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MMO with player created buildings

Started by October 08, 2009 01:19 PM
19 comments, last by gamedogma 15 years, 3 months ago
Has anyone thought of creating a MMO type game where the players create buildings as well as characters? For example, when entering the game you have the option of creating a number of structures (Tower, Keep, Cavern, Temple, etc.) These structures are created in much the same way as you would create a new character. You can pick from several level designs, colors, and features. Then you can pick the location of your building in the game world. The object of the game would be to defend your structure(s) contribute to your factions economy, complete missions from the king, craft items, hire npcs (workers), establish trade routes, buy furnishings, and increase your treasury. The only problem I can't exactly solve is how to keep players interacting with each other and the environment. In addition, if there are 1000's of towers in the game how does that make for an interesting game world? From what I understand this is what happened with UO player housing. Perhaps I could design areas on the map that are constructible and place limits on what can be built in each zone. The issue here is that the game world would become far to large.
I'm not sure if the "defend a structure" mechanic really works for an MMO unless you expect your players to be logged in 24/7.

Wouldn't really enjoy logging in to find everything I own burned to the ground overnight.

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I always loved this idea.
the main issue is in implimenting it in a fun effective way.

perhaps a property market in game would be an interesting idea.
there is finite space and so the distribution of that space is dictated by the players interatcions.

I think you may end up with something looking like second life but with gameplay mechanics more focused on monsters and combat.

Quote:
Original post by karwosts
I'm not sure if the "defend a structure" mechanic really works for an MMO unless you expect your players to be logged in 24/7.

Wouldn't really enjoy logging in to find everything I own burned to the ground overnight.


Well I wasn't thinking of allowing your structure to be destroyed when your offline. I have considered allowing conquest of the region the structure is in. For example if the main Castle of your faction was conquered your building might suffer penalties for such an occupation.

My preferred solution is only the structures of players currently online are visible, or even better, only the structures of players currently in/near their structures are visible. As I imagine it, the building might be like a magically expanding tent that the player can place on any unoccupied ground when they want to use it or show it off to a friend. The interior of the building could be a crafting/cooking workshop and place for training/breeding pets/mounts or growing vegetables, a trophy room, possibly a customizable location if the game allows player movie-making. If the player travels more than 500 or 1000 yards from the tent it despawns.

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.

I believe ultima online allows player-built houses. I had heard years ago it causes problems because basically there are no zoning laws. So you have a bunch of identical houses crammed together, or placed in what is supposed to be a inaccessible wilderness, tending to kill other players' sense of immersion.
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If your game is targeting one specific world region, then you could have "siege times" during prime playtime. Some players will always have to be absent for other commitments, but if a guild is the primary holder of the defensible property, there should be enough people to defend it; the attacking guilds would also suffer from some players not being online. This is how Ragnarok Online at least used to handle it, if they don't still do it that way. You could not build your own structures, but you could raid and take over castles.
Quote:
Original post by sunandshadow
My preferred solution is only the structures of players currently online are visible, or even better, only the structures of players currently in/near their structures are visible. As I imagine it, the building might be like a magically expanding tent that the player can place on any unoccupied ground when they want to use it or show it off to a friend. The interior of the building could be a crafting/cooking workshop and place for training/breeding pets/mounts or growing vegetables, a trophy room, possibly a customizable location if the game allows player movie-making. If the player travels more than 500 or 1000 yards from the tent it despawns.


I agree with your concept. It reminds me of the Crystal Shard Novel(where a crystal tower is summoned via smaller representation of it. )

There really needs to be a physical representation of the building in the game. With your idea the world is constantly changing (which is good thing). It also allows players to show off their buildings to each other.

Perhaps building types could be limited to areas. Each area could have a level requirement or a price that must be paid to the local NPC lord. That way you don't get a 100th level Godly Ivory Tower next to some first level straw house.

Prices( or taxes) could go up if the area is currently over populated. With your solution this wouldn't create much of a problem and it would force players to move around a lot more.

I guess the only problem I can see is that I initially wanted players to establish resource routes between each other. For example, a player that owns a Smithy might want to establish a trade route with another player who owns an Iron Mine. If buildings keep disappearing this wouldn't really work that well.







EvE Online, though almost solely focused on big group play style.

WurmOnline, With the possibility to be focused on individual gameplay.

Haven and Hearth, Isometric alpha-stage thingy.

and about 5 bazillion web empire building games and a few dozen MUDs.
Quote:
Original post by snak_attack
I believe ultima online allows player-built houses. I had heard years ago it causes problems because basically there are no zoning laws. So you have a bunch of identical houses crammed together, or placed in what is supposed to be a inaccessible wilderness, tending to kill other players' sense of immersion.


Actually the houses aren't identical anymore (They are fully custom designed by the player these days and have been for several years)

Also, you're not able to build houses unless there is clear ground to build it on (Which means that the designers actually were able to control where people built their houses and the maximum size of a house in a given location.
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