How complicated should a mmorpg type game be?
I have been creating a game on paper that is a rough business type simulation. The business part doesn't really matter, but "type simulation" may mean different things to different people. How granular should games be that are of the mmorpg type or one similar to it? For this game, it is browser based, if it matters. I don't want to make it too complicated or folks won't play and others that did would be so far ahead that the new player didn't have a chance (they are competing.) I'm not even sure how to ask the question.
Quote:
Original post by johnnyFromMarietta
How complicated should a mmorpg type game be?
I have been creating a game on paper...
How granular should games be that are of the mmorpg type or one similar to it?
As complicated as you want it to be. YOU are the designer. YOU get to decide this.
As granular as you want it to be. YOU are the designer. YOU get to decide this.
Now... For what purpose (to what end) are you writing this paper design? That also determines the answer to your question.
-- Tom Sloper -- sloperama.com
Let me restate. I know it can be as complicated as I want, but I'd like to make something that other people would want. What does the average person expect for complexity? Just varies?
How do you expect such an answer to be measured? Is there a unit of complexity?
Yes Kylotan, and I would suggest around 2.5 to 3.1 units of complexity. That should do it for the average gamer.
But seriously, It does really depend on the intended audience more than anything.
- If you want the largest audience possible, cater to the casual gamer.
- If you want to target a specific or niche market, then cater to them!
For example, my theoretical MMO I'm writing (just for portfolio purposes) caters to the gamer that enjoys complexity. There are rich, deep, explore-able mechanics and worlds. It requires a lot of precision and calculation. Or, if you want to target exclusively PvPers (please don't, by the way), design a simple combat system that relies mostly on skill, like an FPS.
-Humble Hobo
But seriously, It does really depend on the intended audience more than anything.
- If you want the largest audience possible, cater to the casual gamer.
- If you want to target a specific or niche market, then cater to them!
For example, my theoretical MMO I'm writing (just for portfolio purposes) caters to the gamer that enjoys complexity. There are rich, deep, explore-able mechanics and worlds. It requires a lot of precision and calculation. Or, if you want to target exclusively PvPers (please don't, by the way), design a simple combat system that relies mostly on skill, like an FPS.
-Humble Hobo
Quote:
Original post by johnnyMakesGames
Let me restate. I know it can be as complicated as I want, but I'd like to make something that other people would want. What does the average person expect for complexity? Just varies?
Let me restate. An important part of determining this answer is determining the purpose for writing this design document.
For what purpose (to what end) are you writing this paper design?
-- Tom Sloper -- sloperama.com
Quote:
Original post by Humble Hobo
Yes Kylotan, and I would suggest around 2.5 to 3.1 units of complexity. That should do it for the average gamer.
But seriously, It does really depend on the intended audience more than anything.
- If you want the largest audience possible, cater to the casual gamer.
- If you want to target a specific or niche market, then cater to them!
For example, my theoretical MMO I'm writing (just for portfolio purposes) caters to the gamer that enjoys complexity. There are rich, deep, explore-able mechanics and worlds. It requires a lot of precision and calculation. Or, if you want to target exclusively PvPers (please don't, by the way), design a simple combat system that relies mostly on skill, like an FPS.
-Humble Hobo
What is PvPers?
So a good metric by which to measure complexity and "what people want" is to look at the most successful games in the genre. So go play the following games and call some combination of them your benchmark for complexity:
World of Warcraft
Guild Wars
Lord of the Rings Online
Everquest II
Dungeons & Dragons Online
-me
World of Warcraft
Guild Wars
Lord of the Rings Online
Everquest II
Dungeons & Dragons Online
-me
...
In the modern field of MMOs, there are three crucial components:
1) PvP - Player Vs. Player.
2) PvE - Player Vs. Environment.
3) Grinding.
That basically makes up the gaming experience.
Today, PvP means one of two things:
- Instanced "Battleground" minigames where players engage in activities such as Capture the Flag.
- Sneaking up behind people in PvP areas and ganking them.
Also, PvE pretty much means Instanced Raiding.
Grinding is everything else that happens. Killing boars, Trying to be respected by NPC factions...
Of course, this is the simplified version. If you want a simple MMO system, you should design your game around World of Warcraft, because it caters to a very broad audience.
Question: Who do you want to play your game?
This will determine how complex it needs to be.
-Humble Hobo
In the modern field of MMOs, there are three crucial components:
1) PvP - Player Vs. Player.
2) PvE - Player Vs. Environment.
3) Grinding.
That basically makes up the gaming experience.
Today, PvP means one of two things:
- Instanced "Battleground" minigames where players engage in activities such as Capture the Flag.
- Sneaking up behind people in PvP areas and ganking them.
Also, PvE pretty much means Instanced Raiding.
Grinding is everything else that happens. Killing boars, Trying to be respected by NPC factions...
Of course, this is the simplified version. If you want a simple MMO system, you should design your game around World of Warcraft, because it caters to a very broad audience.
Question: Who do you want to play your game?
This will determine how complex it needs to be.
-Humble Hobo
Quote:
Original post by johnnyMakesGamesWhat is PvPers?
PvP stands for Player vs. Player
A PvPer is someone who enjoy fighting (or murdering - depending on context) other players.
Their counterpart is a PvEer, or Player vs. Environment. This player focuses on killing NPCs and overcoming other challenges placed there by the game designer.
To generalize, a PvPer is more likely to log off to play a FPS or Racing game, while a PvEer is more likely to log off to play Final Fantasy or Oblivion.
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