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Concepts from Anime: Sword Art Online

LucioonLucioon Palm Harbor, FLMember Posts: 814 Uncommon

Quick Summarization for Sword Art Online, its an Virtual World, 10,000 players log in, no one can log out, you die in game, you die in real life.

What interested me isn't the VR or the whole being trapped plot, its the game mechanics.

1) Classless, the more you use the weapon, the more skillful you are with that weapon, and the skills gets upgraded with Str or Dex options.

2) there is only two stats, Str and Dex  , you get skill points when you level

     Str : Strength - power of attacks

    Dex: speed to dodge, and run and DPS

3) No limit on Levels but you don't get any exp from lower level enemies

4) Tower based, 100 Levels, each Level has a boss that must be found

5) Each boss when killed, disappears forever, providing access for others to go straight to next Level

6) Each boss can't be killed by a small group, and their tactics changes when in critical condition.

7) Each player that gets killed, must start from scratch ( character gets deleted forever )

8) No magic, no healer, only HOT potions and its expensive or Healing Crystals thats extremely rare

9) Free for all PVP , only safe zone is Starting Town

10) the one getting the final kill shot gets the LOOT from the Level Gate bosses, everyone thats participated and survived gets exp and money

11) You don't have heals but you got Block abilities and Dodge abilities.

So what really interested me is the fact that if you die you are gone, you need to start over unlike the anime you don't really die just have to start from level 1 with new character.

So not only do you have to rush to the boss mobs, you also have to do it without dying, because if you do die, everything that you got thats rare and legendary, goes back to the global loot tables. So you can't rush the boss when you see it, you have to decide if you want to attack it first, or let others attack first and you study the attack patterns but risk the other guilds getting the kills first and lose your chance forever. Of course, each level gets tougher.

I find this mechanic interesting, it makes the players more dilligent as well as more tactical instead of blindly attacking and getting killed without thinking ahead.

And with the GuildWars 2, they introduced the level cap mechanic so you can never out level anything by too much, getting an advantage yes, but you will never over power it by too much.

 

Anyone thought the same??

Life is a Maze, so make sure you bring your GPS incase you get lost in it.

Comments

  • SaevelSaevel OsloMember Posts: 102 Uncommon
    Originally posted by Lucioon
    Quick Summarization for Sword Art Online, its an Virtual World, 10,000 players log in, no one can log out, you die in game, you die in real life.

     

    Haha, this, I like!

  • MMOarQQMMOarQQ BoogalululuMember Posts: 636

    I'm guessing there are far fewer jack-holes in the anime world than the real one.  That in itself would keep me away from the game's rule set.

    Tower of Druaga and .Hack also provide some pretty compelling inspiration for an open world experience.

  • Sora2810Sora2810 New Columbia, PAMember Posts: 567

    I saw the first two episodes and actually really enjoyed it. Whole new perspective on anime now. I see why so many like it.

    Played - M59, EQOA, EQ, EQ2, PS, SWG[Favorite], DAoC, UO, RS, MXO, CoH/CoV, TR, FFXI, FoM, WoW, Eve, Rift, SWTOR, TSW.
    Playing - PS2, AoW, GW2

  • LucioonLucioon Palm Harbor, FLMember Posts: 814 Uncommon
    Originally posted by MMOarQQ
    I'm guessing there are far fewer jack-holes in the anime world than the real one.  That in itself would keep me away from the game's rule set. Tower of Druaga and .Hack also provide some pretty compelling inspiration for an open world experience.

    Actually it explored the sociopathic side of humanity really well, deeper into the light novel that its from, you will be introduced to PK, player killers that they know are killing the player in reality but they still does it. And how people gather together to defend and attack these Player killers/ Murderers

    But I just found that having bosses that requires multiple groups to kill and with the fear of dying, only those that is really good will be able to clear the dungeon floors.

    And having them a One kill Boss, not only does it make the boss fights challenging, it also prompts players to interact with one another and try to rush the kill on the bosses.

    And if you do kill the boss, you will be extremely well known as the ones that actually challenged the boss and survived.

    Of course, the game also showned that Crafters can craft the most Bad A** weapon and armor, but the materials required is populated by extremely hard elite mobs and needs lots of them. So they don't ruin the economy.

    I just don't seem to find extremely hard games like these anymore.

    Its an Sandbox game because the bosses are there, but you don't have to do them, you can let others clear the floors for you, you can stay at the beginner town and just craft to your hearts desire or like one of their characters, went out and tamed a dragon.

    Life is a Maze, so make sure you bring your GPS incase you get lost in it.

  • DisdenaDisdena Troy, NYMember Posts: 1,093 Uncommon

    With any video game based on a source from other media (books, anime, movies), the gigantic pothole that you have to avoid is setting things up so that the awesome thing that happened in the original source material could also happen in the game. Imagine for one sec that someone created a sandbox MMO based on Middle Earth, and then they put the One Ring in the game with all its powers and drawbacks. How unrealistic would it be for them to hope for everything to play out exactly as it does in the books, with the Fellowship and the trek through Moria and the Ents and the siege at Minas Tirith and so on. It could never happen... not one chance in billions upon billions. And whatever did end up happening might make for a cool story, but it would never be as epic as the deliberately crafted story.

    So all you can really do when borrowing from an outside source is just take the setting and general concept, and build a game from there. I wouldn't try taking the exact mechanics from the show. Just because something interesting happens due to the combinations of odd mechanics (permadeath + no heals, for example) doesn't mean that the average game session will benefit from those mechanics.

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  • LucioonLucioon Palm Harbor, FLMember Posts: 814 Uncommon
    Originally posted by Disdena
    With any video game based on a source from other media (books, anime, movies), the gigantic pothole that you have to avoid is setting things up so that the awesome thing that happened in the original source material could also happen in the game. Imagine for one sec that someone created a sandbox MMO based on Middle Earth, and then they put the One Ring in the game with all its powers and drawbacks. How unrealistic would it be for them to hope for everything to play out exactly as it does in the books, with the Fellowship and the trek through Moria and the Ents and the siege at Minas Tirith and so on. It could never happen... not one chance in billions upon billions. And whatever did end up happening might make for a cool story, but it would never be as epic as the deliberately crafted story. So all you can really do when borrowing from an outside source is just take the setting and general concept, and build a game from there. I wouldn't try taking the exact mechanics from the show. Just because something interesting happens due to the combinations of odd mechanics (permadeath + no heals, for example) doesn't mean that the average game session will benefit from those mechanics.

    I do understand your point, but you are taking the LOTR where it wasn't an MMORPG and turning it into an MMORPG. Sword Art Online is an Anime of an VRMMORPG that already has its set rules build for an VRMMORPG.

    What I was pointing out wasn't the glitch that made them all stuck and have to beat the game to survive, but the basic premise of that particular game that was already laid out to be played by the players.

    And the premises that was laid out was the 2 stat skill ups, 100 level boss mobs, and one life boss mobs. I wasn't sure if perma death was part of the game before they were trapped but I thought it would add some extra challenge in an stale Genre that players are getting tired of.

    Life is a Maze, so make sure you bring your GPS incase you get lost in it.

  • xleguimxxleguimx Romoland, CAMember Posts: 2

    1) Classless, the more you use the weapon, the more skillful you are with that weapon, and the skills gets upgraded with Str or Dex options.

    2) there is only two stats, Str and Dex  , you get skill points when you level      Str : Strength - power of attacks     Dex: speed to dodge, and run and DPS 3) No limit on Levels but you don't get any exp from lower level enemies 4) Tower based, 100 Levels, each Level has a boss that must be found 5) Each boss when killed, disappears forever, providing access for others to go straight to next Level 6) Each boss can't be killed by a small group, and their tactics changes when in critical condition. 7) Each player that gets killed, must start from scratch ( character gets deleted forever ) 8) No magic, no healer, only HOT potions and its expensive or Healing Crystals thats extremely rare 9) Free for all PVP , only safe zone is Starting Town 10) the one getting the final kill shot gets the LOOT from the Level Gate bosses, everyone thats participated and survived gets exp and money 11) You don't have heals but you got Block abilities and Dodge abilities.

    Okay, if you are really consdering making a game out of the anime, there are more than just a few things you have to consider to make it  a somewhat decent game. I'm just going to add details to your ruleset

    1. Classless, love it, but only combat should be the classless thing. Different people should specialize in different crafting categories to provide better weapons potions armor etc. to other players. Maybe adding skillpoints to crafting abilities would be a good way to approach Jobs.

    2. Having just these two kind of unsettling, because you may have insane fast tanks running around killing everything.You should really consider Int. (Intelligence) because a game without Magic is a game that will definitely not grow. a seperate skill tree is advised.

    3. No level Cap is alright, but how overpowered will people get? Getting an extremely reduced amount of xp from weak mobs seems like a better approach

    5. MMO's aren't supposed to have an ending, having the bosses dissapear forever would be a terrible thing to do, because once the best group goes through all the levels theres nothing to do, having them respawn every 2 or 3 hours.

    6. Definitle a must have to work together to kill the bosses, Having them insanely hard even at the first level would be interesting.(remember this is an MMO, gamers will find exploits and strategies to end these fights quickly)

    7. Starting from scratch is kind of harsh. Maybe having them respawn at the level's spawn city they died in and only with the money they had(no items) Still keeping their stats(or a slight penalty)

    8. Not having Magic will cause failiure to this game, including healing magic, Considering the Boss Fights will be near impossible, groups will need healers to heal since the boss fight are going to be brutal

    9. Free for all pvp is interesting, it kind of forces players to travel in groups no matter what, although the duel system already in the series might be better.

    10. Most Damage Dealt should get the loot, if some guy dealt more than half its health and then a group of noobs showed up and finished it off dealing way less then the one that worked the most should get the loot.

    11. Block and dodge abilites are fine, but healers are a must, no matter what. Plus you have to think what type of combat system it'll have.

  • jinxxed0jinxxed0 columbia, SCMember Posts: 835 Uncommon

    Didn't want to make another topic about this.

     

    I like SAO's concept as a whole except for the 100 floors thing.

     

    A lot of people getting it completely wrong as to why SAO looks and feels like a really great MMO. It's not just the way the game in the anime works. It's the social interactions to players have with each other. It's like they're truely in another world which is how it used to be back in the pre-WoW days. MMOs were social because you had to work tgether. you had to make friends if you wanted to play through the game. And SAO they have to make friends if they want to live etc.

     

    I think this is what people really want. Game devs are still stuck on the idiotic mindset that MMOs should be soloable all the way through never forming any parties or having any lasting friendships. Guilds are just community filled with lots of strangers occasionally asking each other questions.

     

    Sword Art Online is a great example of an ideal MMO because it's a very social game. Information brokers, player owned shops, players having useful skills like appraising, black smithing, cooking etc and having a real community. In today's real MMOs, you just have players making alts that specialize in various jobs so that they can make armor for their main characters instead of getting stuff custom made from a player whose main character is a crafter.

     

    So really it's going to be up to gamers to make a game thats like sword art online. I can see a Guild doing this. But not an entire game unless a game is made that takes a risk and prevents people from making more than one character (not even being able to buy new characters and even making it against the rules) and then limiting players to certain things (like 2 to 4 jobs outside of combat with the option to completely avoid combat while still progressing). I think it could be done and you can have open world pvp, but just give PKing a real punishment for those who are caught. Give them a long prison sentence where they have to live out/quest in a large prison. Conquer Online has a brillant prison system that needs to be expanded on. You have to mine for certain ores and once you give the guards enough ores for your crime you can leave.

     

    Also, I actually agree with the no magic, but that's because I've never cared for magic, lol. If you can dodge and block effectively (like Tera or Blade n Soul, not like Guild Wars 2 cause that dodge system is a joke) then you wouldn't need heals. You could have heal specialist that use items to support other players and debuff mobs

     

    What sucks is that theres probably hundreds of game devs who want to do something like this and things that are even better and more thought out, but when you're a part of the dev team that can get things done, the ideas will be cut and butchered and watered down because of money limits or time limits and such. I imagine that's how Fallen Earth ended up like it did. It's a great concept but it didnt pan out so great in the end.

  • Loke666Loke666 MalmöMember Posts: 19,280 Rare

    I did read the manga, but it wouldnt really work that well in a MMO.

    If you remember all the players entered the game at the same time and it had perma death. So in MMO terms every time you die they would have to open a new server if you want to play again.

    Anyone whos been longer on the server would have an unfair advantage, and so would anyone who could put more time in the game. You would basically have to find only players with no life whatsoever and dying once would kick them out of the server.

    You just cant make that commercially.

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