There was an article in the most recent Game Developer magazine that I read that summed up rules for making games best. I'm pulling this from memory, since I don't have that article easily accessable right now.
A) Make games that are fun to play for the player.
B) Don't make a game with yourself as the target audience, or that will be your audience.
C) Don't make the game fun for the computer.
D) Don't make a game to be fun to program.
You've got probably well over a dozen MMOGs in development or already out right now. What you're talking about isn't a game, it's a boring graphical chat room with little actual chat. Your only skillup will be "You've gotten better at chat! (45)". That's not a game. That's a chore of learning a new language every day. All you will end up with is some (very) small groups of people who decide that they like this chat room style and fiddle around in it, but in reality they can do what you're offering much better in mIRC.
Here are my rules for game design:
1) Don't overestimate gamers. Make the game too hard to play and they'll find something easier to play and leave you high and dry.
2) Make lots of things to do. If they can't find something to do quickly and easily, they will go find something ELSE to do that is quick and easy.
3) Varying levels of difficulty. The quick and easy things are to get people hooked on the game. After a month or so they will want something more involved, make sure it's there or you'll just have a bunch of people who play for 1-3 months and quit.
4) If it's online, try to get rid of as many barriers to chat as possible while maintaining the integrity of the game. DAOC allowed one to have too little downtime and for me I never ended up chatting with other players much because I was too busy playing. It wasn't really an MMOG, it was a first person RPG with a lot of other real people in it, but they were largely irrelevant. Chat was too clumsy for the 2 months that I played it and I got tired and quit playing it. UO was too 'localized' and commonly I would have to set up locations and times to meet people if I wanted to play more with them. EQ I just add the person to my friends list and sent them a tell when we were online at the same time.
What you're talking about really is further from being a game than the Sims Online. At least there is stuff for you to do in that game. You get a job, open a business, get an apartment, have roommates, go out and flirt at a bar, etc... lots of stuff to do and it has varying levels of fun and difficulty. I haven't tried it, just to be honest, but I think that it looks like it wouldn't be a half bad game, if I had any time to actually play games anymore. Too busy spending time working on them
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You have to make sure that there is some 'game' to your game and you have to eliminate barriers to communication. Sure, you want to put communications barriers in the game, cool. Don't make the game BE the communications barriers. I like the idea of having a 'common' language be difficult to understand between races (like a drunk player in Everquest). I like the idea of having NPCs take a bad attitude to you if you don't talk to them in their native language. Don't make the play aspect of the game be trying to figure out what they hell that other 'wolf-guy' is saying, particularly if it's "Hey, you from the midwest?" or something equally mundane and completely unrelated to the game. Give the players something to talk about other than "What the hell are you saying?".
I don't necessarily mind having a game with wolf-people, but put some game into it. Wolves are hunters, unless you're a fanatic vegan and want to prove that canines can live on vegetables (they can, many vets recommend giving your dog only 12-16 ounces of meat per week and the rest vegetables). I'm sorry but it's not a game if all the people in your world do is run around trying to figure out what each-other are saying. That's a chat room, a challenging one at that, but it's still just a chat room.
I don't want to be a jerk, but if you just want to make a graphical chat room where people can't chat until they've went through all the necessary butt sniffing and hackle raising, go find a forum that talks about graphical chat environments. Games are meant to be played and what you're suggesting is about as playable as making tacos is playable.
OK, just read your last post... so you want to make a PVP chat room... it just gets better. You want people to bust their butts trying to learn to communicate, but if they get frustrated, they just attack. You just targeted exclusive groups. Chatters and PKs. Great, you'll have only the most social and the most anti-social in your game. Tell you what, go get some lemon juice and baking soda, toss it all in your mouth and tape it shut real quick. That's just about as good an idea as trying to toss the highly social and the highly anti-social people together and forcing them to run around together. Yuck.
[edited by - solinear on February 12, 2003 12:03:04 AM]