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Originally posted by Jonoku I think we'd agree I'm lazy to come up with something new. All I know is I enjoy it, I'd donate 50 million to SOE and Lucas Arts to make SWG 2.0 and I'll pay monthly but cheaper then others since I paid 50 million already. Great idea imo.
Wouldnt just buying the original game and fix it up be both cheaper and easier? SOE would surely sell the code since they need the money, question is just if Disney would license you or if you would have to change the world but that still would be your main problem.
Getting a SWG build up and fixing the issues you dont like should be peanuts money in comparision and those money you might actually be able to get back.
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
With 550 millions, I would realize my very own vision of a MMO. More a sandbox than a theme park, but with some theme park elements in it. It would be a SciFi MMO.
Without going into the details, player actions would have real consequences into the world, and they would be tons of original gameplay elements. I'm the kind of guy who want to have a lot to do beside killing thing, crafting thing or gathering thing. Mini-games, for example, are something I really love. Exploration too, and riddles too.
I've been thinking about it for 10 years now, and I think it has the potential to become a really popular MMO. It is really really ambitious.
I would make a game like DLC quest. Except you actually have to pay RL money instead of coins.
Yknoe like...$60 box. And you have to pay like $15 for the animations n stuff.
Just to make people facepalm.
''/\/\'' Posted using Iphone bunni ( o.o) (")(")**This bunny was cloned from bunnies belonging to Gobla and is part of the Quizzical Fanclub and the The Marvelously Meowhead Fan Club**
I would make the game im working on in my notebook as a hobby.
A sandbox mmo that allows you either join your race, betray it, or go freelance (theres a war going on) Fully dynamic wild life (build a town next to the "dark forest" (placeholder) and giant spiders will attack it randomly. At chargen you pick a school of simple magic, crafts, or physical skills such as: Apprentice, soldier, and alcolyte. Certain skills will be found throughout thw game from ancient tomes and hidden masters. Find the tome of Demonology for example allows you to start training in it. Guilds can either be freelance and be hired by other guilds to fight wars, be a bandit guild, or be loyal to a particular faction. Crafting would be a lot like vanguards mini game system.
You can hire npcs to protect your town or house from the dynamic attacks. It will have fully dynamic weather and seasons where say in winter your house can be buriend by a blizzard if left un check.
These are just some of the ideas I have come up with. I aim to start an indie dev studio with a couple friends of mine and be the lead story or art designer.
Playing: War Thunder, World of Warcraft, and Grim DawnWaiting on:Everquest Next and The Black Desert
A trinity-based fantasy MMO.
Played from a top-down isometric style view.
Completely seamless world.
Low level power curve (ie. a max level character may be able to take out 5 or so lowbies, rather than be completley impervious). Advancement is primarily horisontal through picking from various skills that can be leveled up. Leveling up a skill gives you more options (ie. a skill could be "Swords" or "Fire Magic."
Three-way PvP in a large central area in the middle of the continent, with some of that area brancing out into the PvE zones of each faction. Voluntary PvP inside the PvE zones of your own faction (but not voluntary in enemy faction zones)
Best gear from crafting, but you need to do difficult content to get materials (or buy from one who does it)
Best PvP gear materials gained from capturing and holding keeps and surrounding mines and other resource nodes, enablindg your faction to mine them.
Best PvE gear materials found inside dangerous PvE dungeons.
Crafters can learn schematics that let them choose between several looks for the same type of item they want to craft. Crafted items are also customised by the crafter.
Can level up through PvE questing or by doing quests in the PvP zone, which is more rewarding but has the risk of you getting ganked.
Dungeon layouts are randomly reshuffled every now and then.
Lots of emergent random content spawned by NPC action - eg gnolls move into a zone and setup camps, endangering nearby towns which then offer bounty quests to kill gnolls and destroy their camps.
Elemental magic schools (ie. you can be a pyromancer or an aeromancer, but not a mage capable of using both fire and air magic).
Lots of other stuff.
I'd take about 100m of that and try to make a good Wild West sandbox mmo.
Take Asherons Call
Add in GW2's combat
WoW's production quality and population
mix up and pour out the best MMO ever made!
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
I'm not particularly ambitious, but if I did get that kind of money for an MMO:
A large world MMO with;
1. World PvP tied to a strong consequences system
2. Strong world PvE - with dynamic events & reactive zones (based on 'GIS software'-style data layer interraction); open locations, instanced solo and group locations and raid locations plus scaling in open world encounters
3. NPC faction policed economy based on 'invisible' real world economic formula - not avoidable - but modifiable by personal and guild-based advancements and achievements
4. Extensive Guild functionality - keeps, resource extraction, tithed markets, Guild NPCs, guards, quests, alliances system + GvG and NPC faction vs Guild action. Automated tax settings and access to Guild facilities for non-members fully controlled by the GM.
5. Mixed mode progression - allowing solo (at three times the time investment), group (at twice the time investment), raid (normal time investment) and crafting (at twice the normal time investment) progression to top tier kit - with mix and match making sense in terms of stats and appearance
6. A non-levelled system with a progression envelope (verticle and horizontal) based on skills and ability unlocks - with 80% of character progression fast and linear the last 20% slow and as a reverse exponential curve. Very slow progression acheivable through using offline training system - by access in-game to the facilities which allow it (both NPC and Guild-based - specialised to related skills or abilities)
7. Reactive and dynamic combat - at least as active as GW2 with refinements on some issues such as AoC acheived
8. Dark and gritty fantasy genre - no techno magic or manga fluff
9. An 80%/20% character power development to gear power boost ratio
10. A complex and rewarding crafting system - with top end requiring specialisations only acheivable through high progression in an NPC faction or access to top tier Guild facilities (with no faction or guild able to offer more than a very few top end choices - meaning each get known for their mix of specialities)
11. Mounts and caravans over teleportation....
Oh yes - and classes balanced for PvP by exhaustive testing BEFORE the first PvE mob's stats and abilities and dungeons et al get programmed
i would buy the rights to Asherons Call and make a new one.
either that or i would just make some crapy wow clone and have the advertisement crew from EA hype up my game so i make a few hundred mill real easy off all the suckers who pre order just off hype.
Originally posted by Grunty $550 million dollars over 30 years comes out closer to $170 million in a single payment before taxes. Which would net out to about $90 million.
actually single payout is over 300 million before taxes.. just saying..
As much as I think a good SWG 2.0 would rock.. I prefer fantasy.. Therefor I would take the child of EQ and SWG combine.. EQ's lore and world, SWG crafting and housing put together, leaving out the generally accepted flaws and you have a winner.. IMO..
But since I'm a golfer, I'd rather spend my money on a golf course.. Less hassles, longer life and better ROI..
Thanks,MikeWorking on Social Strategy MMORTS (now Launched!) http://www.worldalpha.com
Hire this ones and you will have the best game in history.
Ultima Online dev team ---> focus on sandbox
Dark Age of Camelot dev team -> focus on PvP/RvR, siege fights, keep fights, objectives, etc.
Final Fantasy 11 dev team --> focus on PvE content.
Well I would completely make a new IP instead of this copy/past trend we are stuck in.
The mmorpg I would create would be a massive sandbox world , freedom to go where you want and able to have a stake in any property in game , hold kingdoms that belong to player factions, and mix in the Sci fi with fantasy could be a very interesting match up, completely redesign the combat systems we have in place now with a more traditional system , could have a turnstyle system and also have a freeform combat system, so whatever how you want to fight , you choose kinda thing giving players more " Choice " in the matter.
I would also make it that the death penalty would be similar to EQ and that most of the quests would require a group and the dungeons would be group only and you would have to discover them, make it so that after each server maintenance that the game world would spawn these dungeons in random areas of the world, similar to how Minecraft works.
I also would add a complex but fun building part to the game , inspired by SWG and Minecraft with the latest graphics, but able to run on nearly any machine to have at least duel core and a decent video card. I think what we are missing in todays mmorpgs is the freedom of choice and also that we are not afraid to die in these games anymore. Anyone who's played EQ in the beta of 1998 onward POP Expac will tell you that dying was painful and you had to be social and careful not to walk into dangerious areas alone, this is what we are missing.
Well, considering that I'd like an actual return on my investment, I wouldn't make an MMO, or ANY video game for that matter. I'd entertain the possibility of funding an old school, Wizardry-style RPG but that's about it.