Quote: I can take the constructive criticism, I am a big boy...
Uh oh... you just opened the floodgates! [lol]
Quote: But once you start to put clues together by doing missions (NOT quests, that sounds so redundant and over used)
You say tomato, I say that it doesn't matter what you call it, it's a red juicy fruit used to make ketchup!
Missions, quests, adventures, chapters, whatever you want to call them is irrelevant. Are your "missions" just "quests" in disguise?
Note that it's ok if the answer to that is yes. Quests/Missions/WhatHaveYou are common because they work. They are a legitimate (if a bit lazy) way to add interactivity to a story. You don't have to be different just for the sake of being different, if you're going to innovate make sure what you're making is better (or at least as good) as what has been done before.
Quote: I feel that I have a new (hopefully it is new) idea for a MMORPG
Quote: Yeah, you can say that it is like some of the ones that are out there, like Guild Wars, World of Warcraft, and the like, but I feel that the difference is that it is not fantasy or sci-fi based.
Sounds less like a "new" idea and more like a skin wrapped around already existing games. The mod for the original Doom that replaced Bull Demon sprites with Barney the Dinosaur didn't make it into a "new" game. Neither does replacing "Amazon Warrior" with "Jason Bourne" if the gameplay hasn't changed.
Quote: Rusty Knight X
Copyrights are sure fire way to slam it in someone's face when they steal your idea. But they cost 40 bucks per idea.
I know you're trying to be helpful, but seriously... where did you get this absurd statement? Responding to topics with made-up numbers doesn't automatically make it true, it only confuses those looking for real information.
Quote: They awake in the hospital with no memory at all. They collect thier belongings and in it there is an address, no names, just an address. Once they get to that address, they are told that they have a job to do. They are sent to deliver a package at a building across town. Once they arrive there, they meet a little resistance from the locals (but through a series of questions, they get through to deliver the package). By talking your way through that, they gain skills in charisma (or something like that) which will help in later missions. Once they deliver the package, they gain reputation with that group. That reputation will allow them to use other items from that group. Once you gain those weapons skills (i.e. US, Russian or German), those are the only ones that you can use. This way, Russian weapons skilled person cannot use the PSG-1.
Note: the groups can be Russian, US and European. By gaining reputation with that group, it will allow you to use thier weapons:
Why is it an MMORPG? What do you gain from being multiplayer? Right now, it sounds like you've come up an intriguing single-player concept and are trying to stuff it into the MMO pigeonhole just because online is "cool". What is the multiplayer aspect and how can you justify it's existence, especially when considering it as "massively multiplayer"?
Your hearts in the right place, but you've got alot of work to do before this is a solid game concept. So stop reading this post and get to work! [grin]