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My SuperCrazyAwesomeIdea 2: Cooking with Luck

Started by December 30, 2009 08:12 AM
0 comments, last by zyrolasting 15 years, 1 month ago
This was originally one big thread. But as I went back again and again to explain my ideas. I realized it was just to big to be one, so I split them in sections. They are meant to be read in order. So without further ado, my ideas. Well....not totally mine I would say, the places where I gained inspiration are obvious. Anyways yeah...read. :P (note, this ideas are all written to be in a MMORPG. But I am sure you can place them anywhere) ----- What about potions and cooking you say? Why not a screen pop up(kind of like the full on creation window) that lists all the ingredients you've encountered and cooking methods you have learned. First you prepare your ingredients. You are given the choice of methods you have learned through literal experience(watching another cook, or reading a book). Chopping, slicing, dicing, juicing, etc. Then yet again more options that you have learned before. Mixing separate items together first before putting them to cook(example: wets, then drys, then together), kneading, seasoning meat, etc. Now you can choose to cook it. You can brown some meat first in a pan before moving it to a pot to make a stew. You can add herbs to a cauldron to make a potion, or bake bread in the oven. Even choose how long it cooks, and if any ingredients are added late. And what do you know, your done. Name it and save it in your recipe book. But....is it safe? Why not feed a few samples to a chicken or monkey. Or even a poor player looking to make a few bucks(after you've tested on animals of course). Observe the effects and record them. If you are close to a system know recipe, maybe you get the same effects as that one but much weaker. Experimentation with different methods and ingredients is the key to finding rare recipes. Getting to many orders? Hire some apprentices, show them the ropes, then let them make the recipes you have already created. Of course you'll want to keep the more sensitive and rare recipes to yourself, least they steal them. Recipes that are “potent”(or system registered) can be registered with the local cooking guild(not guild as in typical player run) and a master recipe book put on display that shows which recipes have been “created”(read: discovered) by players, and which ones can make it. It might show the effect and name(maybe allow the first person that submitted it to name it? Or pick a name from a list? Of course names submitted would be moderated). This way others can learn which potions/foods there are out there and allow them to go looking. Maybe even order it from the guild itself. (players could record prices that they are selling each product for). I think this method would cut down on items selling for less than the ingredients that are in them are worth. It actually takes time to discover and make these, they might not even be open to every single player because they have not found the recipe yet, so why sell low?

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

Hey Dasha.

I want to leave you feedback, but I'm intimidated by the fact I have to read 4 topics. The mere fact you had to make one topic a chronology made me want to post the following:

Game Design, like any other creative medium, needs organization to be sane. When you draw a picture of a knight on horseback, you don't draw both right out. You sketch the basic outlines then refine recursively. When you write a book, you don't write out what you plan to publish. You write a rough draft, then transition to a final copy.

You'll get far more people interested in your ideas if you can put them in a neat package that provokes the reader to ask questions. You can then give out details where needed. Drowning people in ideas does not provoke as much feedback, as ideas are a dime a dozen. What you have here is overwhelming, and actually show the OPPOSITE of good design: creativity! Creativity is unorganized, and needs design and boundaries to flourish. You've got creativity down pat here, but I can not see the design. Try to shrink everything you've written over your 4 topics into one paragraph that can "grow" as people ask questions. Trust me, It can be done. [smile]

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