Virtual world scenario's
Hello, I was thinking about a game with a very big world which enough space for thousands of players, a virtual world. In this world you can kill other players. This game would be unique because everyone can be killed at any time and if you die you lose all your stuff. In this way real life can be simulated. The game is also unique because the players are always ingame. When you are not online, your character is asleep in a safe place. When you get killed in your sleep you lose 20% of your stuff, because you can't defend yourself when you are asleep, this way the game is kept in balance. So this game is very much like real life. The only problem is that I don't know what would be a nice scenario. I was thinking something in space would be nice, but then medieval and zombie survival scenario's would be nice as well. What you guys think about this? Thanks, Dave.
It sounds like an MMO that no one would play because griefers would ruin it until you finally decided to nerf the consequences of death to the point that it became bland and generic.
being killed while offline, while it might sound like a good idea from a simulation perspective, would kill peoples interest to play the game - at least unless there were ways to protect oneself (hire guards or what not).
loosing all stuff on death is something that a lot of pvp oriented muds employ, and alot of people love that - instead of creating a game that is a exp / gear grind, it becomes a game about the pvp action (since the best way of attaining things isnt grinding but rather pvp) - However you need to think long and hard about how to control griefers.
Also, Everquest 1 had the loosing of all stuff on death (unless you could recover the corpsE), and alot of us enjoyed the excitement and challenge it brought - But these days it will never be a recepie for success - But if all your aiming for is a small game, it might find it's following (assuming you can overcome the billions of hurdles there are to actually creating a mmo :P)
slightly off topic:
loosing all stuff on death is something that a lot of pvp oriented muds employ, and alot of people love that - instead of creating a game that is a exp / gear grind, it becomes a game about the pvp action (since the best way of attaining things isnt grinding but rather pvp) - However you need to think long and hard about how to control griefers.
Also, Everquest 1 had the loosing of all stuff on death (unless you could recover the corpsE), and alot of us enjoyed the excitement and challenge it brought - But these days it will never be a recepie for success - But if all your aiming for is a small game, it might find it's following (assuming you can overcome the billions of hurdles there are to actually creating a mmo :P)
slightly off topic:
// Jens
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