I''ve been bouncing this around in my head for a while. I think this could work equally well for a MMORPG and a simple one-player game.
If there''s anything I''ve learned from the Sims, it''s that life is pointless. After you''ve maxed your skills, and gotten rich, there''s really not much more point in playing.
MMORPG''s try to correct this with skill caps, so that a player can''t become a god, and dominate the world. But I propose that time-honoured, real world method: death. Yes, once your character kicks the bucket (from combat, or disease, or just old-age), he''s gone, and your skills are all lost.
But, and here''s the kicker, your wealth moves on to another. If you wanted to keep playing, your character had better have either some siblings or some children. You got to pick your heir apparent before death, and all your belongings move onto this person.
Now, let me sidestep a moment, and outline what I propose. Say that a year in game time is two days real time. Your character lives to 30 (a ripe old age
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), then dies. So each generation takes about a month, and if you managed to spit out a kid at 15, your child is now ready to go out into life once your character dies.
Each child''s attributes (like str, int, etc.) are determined 50% by a composite of the parents'' attributes and 50% by nurturing it has recieved. So a player would need to balance getting rich and preparing the kid for the world if he wants to succeed in the game.
The kids skills are determined entirely by nurturing from the parents, with different ages determining different skills. Base skills would be determined at a young age, while specialty skills would be determined at an older age. If only one parent is around at a certain age, then the kids'' skills are stilted to one side.
The player could hire a wet-nurse of some kind if he didn''t want to deal with the kid at all, but the kids attributes and skills would be lower than if he did it himself.
Also, say that skills could be maxed out sometime before your character dies. Then you could go fight dragons, or produce incredible weapon, or something else truly amazing, and it wouldn''t take 16 months like in other games to become strong enough.
Also, weather would be really important. So if your out in the middle of winter without a coat, you can get sick and die.
I would assume that youd lose if your current character doesn''t have any relatives to transfer teh wealth to.
In a MMORPG setting, a male and female PC could get together to raise a family, (keep in mind, that you can also get an NPC spose, but you have to spend time seducing them
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), then you can make even stronger children, but then to reap the advantage of this, at least one parent (ie: one PC) would need to stay with the children at all times to raise them.
So you would create a new class of player: the stay-at-home (wife/husband). The couple could figure out how to split the family''s wealth among the kids when their characters die.
Those relatives which are not in use by the player just exist as NPC''s, and go about their business.
What do you think?