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IF you had your own MMORPG

MirariMirariMirariMirari Member UncommonPosts: 47

So if you could make your own MMORPG right now, explain what it would be like, story, characters, classes, places, etc know.

:D When I grow older I'm going to base my MMORPG off of my dream.

Calling it 4Kingdoms and there are 4 floating kingdoms with different abilities, ranks, classes, and races. Also a political system yay. HIGHGRAPICANIMEMMORPG xD! ~ So the controlls would be like Dragon Nest but by then I think VRMMORPG would exist so I would make the game for that yay. But if not then yeah. 

That's it I don't wanna explain alot because I wanna make my own manga/anime with that idea too. xD

And if you guys ever steal this idea...I'll hunt you down and I'm sure serveral people will notice it and tell me.

I really don't know what to put here.

Comments

  • QuizzicalQuizzical Member LegendaryPosts: 25,351

    Have you considered using the default font, point size, and spacing?  It would make your posts a lot more readable.

    Also, don't worry that someone could steal your game ideas.  Everyone in the world who is capable of making a game has ideas that he likes better than your ideas.  That doesn't mean your ideas are bad; just that everyone likes his own ideas.

    If your ideas are mainly about artwork and storyline, then maybe you should make the manga/anime as you considered.  That lets you dispense with the need for programmers, debugging, and so forth while still implementing your ideas.

  • ShadanwolfShadanwolf Member UncommonPosts: 2,392
    DAOC 2......and not the unchained  whatever that Jacobs is dreaming about.
  • MirariMirariMirariMirari Member UncommonPosts: 47

    Well this is just a fundamental thing, I just wanna see how other people are like :o

    It's not like I'm actually focusing on that strongly so yeah

    I really don't know what to put here.

  • waynejr2waynejr2 Member EpicPosts: 7,769
    Originally posted by StarlightSuki

    Well this is just a fundamental thing, I just wanna see how other people are like :o

    It's not like I'm actually focusing on that strongly so yeah

    I don't think I would make a game with today's mmorpg customer.   The sense of entitlement just bugs me.

     

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • MaroxadMaroxad Member Posts: 28

    If I were to make my own mmorpg, the project would probably be cancelled before the game was launched. An mmo takes a lot of time, effort, money and talent to create, and I lack most of those. Even if it were to come out, chances are, it would be a buggy, unoptimized mess because if I were to make my own mmo exactly how I would want it, it would not be compatitable with modern server technology.

  • AlverantAlverant Member RarePosts: 1,320
    I'd revive City of Heroes but with all the things we've learned about MMORPGs since it's creation. No contacts or origins. Better crafting. Serverless. Things like that.
  • ozmonoozmono Member UncommonPosts: 1,211

    Most of my ideas aren't properly formulated. I see no reason to bother putting them together in a proper design either. I would first need to learn more about what is possible with current technology and more than just an armchair designers perspectives on game design. I don't see myself given any chance that would allow my design (if I bothered to make one) come to fruition so I don't bother.

     

    There are many things I would like to see done in a MMO though and I have daydreams about them all the time. Some just pass through my head and I give them no second thought and some are more persistent. That said I don't care to list any of them now. If I thought they might be stolen/used than I probably would.

  • VorchVorch Member UncommonPosts: 793

    * Have the elder scrolls writers do the story.

    * Have Vindictus combat  in an open world

    * Have GW2 DEs, multiple "Fractal" like dungeons, dye system, improved WvW, and cash shop model (can purchase items with in-game gold)

    * GW1 Guild Halls and PvP options

    * Housing from Wildstar

    * Armors from TERA, Skyrim, and GW2

    * Option to duel and refuse duels

    * Option for guilds to conquer or own PvE areas with the ability to tax or provide bonuses to the people in the area (kind of like TERA's system)

    * Meaningful crafting (No idea how to do this)

    * Offer guild management, tradepost, and mini-games with in-game rewards on android and apple stores

    * Fuse Bethesda,  Trion, and ANet teams to work on it.

    * Buy to play

    Just thinking about this is making me giddy.

     

    "As you read these words, a release is seven days or less away or has just happened within the last seven days— those are now the only two states you’ll find the world of Tyria."...Guild Wars 2

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Ultima Online with the IRIS 3D client. 

    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

  • Eir_SEir_S Member UncommonPosts: 4,440

    One of my ideas is a horror themed MMO, similar in setting to Amnesia: The Dark Descent - dark passageways, unspeakably ugly monsters, and a real sense of terror.  You'd have old world trade villages where players could apply for "hunting" jobs, in addition to a randomly changing overworld (ie: mobs might be in a different place depending on weather, or recent events).  Features would include:

    - 1 to 5 man dungeons, similar in style to Dragon Nest where you can complete a difficulty alone if you're good enough, but on higher levels you'd face stronger (maybe even different) enemies for better rewards.  This kind of solo-friendly but multi-scaling is something I feel more MMO's need.

    - choice between styles of combat.  I'm not sure how this would work from a design standpoint, but being able to soft tab target or have a reticule might entice more players to enjoy the game instead of whining on forums.  Again, this is something that I don't think would be impossible for actual MMO's to incorporate.

    - A real sense of terror.  By this I mean the setting but also some kind of death/item penalty.  No XP loss though, that's just dumb IMO.  Still, something that encourages teamwork both in and outside of instanced content.  Pretty vague I know.

    - Two factions.  I know, nothing new, but imagine being the bad guy for once... since bad guys don't have "rules" like good guys do, the evil faction (ie: the monsters pouring out of the gate to the netherworld) would level slower but have more access to sandbox or free-roaming gameplay and could level completely by attacking villages, which of course the good faction could either actively defend or spend in-game currency to bolster while they're away.  I can't see how a third faction would be needed.

    - Actual spying or double agent mechanics like people expected from the Death Knights in WoW.  There would be multiple ways to disguise yourself and also multiple ways to detect spies, including knowing your community well enough to know who doesn't look familiar.  That may be a pipe dream though, the way MMO's are designed nowadays.  Spies would have certain advantages (and obviously a big disadvantage if they were caught) but it would also cost a butt-load for high level subterfuge.

    - Armor and weapons would resemble something like Hellsing, but with the potential to create new weapons by adding parts together from different weapons.  Same with armor.  Sort of like the Borderlands save editor, if you've ever used it.

    Just some thoughts.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    My idea .. if i had my own MMORPG? I will sell it, and play many MMORPGs. I don't want a MMORPG .. i want to play multiple games, and i certainly do not want to run a game.
  • MMOExposedMMOExposed Member RarePosts: 7,387
    Originally posted by Loktofeit
    Ultima Online with the IRIS 3D client. 

            ^---- LOL

     

    I would have a faction based MMO. Both PvE faction and PvP faction controlled.

    cross platform mechanics but not full same game. Just interactions and effects that can change the game in one or another.

    I would have 10-12 classes from start.

    2 PvE main factions, 3 PvP factions.

    5 playable races per faction. Races are faction bound.

    1 faction only class for the factions.

    Real Dynamic gameplay in the game world. Not the Rift/GW2 way...

    Real Sandbox World. Not DF way of having open world themepark FFA arena and calling it a sandbox because of looting and pvp ruleset.... But a real sandbox world, in which players themselves can come together and build and destroy cities or towns or whatever they make. Land mass is unlimited on the coast for this major feature like a MMORTS does.

    Naval Combat/Gameplay. Travel through rivers and lakes and ocean. Battle other factions or huge monsters. Can jump onto enemy ships and fight if you have the man power. Can have allies ride on the ship and use weapons. Great for Sea to Land attacks or defense.

    Arial Ship Combat and Gameplay. Ships in the air, but limited to its own plane of server. Some areas the ground and air connect for interaction and combat. Some areas are servered off like a Skyward Sword kind of thing, mixed with WoW's WoTLK airship kind of thing.

    Trinity PvE, but no 5man parties. The Standard party size is 10, with raid size being anything more than 10.

    Player Dungeon Maker tool. Gives players massive amount of ways to make their own dungeons and how certain fights go. Can make traps and puzzles to solve in their dungeon. can make ether Party Dungeons or Raid Dungeons. Community votes on quality they like most, and we the developers with the artist permision will add even more detail to the dungeon at their request, like special voiceovers and quality renders. stuff like that. Also adds balance if needed from the staff.

    No levels. Whole world is Endgame from day one. You have to venture to unlock your class spells and skills and attain gear from the world.

    Crafting is nothing but dedicated mini-games that would require time and effort to make the best for the consumers. So player skill is needed here for higher quality.

    The best form of progression isnt gear progression, but a faction progression instead. So each time your group beats a fight in a raid, they are rewarded with this special faction currency, that they bring back to their faction leader to progress the faction as a whole rather than indivisually.

    sub fee is 5$ a month for full access and B2P for the more limited access. Limited access is like it applies, its limited. But not P2W, just certain features require sub to play.

    Although classes have their own unique spells and skills to use, the game has a skill progression system as well. Deeply based on many different areas of gameplay. Not just combat, but other things like non combat things.

    Has a dedicated PvP world area that players can queue into for their faction. This world is a replacement for traditional PvP Servers. Huge Persistent world, but designed for PvP, not just PvE map with Full time Flagging ruleset like traditional PvP servers are. Anybody can join, which is the reason for the Queue. This encourages PvE players to also join without fear of being locked into a Server like that.

     

    Philosophy of MMO Game Design

  • WickedjellyWickedjelly Member, Newbie CommonPosts: 4,990
    I would make an mmo based off the Breaking Bad universe. Granted it would be awful but I could title my mmo: "Themeparks Bitches!" so all would be good anyways.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • jalexbrownjalexbrown Member UncommonPosts: 253
    I'd make a proper sequel to Asheron's Call with all the same core gameplay and loot generation of the original, only improving graphics.  I'd make half the servers traditional PVE with PK-lite, and I'd make the other half FFA like Darktide.
  • HelleriHelleri Member UncommonPosts: 930
    @OP I actually added one of my initial concept documents to this site as a blog post, very recently. Since it is really long I'll just link to it here. (right click > open in new tab,  if you wish to read it, but want to keep this thread up)

    image

  • AdamantineAdamantine Member RarePosts: 5,085

    Own MMO ? Well I would make the game I would love to play myself:

    - The game offers challenge and depth. The game is complex. Depth means specifically: no character can be played effectively if they keep pressing the same button, or the same sequence of buttons. Instead you really have to think which of the buttons to press next and if you do, doing so may increase the effectivity of your characters by a magnitude. Many different kinds of opponents exist and require changes in your strategy. The game can be learned while leveling up, though.

    - The game has very little dependency on network latency. There is a command queue for the next command, and all abilities have cooldowns. You can choose the next ability to use and correct that choice by pressing any other key before the ability is executed. Your game client also get the result of your action from the server as soon as possible, making it possible to react to status changes in time. Network latency games such as fishing do not exist.

    - Everyone plays the same game. Definitely not "pay to win". The game is either subscription based, or truely free. No item shop or microtransactions of any kind. No expansions - new content is just added to the game itself, everyone can see it.

    - Third person perspective. Definitely not exclusively first person, or requiring aiming. You can optionally switch to first person perspective, though. No aiming ever and your character will always automatically face towards your current opponent as well. There is no blocking the way, out of combat players can just run through each other.

    - Item focussed, no treadmill gaming. There is definitely no permanent item decay, or looting of player characters in any form whatsoever, neither partial nor full. You always work on progress, not on staying in the same spot. There is also no Bind on Equip/Pickup, or likewise mechanisms to "keep the economy going". You might spend months or years on getting your equipment; but then there is no danger of ever losing it again.

    - Secure and private. There is no internet display of your character(s). People dont appear in /who unless they set themselves LFG. You cant /tell to people who are not on your friend list (there is a special LFG channel you can use if set to LFG). You cant /friend somebody without their permission; you cant spam /friend requests (have to be in group or guild or close to the character, and you cant /friend people repeatedly). Friend links are twodirectional and can be terminated by either party at any time.

    - Comfortable, newbie friendly, efficient interface. Scripting will be kept at a minimum. All actions involve global cooldown. Healers automatically get their healer interface set up for them. One can activate a dps meter and mobs may display their aggro. There is no way to see the dps of others, you dont get any (network level) message about what damage others do. You only see status changes of the opponents.

    - Classic fantasy setting. I like it for being the most stylish setting and for being the setting into which you can the easiest incorporate any other setting.

    - Huge gameworld with lots of different types of areas and tons of handcrafted quests.

    - Races and subraces exist and have a substantial influence on modifying the gameplay. All races get special abilities; you cant get all speciali abilities for your race, you have to make a choice which ones to choose, and you have to solve questlines for getting these special abilities.

    - Races are at least Human, Giant, Dwarf, Gnome, Elf, Feline. Human subraces include caucasian, black, asian, and aborigines. Giant subraces include fire, war (Orc), and ice (Ogre). Dwarf subraces include mountain, gray, and hill. Gnome subraces include cloud, road (Goblin), and crystal. Elf subraces include high, dark, and wood. Feline subraces include red, mane, and black.

    - There is high customization of character looks. Feline (Cat people) subraces graphically get moving tails.

    - Levelbased. Leveling is slow. There is no (relevant) limit to level and no "endgame" as such. There are diminishing returns to level and getting higher levels is getting harder and harder. At a certain level the maximum of allowed skills is reached; this is in practice the "maxlevel".

    - The game is classbased and strives to be balanced. Classes are designed around PvP first, and balanced to each other. Mobs in the game basically use the same class concepts to offer a wide range of possible opponents that require different strategies. Every class plays very substantly different than the other. Aspects of the game that are very important for one class will be irrelevant for another. Learing a new ability or substantial upgrade of existing skills often requires efforts such as quests (some though are learned automatically). There are subclasses. There are skill limits - players can learn all skills available to their class, but then have to activate or deactivate them while being in a city (safe spot, and it has a cost) to switch them around.

    - Classes are Knight, Fighter, Rogue, Monk, Priest, Wizard. All classes have subclasses. Players have to pick a subclass, the initial class only offers very little functionality. Players can switch the subclass if they want to, but that involves longer questlines plus having to learn a lot of new skills. Standard subclasses (with base class in parentheses) are present: Paladin (Knight), Avenger/Dark Knight (Knight), Berserker (Fighter, rage/frenzy/fury class), Ranger (Fighter or Rogue), Assassin (Rogue, with backstab), Bard (Rogue, group buffer), Samurai (Monk/Tank with leather armor and dual weapon), Kensai (Monk), Ninja (Monk/Rogue with single Knife), Disciple (Monk/Tank), Cleric (Priest), Shaman (Priest), Summoner (Wizard, direct damage specialist), Sage (Wizard, anti-magic specialist), Druid (Wizard, natural magic/healing/poison etc), Psion (Wizard, mind magic/crowd control), Necromancer (Wizard, life/unlife/death magic; pet class). Knights are always main tanks, Priests are always main healers, Monk can be either main tank, main healer or support/dd, everyone else is always a support/dd of some sort. There are no "pure" classes that can only do one thing alone, everyone is basically a hybrid between the four tasks tanking/offtanking, healing/emergency healing, damage dealing and support (buffs, crowd control, wipe survival etc). Subclasses should always have signature abilities that are unique to them.

    - A character might pick up multiple classes. Switching between them requires a safe spot, but involves no cost. Every class has its own levelcounter and own ability set. Switching the subclass also swaps out the gear. A player can pick up multiple instances of the same class, to specialize into different subclasses.

    - There are stats to modify your characters setup compared to others (stats is short for statistics, these are also commonly called abilities etc). You choose them at character creation, and you can (in safe areas and for a cost) change them later and they describe the overall, statistical, focus of your character. They could look like, for example, this: power (translates to strength for weaponfighters, willpower for spellcasters), endurance (stamina for weaponfighters, wisdom for spellcasters), agility (speed for weaponsfighters, intelligence for spellcasters), sensibility (dexterity for weaponfighters, empathy for spellcasters), presence (constitution for weaponfighters, charisma for spellcasters). Items can give bonus on these stats. Stats also influence diplomacy and crafting.

    - Possibly there are also traits for the character, which means game mechanics are slightly changed for this character. Kind of like birthfeats in D&D, but as an advantage / disadvantage trade in character creation. Traits are changeable later, too.

    - Dying is a relevant event, but its not a disaster. You get a debuff over 5 minutes that gets stronger if you die during these 5 minutes again. As a second part, you also get an xp debt, unless you are at a boss fight location (aka raid). Priests can give you the lost xp partially back. XP loss can make you lose level.

    - Every playstyle supported. Soloing is possible, but yields results inferior to grouping. Dungeon clawl and mob grinding is possible, but inferior to questing. Avoiding raiding doesnt exclude from getting the best gear, it just makes it much harder to get.

    - Raiding is no special prividege. Raids (or tough Boss fights that require strategy for success) appears early and they arent kept as separate game element for the socalled "endgame". At first you need a small group for them, then they get increasingly harder and need larger group. Raid forces (combining of multiple groups) are possible and at higher levels necessary.

    - Very complex, powerful and rewarding crafting. Crafting is split into three spheres - harvesting (and refining the harvest to better quality), crafting, and enchanting. Each part is a minigame that has own classes, level, abilities and recipes. Crafter level is basically independent of adventuring level, but having adventuring level helps a lot in getting crafting abilities and recipes. Each item is unique and can be further improved in every of the three spheres by attempting the corresponding minigame again on it, before using the item in the next sphere. However, every time the minigame is played, there is the danger that the item will be lost, and there are diminishing returns to repeating the minigame. How high the danger of loss is depends upon player skill, selected skillset, gained abilities, and of course luck. All three forms of crafting require to level the character in that area, and to solve certain questlines for the recipes.

    - Just like with adventuring, crafting allows to pick up multiple classes. Basically a character can learn all forms of crafting; this would involve a lot of work, though.

    - Itemization is linear and connected; what ingredients drop for lowlevel player characters can still be used for highlevel player items - just very large and refined amounts of it.

    - No christmas tree adventuring. Not everybody is wearing two magic rings, two magic earrings, one magic amulet, three magic tattoos, four magic bunnies and seven magic greeting cards. The number of effective enchantments is limited; each enchantment on items take a slot. The number of available slots depends upon character level. The game automatically selects the strongest enchantments on a persons equipment and ignores the rest. Thus a character can wear only robe and staff and be already fully equipped and as powerful as the guy who wears every item type defined in the game. Also, it is allowed to wear more than one magic amulet (up to three, though they are graphically displayed and probably will look funny) and more than two rings (up to eight are allowed, one per finger than isnt a thumb). One can have up to 12 tattos (both lower arms, but upper arms, both lower legs, both upper legs, chest, abdomen, backside, face). They can be magic. Magic tattos are common specifically for light armor fighters, i.e. especially monks and rangers, and for druids. They can be removed, stored in special boxes, and worn again, much like clothing.

    - All player differences are automatically corrected during grouping. The higher level characters will automatically be lowered in their level, and their gear will be downgraded accordingly. They will still keep their original number of skills and enchantment slots, and since higher levels level more slowly, they will have had more time to work on their gear (thus even downgraded its probably more powerful than what the lowlevels have) so they will still be somewhat more powerful than the lowlevel characters.

    - Strong factions. All races will have KoS status in the majority of cities. Entering a new city will involve longer questlines to lose said KoS status. Diplomacy is its own minigame and has its own class system. It is possible, but not easy, to finally get tolerated in all cities. Gaining Non-KoS status includes getting access to new crafting recipes.

    - Full support for competitive and cooperative interaction. All the standard features like grouping and guilds are present. Special ressources that can be fought over in mass PvP events are available, too.

    - Strictly regulated, sportive PvP. Player can PvP anytime in the arena, or during mass pvp events. Winning and losing in the arena gives and takes points that can be spent on special PvP gear.

    - Lean gaming. For example, there is no sellloot. Mobs either drop real items or money. There is no limit to inventory space, or weight counter for inventory, or any such thing. Such secondary game elements are all left out.

     

  • WereLlamaWereLlama Member UncommonPosts: 246

    If I had my own MMO, id have the following features:

    1. Playable on Android and iPhone/iPad.  Alows for multiple devices to be linked together.  Map/position on the TV,etc.

    2.  Isometric with cool attack animations.

    3. Contains a good moral story so players have an opportunity to improve and become a better member of their community as they play.

    4. A mechanism to develop a player's internet reputation for meritorious roleplaying, trading, pvp, leadership, or anything else one might enjoy.

    5. Capped character progression to keep hardcore players and midcore players closer together in activity and strengthen their in-game community.  Friends will have a much easier time keeping up with each other.  Less burn out.

    6. Assynchronous grouping and raiding.  Sharing challenges without having to be online at same exact time with your family and friends.

    7. Lots of fun things to do without quitting your job and/or marriage and still be able to paricipate 100% in the coolest events.  

    Thats what I would do if I had my own MMO.

    -Werellama

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910


    Originally posted by Quizzical
    Have you considered using the default font, point size, and spacing?  It would make your posts a lot more readable.Also, don't worry that someone could steal your game ideas.  Everyone in the world who is capable of making a game has ideas that he likes better than your ideas.  That doesn't mean your ideas are bad; just that everyone likes his own ideas.If your ideas are mainly about artwork and storyline, then maybe you should make the manga/anime as you considered.  That lets you dispense with the need for programmers, debugging, and so forth while still implementing your ideas.

    I'll second the whole font thing. Holy cats that is hard to read.

    I'll second the ideas thing too. Anyone in the game industry has a stack of fully developed game ideas. The people who get games made have a bunch of other skills besides having good ideas.

    If I had my own MMO, I'd sell it and write the kind of game I actually wanted to write.

    I can not remember winning or losing a single debate on the internet.

  • DeivosDeivos Member EpicPosts: 3,692

    Sims+Action

     

    1) First and foremost, I want a simulated reality, something that exists and acts on its own without our input. Even player characters follow this concept, regardless of player input, every wheel keeps turning.

    2) I see a higher level of interaction as something that's important to longterm gameplay value. I don't mean to turn games into social plugins for facebook, but incorporating elements that make such systems popular increases the possibility that players will establish themselves in a game world. 

    3) Posession and Companions. This is the point where a living world comes in. At character creation You are creating a character as usual, but they are more literally your avatar, not directly you. You define their personality traits, appearance, and general play mechanics, but you yourself play as a 'sprite'.

    Think of something akin to Godville and Legend of Zelda Ocarina of Time. When you login it is initially as that secondary aspect, a guide to your avatar rather than the direct controller. In this mode you can treat the game as a more passive system, getting updates on the player's life and giving them new inputs to continue with activities. You can give them prompts in combat to use certain abilities and such, but you are not sitting there having to spam your way through hotkeys. It's a much more casual in and out system you can use from anywhere, including mobile devices.

    But then what if you wanna play as the avatar? Then posess them. It's an action that would merge your sprite with the avatar and let you control them as you would a first/third person action game.

    4) Game world costruction. Voxels are neat, but eat memory. Alternative methods used traditionally, look pretty, but are heavily reliant on processing power and can inundate systems with tasks.

    This is not a problem that will ever go away. I can try to find ways to wheedle my way through to achieve something akin to a 'best of both worlds' moment though. 

    Notably I want a spore-like concept behind the structuring of gameworld assets, being made of fundamentally simpler objects that I can load in batches in the background, and then to a quick callback to memory to have the game assemble these simple assets into more complex structures in realtime. The combination of an object with a material dictates it's general attributes and everything moves forward from there.

    This includes the terrain. Every traversible planet, every bit of interactive mesh would be made from a set of reference material and random morphs, clustered together, blended, and decimated into a cleaned up envrionemtn for runtime. This also means variety can be preserved, as each segment of mesh has it's own material attributes, the world has volume data to reference when players interact with it, though it's not held in the same way as a voxel based engine would contain it.

    5) World space portals. It's a mechanic from the source engine that was implemented during the developement of Portal 2. The ability to create parts of an environment and seamlessly stitch it all together into a seemingly seamless world via the protal mechanics in the engine. This allows for the straightforward effect of being able to link non-euclidean geometry between interiors and exteriors. A concept highly valuable for both buildings and ships. This means that a structure can be smaller on the exterior than it is on the interior, which saves space when building a game world, yet keeps players able to keep non-cramped spaces.

    6) Customization. Equipment is broken down mechanically similar to how Borderlands and other titles have previously done. 'Normal' gear in generally doesn't have a lot of scaling to it, it's ultimately the item quality juxtaposed against the item's stats and effects. Each aspect of a piece of equipment would have a point cost, all adding up towards a total limit dictated by the quality level of it's main component.

    There would be multiple tiers of gear though. With it comes items that would actually be globally stronger than other gear, but it can manifest in many ways. It might simply be a weapon that has the same stats and effects as a normal one, but better. It might also manifest as an item that has a novel trait. Like a cursed weapon that binds to a player and affects their AI behavior, but grants them a special ability.

    7) RTS elements. The game isn't an insular experience. You and your avatar are one of many, and you can interact with that greater community as an individual working their way around the world, or play into greater communities. When you do this, you see a larger piece of how resources are gathered and moved through an economy. Multiple resource tyes to support a branching tree of technology and advancements you can help study to support a faction.

    Maybe you want to go to war for the faction. Then you can work at the entry level as an individual in a unit, or you can scale it up into controlling a combines player and NPC platoon as a general, giving orders and controlling the field similar to how one would see out of Kingdom Under Fire. Giving gerneral objectives and directions, and then running down the hill alongside your allies. 

    Maybe your stance is more global. Then you pull back and operate the conflict from a base or capitol ship. Mapping the path of resources and major points of conflict, budgeting and moulding the landscape of your faction.

    8) Psycho system. AI that really knows you. Over time as a person plays, behavioral data is culled from the game so build a psychological profile of players. What this enables is the capacity to find out what a player preferrs and dislikes, meaning we then have the ability to let the game tailor the game's experience to the player.

    Maybe the scene is supposed to be scary. Well let's take zone colors and assets that the player had acted more slow/cautious around, or previously stuttered around/fled from and blend them all into the scene. Perhaps they have displayed a dislike of spiders and rats, so lets make them look a little larger than normal.

    Or maybe the scene is supposed to be calm and happy. Lets pick things that the player seemed to like wandering around in. Toss in colors that they tend to use themselves often and mute out any sharp sounds. 

    Point is this system means you can focus in on players as individuals through their client and make their game world more personal, giving an experience that more directly influences their emotional state and keep them invested with a stronger experience.

     

    There's plenty more, but I figured I'd toss these out as I see them as presently novel aspects that haven't seen much previous consideration.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

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