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MMORPG STORY LINE PROBLEM

Started by May 04, 2006 07:08 PM
18 comments, last by removed 18 years, 8 months ago
you're making an RPG, and you dont know what diablo is?

And i didnt think that you could 'beat' any MMORPG....
Quote: Original post by Anonymous Poster

And i didnt think that you could 'beat' any MMORPG....



Well, this is a special MMORPG.

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Well, there is so much you can do for the game. I believe what makes MMORPG's interesting is the people you meet along the way. If the people are f*cktards, I probably wouldn't stay long. I like it best when it's easy to locate other people and just as easily sit around and talk to them. Games without this aspect always needs a gimmick to capture me, but I still just dump it.
Why not think of the MMORPG as the standalone sequel to the RPG? So the RPG could have a complete story with an ending, then the MMORPG's open-ended story would start where the RPG's story ended.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote: Original post by sunandshadow
Why not think of the MMORPG as the standalone sequel to the RPG? So the RPG could have a complete story with an ending, then the MMORPG's open-ended story would start where the RPG's story ended.


Ultima Online did this effectively, for a while anyways.

Though I still can't see how an MMO, by itself, could be effectively story driven without alienating players or ruin the effect of existing within an RPG world.
Quote: Original post by sunandshadow

Why not think of the MMORPG as the standalone sequel to the RPG? So the RPG could have a complete story with an ending, then the MMORPG's open-ended story would start where the RPG's story ended.



Thanks, I will probally use that idea!

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A wilderness is a good idea. But maybe have some kind of PvP system in a gladiotorial theme (arena). Maybe have open PvP in parts of the game (outisde cities for example) and closed in certain areas. Fighting other players is what can make a game a lot of fun.
Yeah, I could do that, or someting like Castle Wars in runescape.
The best combination I can think of to suit your needs is to have the following:

First, create the MMO world, making it very much what people would expect of an MMO (i.e. there's quests, monsters, lots of items/skills to get, and endless play, basically, using methods similar to what Palidine suggested). Then, devise your RPG story and implement it into the MMO world as if it were one long string of quests.

With that setup, eventually the players will beat the large RPG story you've set out, but after they're done they'll still have the regular MMO world with all its quests and activities to keep them busy. While they're doing that, you then devise a new RPG chain of quests; a new part of the story, in other words.

So, for example... You have your RPG story, players beat it by defeating some big evil boss guy at the end, then afterwards they go back to doing normal stuff in the world. Then, sometime later, you release another part to the RPG story for players to play. The next part of the story could either be the next section of the bigger story you're trying to tell, or a new add-on to the RPG story you've already laid out. So like, the next story could involve the boss guy's younger brother who is angry with the world because the player's killed his brother. Or whatever...

Get the idea?
I would just like to say thanks for all your suggestions. I have rated each and everyone of you who has posted a reply on this thread. The rating that I gave you was the highest possible. Thank you and please send in replies.

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