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I have been playing MMORPG's since Ultima Online and have yet to find anything that captures the elements of that game that I found the most exciting. The economics and community, real estate, the rares market and decorating your house, vendors, etc.
I have set out to put together a team of coders, artists and modelers to create a new breed of Crafting MMO game simply because there is nothing currently on the market that comes close to filling this niche and I want to develop a game I would personally enjoy.
The Game - Code Named: Crafting Utopia
A deep crafting game where the players begin on simply an open mass of land with trees, plants, animals and minerals to begin their crafting efforts. The game world will in fact evolve with the progress of the players. This will be a Free to Play game with some RCE transactions that will fund the games progress.
#1. Player owned land - The game world will be broken up into individual parcels which players can purchase for real money. These parcels will be owned in full by the player who purchased it. Adjacent parcels may also be purchased to further expand the area from which to build larger houses, shops etc. These parcels may contain empty space as well as animal, mineral, lumber spawns as well as rare spawns that players will want to mine/harvest/farm for further growth. When a player owns land, he/she will be able to charge a rental fee for other players to be able to farm/harvest/gather on their land for a predetermined amount of time. These transactions will be paid by means of in game currency.
As players further develop their lands, they will ultimately be able to sell their estates if they were to chose to leave the game. These will be real money transactions of which the development team will retain a small percentage of to aid in further game development.
#2. The game world will begin from nothing and ultimately progress through ages of technological advancement resulting in the player community being able to build a space station capable of shuttling them to another planet with a completely new variety of technological promise from which to build a new home as well as other things unable to be found on the home planet.
#3. Player versus Player will be an option with tournaments and the like.
#4. Land auctions will be available for the sale and purchase of land parcels and estates, nothing else will be sold on the auction system.
#5. No more global chats. Only chat bubbles, the likes of that found in Ultima Online. Global chats take away from the community and leave the community feeling empty and impersonal. To make deals, you'll need to join the community in building a town center where you will wheel and deal your wares.
#6. Some fast travel elements will be implemented into the game so that players will be able to mark maps to locate their shops/houses etc and leave them for players to be able to pick up to fast travel to to do their shopping.
#7. Extreme custimzation in characters. Our goal is for no two players to look alike.
There are many more elements to the game that I will save for later. Currently, my team is working on concept art and initial models. We are planning for a KickStarter Campaign to obtain the first phase of funding needed to create a tech demo. The Kickstarter campaign will be a means for players to support the game's development while locking in their owned parcels prior to alpha/beta phases.
Would you be interested in such a niche game?
Would it matter to you if there weren't orcs and mosters to kill?
Do you feel that our model for generating revenue is mutually beneficial and fair?
We encourage all of the feedback you are willing to provide. We are putting a great deal of our own money and resources into this game in hopes of filling what we consider a void in MMORPG gaming and hope we aren't alone.
Will you support our game?
Thank you.
www.greedmonger.com
Did you like Ultima Online? Then you'll LOVE Greed Monger!
Comments
Interesting, this game has a similar concept but not quite what we are working on. This Chronicales game looks like it's using old Everquest models or something.
Thanks for pointing this out to me though, it's nice to see what others are doing, however, I think there are some pretty hefty differences, especially in graphics.
www.greedmonger.com
Did you like Ultima Online? Then you'll LOVE Greed Monger!
While I always applaud ambitious people and I have nothing against you succeding. Simply no.
First of all, even though I like sandbox and crafting, land control and the like - I would not play a game without at least moderately good and enjoyment combat and pve content. While I love crafting and trading and players shops, etc I never was ONLY in that.
Looking at: The Repopulation
Preordering: None
Playing: Random Games
Seems like a very nice concept, kinda reminds me of Xsyon, atleast what I read about it since I never really played the game.
I many way's I feel that SWG brought the next step after UO, and truly was hoping this genre would evolve into the more virtual type of sci-fi or fantasy worlds.
Really if your game could be the next step from SWG then I am sure to want to play and/or test it.
But to be honost due to me being a gamer from the time since PONG I wouldn't settle for low end graphics/animations, been there played that. i am past the gameplay trumph's grapgics. Gameplay and graphics need to be equal. But I am sure there are plenty of gamers around that still will play gameplay over graphics
Though I will admit that a Fallen Earth still looked pretty nice, stopped playing, havn't played since 2011. But while I admit the graphics wern't that bad, the animations where rather clunky.
Overall I love seeing a believeble MMORPG obviously in a Sci-Fi or Fantasy setting. But with believeble I mean the games focus shouldn't be on combat only, we already have plenty of other game genre's for that. Of course the game should have combat. (not targetted towards Crafting Utopia)
Just know SWG (Star Wars Galaxies) has given me the best MMORPG EVER!!! No MMO after has even come close to the experiance SWG gave me. So you have a idea of what a gamer like me is looking for.
I really wish you best of luck and hope for you to succeed.....and perhaps even one day play YOUR game.
Thanks,
Mike
Working on Social Strategy MMORTS (now Launched!) http://www.worldalpha.com
Personally, I would be out. Several reasons:
I don't know what RCE transactions are. I prefer a subscription game anyway.
This is a deal-braker for me. Real money to earn a virtual property?
That would be another deal-braker for me. PvP-tournaments? Arenas? Aiming for the e-sports crowd? Give me open world PvP with (preferrably) faction PvP and I'm happy, but please no tournaments and PvP ladders.
Overall your concept sounds a bit like Entropia Universe meets Wurm meets Second Life meets <insert any competitive PvP game here>.
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
Would be worth looking here if you've never heard of A Tale In The Desert.
http://www.atitd.com/
This doom and gloom thread was brought to you by Chin Up the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.
If your team is made up of industry veterans that have shipped titles of the same scale and caliber as detailed above, possibly. Depending on who's on the project, that could even be probably.
If not, flushing money down the toilet is a better use of money than wasting it on a Kickstarter for this.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
deep crafting systems are always welcome as is world building, however no pve content makes it a yawn fest
Thank you all for your opinions. All are very much appreciated.
PVE is something planned later but not immediately. Our goal is to develop the most in depth crafting system of any MMORPG to date, then add the PVE content in later patches along with associated skills.
And yes, this game is to be the best of all of those games. I've played Entropia, Second Life and every other MMO out there. All are lacking what I have always found most exciting.
Graphics and animation are of very high importance to us, FYI.
www.greedmonger.com
Did you like Ultima Online? Then you'll LOVE Greed Monger!
Over the years, I've come to the conclusion that economies sap all the fun out of crafting.
Thats actually a good point.
A economy focused game, even if it has the deepest crafting ever, will not be satisfying because you need to go into mass-production. I.e. you replace PVE-grind with crafting-grind.
I'd rather have a deep crafting system in context to something else than pure wealth, like being self-sufficient or scavenging.
If you want to go really crazy, don't include any form of premade currency into the game but rather let the players figure out their barter system.
If you want to build a society from scratch, you have to give them the apropriate tools to succeed, it can't turn into Xyson.
Some people love this. I do. Other people whine. Devs want to sell games.
Here's what's wrong. The public cried if they can't solo the best garbage. Call it entitlement. Call it socialism.
Devs cater to payment. Why do you think GW2 even exists? Yes it would be great to have this. EQ2 had interdependant trade skills. Whiners couldn't solo their own uber armor in 15 hours so SOE broke and made it more WoW-like.
It's been tried. It doesn't make money. I agree with you, but sorry. These fucks are in for the profit.
"wrong"? If people don't like it, they don't. There is nothing right or wrong. I do not apologize for my gaming preferences. Why should i play something i don't like just because you like it?
Normally I won't comment on what another developer is doing but I'll make an exception because I respect what you are trying to do.
Your game would fail over the long term.
What do you think happens to all that land when its developed? Well thats it, its done. If people want to play a crafting mmo/world building mmo and find its already been done, they won't bother playing. Even if you include new "worlds" to travel to, almost every new player would start on the new world. Theres things to craft, a world to develop. Then that gets done and people would have to move to yet another new world. Everything left over from the older players(in their old worlds) will essentially be worthless, and the only person (s) who would have made a profit would be the person to sell the property originally( aka you, the developer).
In the end, you would end up with alot of empty worlds and very few players.
I think a good crafting game with great graphics would be awsom. WURM online is an example of a great crafting game, many elements similar to what you have listed above. WURM also has both PvE and PvP servers in which player can freelt move to and from. If it had better graphics many would still be playing it.
On you idea. One thing Dev don't seem to thing about for a crafting game (but you hit on a little), if the progression of a crafting game. It seems to be the best way to do this is not the creation of hammer, walls, etc by the devoloper. Instead, the dev needs to create the nasic building blocks for the players and let then turn around and create other building blocks and so forth.
Add, inventing, creating, improvement to allow the people to improve and evolve.
This type of game would be fun, educational and long last all at the same time. It would be great if a group of people could actually develope and produce say a car in a game. You would needan entire city to do it. SOmeone to make the metals, plastics, etc. Others to make fuel, parts, etc.
This type of game would titerally be endless (no need for an end game)