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MMORPG Design Challenge - End Game

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  • EronakisEronakis Member UncommonPosts: 2,248
    Eldurian said:
    Eronakis said:

    I don't believe that every aspect of the game should be accessible to the player at once in a level progression based game. Why? What is the point of grinding through levels and journey to reach max level (end game) if there is no reason to unlock various character/gameplay elements on the way?
    For me, that's why I want leveling gone too.

    If I invite my friend to play SMITE we will will hop into the same match together and be able to enjoyably play the game together. If I invite my friend to play StarCraft 2 we will hop into the same match together and be able to enjoyably play the game together. If I invite my friend to play ArcheAge I will tell him to level to max so I can take time out doing the things I enjoy doing to help them run dungeons to build gear so that he can get out and enjoyably PvP with us sometimes when he isn't grinding for gold (I've brought 3 friends into that game. All 3 quit before they ever got to do anything together with me.)

    I want more MMOs that function like the former. 95% of the game content is accessible and enjoyable to everyone at every level of progression. You don't have to reach an "endgame" before you get to have fun with other people who have done the same.
    I personally enjoy a level based progression gameplay. I guess my Everquest roots still run deep lol. The problem is that, today, most progression based gameplay has a lack of substance and depth to it and it's a race to End Game. When the journey of leveling doesn't hold much weight anymore for the player, then there is no reason for the journey to End Game content to begin with. 
  • EldurianEldurian Member EpicPosts: 2,736
    edited October 2017
    See I'm a social gamer. Socializer-Killer on the bartle test. MMOs should be the ideal genre for socialisers. However I've found it's the worst. You make friends and bring in friends, or join games to play with friends, but then you outlevel them or they outlevel you and you stop doing things together.

    MMOs have become a genre for solo-achievers. The one demographic best catered to by single player games.

    There are some notable exceptions like EVE and Wurm which is largely why I still play MMOs but as a rule all themeparks (Including EverQuest) are games I consider to be total shit in terms of my preferences. 
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,000
    I never thought of MMO's as having end games.  Usually it's hit max level or with multiple progression systems max out or get as high as you can in them all.  Then there's always the next event, DLC, Expansion, or living story to prepare for.  End game would probably be when the game actually shuts down.  It's like asking what's the end game for your favorite form of entertainment.

    I realize MMO's are based on the pen and paper games of old when you had an adventure that actually had an ending.  But I don't really believe they follow that part of the game anymore, rather people just refer to it as a point of reference.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • EronakisEronakis Member UncommonPosts: 2,248
    My End Game Proposal

    *Note: That I am coming from a level based progression vantage point*

    These are my ideas for my own game design doc. These are on the surface ideas as I haven't fully fleshed them out yet. I have been spending time on Class Design, Combat Mechanics and Lore as of late. -- Also, I will only discuss my ideas to two types of Gameplay: Raiding & Additional Character Progression.

    *Note: This is solely based off heavy PVE gameplay.


    RAID CAMPAIGNS


    Raid Campaigns are dynamic, NPC Factional Story-like Adventures that players can take apart in flesh out the main story of the game.  At low levels, players can progress in what Faction they would like to represent.  So far there will be various types of buffs, titles, armor skins and special vendor discounts players can benefit from when they choose to represent each faction. Essentially, you the player become Ambassadors of that faction to the game world. Guilds will also be representations and allies the Faction they choose and will gain the same type of benefits but on a larger and more powerful scale. As of now, (up to change), players can be apart of two predominant Protagonist NPC Factions that become vital allies...

    *Knights of the Divin'rah - The Crusades Campaign* - Twelve Noble Houses, Great, Banner and Knightly met to serve a clandestine operation to overthrow and extinguish the line of House Seserax, the head of the Empire. Their leader, Seridan of House Wyk, a Divinite, a holy man, has the power to end the Empire's strangle on the realm once and for all. With mounting evidence, Seridan believes the Seseraxian Empire is in conclusion with a myth. A dark shadowy sect called the Shar who is believed to follow the fallen god, Vainspire. Will Seridan choose to end the Empire? Or will he choose to go after the Shar, a mere fictional telling?

    *Erud Vestus - The Beguile of the Ancients Campaign* - The Ancients of Ancients, who journeyed from east to west to establish a magical hierarchy that will eradicate all dark magic from the world. It's been 1200 years since the Council of Koehaith sanctioned the purging of all Necromancy in the realm. As the Erud Vestus emerged, Necromancy has became prominent again and also the teachings of Nethermancy (Nethermancer, a playable class), has also started to root to the Magical Guilds of Mahdran. The Erud Vestus have a keen interest in the mysterious Obsidian Block, a colossal, perfectly smooth block of obsidian that was exposed under the Great Grimspire Mountain during the Age of Judges.  


    RAIDING DISTRIBUTION

    Progression Levels
     - Certain dungeons can trigger "Raiding Events" for players to take apart in at lower levels. This essentially helps the players practice from End Game Raiding. Progression Level players can take apart in Dungeon Raids or Boss Endurance Raids.

    Progression Levels & Max Levels - Zone Events can trigger where all levels can participate in an open 'raid'. (Think Gw2, with more substance). Zone Events are dynamic and can have rewards or temporary consequences. 

    Max Levels
    - Have specific locations in the world. Siege Raids are exclusive for End Game Content.


    TYPES OF RAIDING

    Dungeon Raid - Your typical dungeon crawl raid. For 12-18 players. 

    Boss Endurance Raids - Players can fight between 2-5 World Bosses Consecutively. For 12-54 players, depending on scale.

    Siege Raids - Specific locations where a large group of players can defend a castle or raid a castle. For 24-54 players. 


    ADDITIONAL CHARACTER PROGRESSION - END GAME

    *I really like the idea of AA points that Everquest used for additional Character Progression towards your current classes library of spells/skills. I will have something similar.*

    PATHS IF DISCIPLINE

    At end game, max level players can journey to the "Iudicium", three ancient structures being propelled by massive water geysers at the end of the "Walk of the Blind", a path between a series of sand stone obelisks located off a peninsula in the Arid Dominion. There, players will hear three voices from the tower like structures. Each voice will guide the player into the "Illuminated Trek" Adventure to prove you're worthy of the Walk of the Blind.

    Players will retrieve certain items from certain Named Mobs in Certain public dungeons and will need to solve riddles to ancient secrets around the world that are always alternating to complete the quest. Once the quest is complete then you gain access to the ancient city of Zhochsi, located on the southern most island in the archipelago of the Orinian Isles. There, you will gain access to Paths of Discipline.  

    HOW IT WORKS

    Just like the old AA system in Everquest, players will be able to level up Discipline Points to put into a Tab Tree for their class. Typically, to level one Discipline Point would take about 1/4th of a max level. (You will be killing stuff anyways at max level, why not ad "level up points, to give an additional sense of character progression?"

    This is the only point in the game where players will get any access to a "class tree".  

    The Path of Discipline Class Trees, will bottleneck the players abilities they will have access too, but rather improve their current spell or skill library in different ways. Each Class will have access to two Class Trees that they can level in. Players can max level both trees but can only have one tree activated at once. Players can alternate out of combat to what Path of Discipline they feel they need for certain gameplay situations and play style. You can level both trees simultaneously but it would be recommended to focus on one tree you feel is most fit to your type of play style. 


    EXAMPLE - THE WIZARD CLASS

    Once the Wizard has access to the Path of Discipline, they gain access to two Class Trees, The Arch Mage and the Sorcerer. 

    *Arch Mage Discipline* focuses on haste and mana reduction.

    *Sorcerer Discipline* focuses on critical damage and spell range. 

    Each Class Tree has several different Tiers. Before you can progress to a higher tier in the tree, you must have so many points in the previous to gain access. 


    SORCERER TREE EXAMPLE


    Tier 1 = Increases critical damage and spell range attributes. Must have 5 points in Tier 1 to open Tier 2.

    Tier 2 = Improves certain Spells associated with this type of gameplay. Must have 10 points in Tier to to open Tier 3. 

    Tier 3 = Additional damage and spell range buffs and provides additional effects to core spells. Must have 15 points in Tier 3 to open Tier 4.

    Tier 4 = Gain access to your Epic Spell for this Tree. A very powerful spell that has it's own slot on your Hot Bar. Takes 5 points to have full access to this spell. Must Have Tiers 1-3 complete before you can level up the 5th point.


    So that is what I have so far, a very brief on the surface example....

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