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Original post by Yamian
I'm making an MOMRPG and want to get some feed back on game design.
Okay, I'll bite. Why not? I won't call you a noob, or flame you. But I'm going to be honest.
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Original post by Yamian
Well first off, it has an above view kind of like a Pokemon thing only without squares.
Groovy. But have you considered the ramifications of this decision? Is it a technical consideration (i.e. that's what you know how to program?) or is it a design consideration? If it's a design decision, what are you going to do to counter the "disconnection" factor that occurs when playing a game in this view?
Overhead (top-down) perspective is used signficantly in RTS style games precisely because it gives a clear macroscopic view of the gameplay. Most current RPGs favor a tight 3rd Person or 1st Person perspective because it's easier for players to feel "attached" to the avatar they are controlling.
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Original post by Yamian
When you run into something hostile, it goes into a battle sequence like in any turn based RPG.
Well, this is a little vague. I understand fully what you mean by this. I see the setup just fine. However -- And this is a big However -- What do you actually DO in these turn-based battle sequences? What is the gameplay?
I like to think about gameplay as:
Choices and Consequences performed in a Ruleset. Detail the choices, the consequences, and the rules. Also, pay particular attention to the group dynamics. If you're going to make a MMORPG (as opposed to a solo-focused RPG) you need to spend a significant amount of design time on group dynamics.
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Original post by Yamian
The big thing about it though is it's all case scenario game.
I don't understand what "case scenario game" means.
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Original post by Yamian
The worlds are huge so you can, get this, own your own land.
Um... My own country? My own town? My own farm? My own house? What specifically are you talking about? Also, are all the plots of land instanced? If not, is the terrain procedurally genererated? If not, we're talking about so much art that the thought of it actually makes me cry a little on the inside.
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Original post by Yamian
Obviously you can equip different items and weapons, but how do new items come to be? Inventers! You can become an inventer.
Now, there's some actual meat. I, personally, think that's a pretty clever idea.
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Original post by Yamian
I'll be the one to actually make the items, but an inventer has to be the initial maker of it.
I'm not sure I get what you're saying here. Do you mean that "You" will make the items in game? Or do you mean that "You" as designer will design them? If its the latter, then I think you're shooting yourself in the foot. There's some awfully creative people out there who could "invent" a weapon you've never thought of.
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Original post by Yamian
You can also have a contract like if you get hired to kill things for someone, they automatically pay you, so you could actually have workers.
If you get hired by whom? NPC's or other players? I don't see the correlation between GETTING contracts and HAVING workers. Are the Workers NPCs? Details, Details, Details.
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Original post by Yamian
Only one person can do a quest, and new quests will constantly be created.
I have to be honest here. This is simply ludicrious. Let's say you have 10 players. Let's say they play 10 hours a week. Let's say it takes 2 hours to complete a quest. 10 * (10/2) = 50. So, given the numbers above, you would need to generate 50 unique quests a week. I'm a pretty prolific writer myself, but thinking I had to write up 50 short-story quests each week... well again... I'm crying a little.
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Original post by Yamian
You can becoem a king or a ruler of some kind and even goto war.
King or ruler of who? NPC's? Other Players?
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Original post by Yamian
You can build too.
For the love of all that is sweet and pure... Once again, I point you details. This statement does not tell me anything about:
What I can build.
Where I can build.
Why I should build
As you work on your game designs, you need to remember that you know your game better than anyone else (after all you thought it up) but that means you need to be very deliberate in your communication. Details... Details... Details.