to add your likes and dislikes, head to bakekitsune's topic


Last edited by Blodyavenger on Sat Apr 26, 2008 2:32 am, edited 1 time in total.

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 Post subject: Re: MMORPG - Good & Bads - LIST
PostPosted: Fri Apr 25, 2008 8:47 pm 
Carmack's Pimple

Joined: Wed Nov 01, 2006 3:06 am
Posts: 66
Location: Australia, Sydney
Leveling is mentioned wayyyy too many times.


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 Post subject: Re: MMORPG - Good & Bads - LIST
PostPosted: Fri Apr 25, 2008 9:21 pm 
Bytewise Operator

Joined: Mon Apr 21, 2008 10:48 pm
Posts: 134
Yeah, plus I don't really see a point in making a list. The first post is fine because it's what each individual likes/dislikes are in a game. Just by putting all of them together doesn't mean they are true. Some people like to powerlevel, everyone has there own preferences, so again I don't see a point to this list.

/end rant

still <3 you blody.


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 Post subject: Re: MMORPG - Good & Bads - LIST
PostPosted: Sat Apr 26, 2008 2:31 am 
Annul Debugger

Joined: Sat Mar 08, 2008 6:59 am
Posts: 524
I know Heekaru, but I said that this MIGHT help not that IT WILL help or that you have to use it. You can get even an idea what to implement after reading this list and so on...


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 Post subject: Re: MMORPG - Good & Bads - LIST
PostPosted: Sat Apr 26, 2008 2:35 am 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
A lot of what you have listed is too generic and probably too heavily influenced by specific experiences. For example, I have seem some games have some leveling systems that are fun, others that aren't. I have also seen really damn stupid and annoying professions but theres probably some games out there that do it well.


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 Post subject: Re: MMORPG - Good & Bads - LIST
PostPosted: Sat Apr 26, 2008 2:41 am 
Annul Debugger

Joined: Sat Mar 08, 2008 6:59 am
Posts: 524
People build games on their experience. The build something they like in my opinion (at leat me :P) So, game varies from designer's experience and that's why you get difrent games with difernt systems and some of people may like it some may not.


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