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MMO without NPCs

Started by March 29, 2006 01:18 PM
17 comments, last by martiandragon 18 years, 10 months ago
Thanks for feedback, everyone. I will think about this idea further...

You could still post thoughts, maybe something interesting will come up.
Fournicolas, I have thought about system like this too. I called them Multi Layers Games. They would be a single database (or related databases with other software changeing each depending on the state of the others - but a single DB would be easier to code).

My first attempt at this kind of design was a Space Combat game, where players would control massive starship in combat, but they could also take on a FPS game and be troops sent to defend their ship (or another) or assult another ship (or ground instalation). Damage done to the ships would effect the FPS maps (eg if a section of the ship got destroyed, then the people in the FPS would see that section destroyed too).

Another attempt was a game that had a RTS game where players could not only fight on a map, but would also be able to add those won territories to their domain. The second layer was a God type game where you could grant miracles and such and gain power from your followers (your power and miracles cast would change what would happen in the RTS games and the outcome of the RTS games could effect the number of followers you have). In the God game you could have followers in multiple RTS players maps.


In an MMORPG game you could have players be able to hire NPC to take over the mundane tasks, but this would cost resources (gold, food, whatever...). this would allow players to do these tasks (and be able to adapt quicker to the situations, like under selling a competitor) or hire an NPC at a slight cost, but it would allow you to do other things (or be offline) at the same time.

This would not be much more intesive (player or proccessor) then curently done for MMOGs as they already have NPC in these roles (and PCs interact with them) and all they have to do is be able to have values (prices, quantity, etc) set by the player.
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Just wanted to say, if you want to remove npc's, you have to go about it right. Don't say, how do I remove npc's from mmorpg, instead reimagine the whole mmorpg without ever using npcs. Will this work? I don't know, but I think its worth a try. If you don't 'patch up' the npc's places good enough, players will think, why the heck didn't they put npcs in. If you imagine the whole game from the ground up without a place for npc's, and make sure you don't need them, you will probably be better off.
The "standing around selling stuff to people" problem could be solved by having merchants not be simple shop owners, but rather traveling traders. Certain resources or items may be common in one place, but rare in another. A trader can buy stuff where it's cheap and transport it to somewhere where it will fetch a high price. Whenever a trader (or anyone else)enters a city and wants to sell something, he goes to a designated market area and starts advertising. Traders are now also adventurers as they must face the dangers of the road, but they're trying to make a profit rather than complete quests. They may band with other traders and fighters to form caravans for protection. They may work alone or for a company. They may buy wagons or boats to carry more. If done right this could enhance gameplay. It would be best in a game where travel takes a while (and no instant travel of course) and where the world is dynamic so the journey between two cities isn't always exactly the same.
Crucible of Stars FPS is recruiting

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