Yeah I like the idea of massively multiplayer games with less of an RPG element to them. To be honest, the RPG element puts me off to an extent. I like games that I can play without having to take them too seriously, and the stats element of RPGs just puts me off.
I'd love to see a war game that was massively multiplayer, combining elements of different genres. I'm thinking, a game that combines the class-based teamwork of Team Fortress, or Enemy Territory: Quake wars, with the vehicles of games like Halo, with perhaps, elements of real time strategy.
How great would it be to plan a raid on an enemy outpost? With some of your team in helicopters, with tanks and troops on the ground. You could also have leaders ordering air-strikes or laser attacks form satellites, a-la Command and Conquer, which don't require players in vehicles to carry out the action.
I think a lot of fun gameplay could come from the interaction of individual people in a persistent environment, when they're a part of one of two warring factions. You could have spies that infiltrate enemy towns/outposts, befriending the players there, performing a cruicial task in the town, all the while sending information back to their side, and sabotaging the operations of the town, spreading paranoia and mistrust.
You could seperate the world into small towns, or outposts, with elected leaders. Leaders would be in charge of the spending of resources, the creation of new buildings, real time strategy style (although obviously you'd need to have some kind of limit on how many buildings could be built, due to technical limitations). If you had command and conquer style resource managment, then the leader could be the one who decides where automated resource harvesters go to get their resources. You'd also have to protect your leader, as the death of the leader would leave the town at a big disadvantage during an attack. Being a leader would give the player a lot of power, but it would also have the disadvantage of requiring protection from your town-members wherever you go.
This idea might not be feasible though. I don't know how you'd force players to play along with the war-game element of it. What's to stop someone from stealing a plane and deciding to bomb friendly outposts for example? What's forcing players from either side to fight each other, rather than creating guilds and fighting amongst each other? How could you make sure that each town had enough of the right player classes, without forcing people to play a class that they don't enjoy?
What would stop individual outposts from breaking away from their faction, and fighting their own side for resources? I think you'd need some kind of big incentive for people to stay within their faction. If a town collectively decides to break away from the faction, it should be a calculated move with risks and rewards, rather than something they do just because they can.
I realise this really isn't feasible, but I think it'd make a great game.
Quote:Original post by robert4818 GTA style MMO.
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There's a company in my town that's actually working on a game called APB that's apparently going to be like GTA online. I'd give my left arm to work there.. Then again, maybe not, as programming would be rather difficult with one hand :)
The head of the company is actually the same guy that founded DMA design, the company that made the original Grand Theft Auto.
http://www.gamespot.com/pc/action/apb/