So over the last lets say, 10 years. ive been avidly playing rpg's both online and single player and i think i may have found a niche market in their..
RPG with base building.. im not talking pillars of eternity type base building or even never winter knights type base building.. although never winter knights 2 system is a very good start and attempt though very lacking. i think its about time a developer created an rpg that had significant base building as part of its primary format. not just some half baked side thing like it is in pillars or nwn 2 but fully fledged base building.. like start the main story as you progress you either find aquire or build from scratch a keep , fortress, or town and over the course of the game you find and recruit help npc's and soldiers and resources and workers to build your town, base, castle, fortress up and upgrade it as you see fit with constant ability to improve and tweak it and manage the day to day functions of said settlement like tax and the missions your soldiers and companions can embark on which would yield rewards for you and to help the keep. the ability to expand the keeps influence with out posts which can be garrisoned and manged opening up daily repeatable type quests... this can also be an mmo!! i want to know why no one is tapping into this aspect of gaming.. people love this sort of thing. its like the final answer to personalization of your individual game experience and progress.. you level up your charecter you build it how you want and fit him/her out with the best armour for your s tyle and method of play!!! and then on top of all this you have an entire city/castle to build and manage and maintain and upgrade and utilize its assets to progress through the game world.. i love this feature but its only slightly available in about 2 games.... pillars of eternity and nwn 2.. and they are a very lame attempt at this new system.
its time this thing was really pushed out there.. people will love it. its like adding a new level of experience and emmersion to the game play experience. it makes no sense not to have it.. dragon age inquisition had a simple version of it but again never really expanded on the idea. they kept it tight and generic and not really very useful.
come on developers make a game with this in..
Comments
- Albert Einstein
Of course you understand that if those settlements were not instanced it would not be possible to be implemented.
Can you imagine if every player had a non instanced Castle?
You will have more Castles than trees in the game, not a pretty sight.
Yeap, I am sure that the reason no one did it, is because it is impractical.
Of course there are plenty of games with big settlements and castes but those are usually reserved to Guilds, and I am sure that's not what you were talking about.
The way I thought of it was a game where you build up a city or state, and as you build things, you attract NPCs who in turn advance the world story with you, for example, a priest might help you uncover the location of a tome that holds the secrets of Paladinhood, allowing Paladins to be a thing, who in turn, locate a dragon whose horde is the reward for ending its evil. Taking down the Dragon, brings in wealth, but also the attention of merchant guilds, who in turn attract theives.
The concept is dizzying if executed well, but there is nothing out there like it.
Basically we are talking a Age of Empires MMO.Honestly it just won't work without instancing everything,far too much AI and no way in hell would i go for any invisible automated npc system,i want to see everything in game in action form,the same way i see my npc's working for me in AOE.
Never forget 3 mile Island and never trust a government official or company spokesman.
Of course it's not "your" castle (agree in this with @ste2000 above, every player with an own castle - not a bright idea), but if you are the guild's Architect, the coordination and building is basically your job.
Naturally I should add at this point to hurry with the tryout, because who knows how this will change with the upcoming crafting revamp, but... heh-heh. The crafting revamp is in the Soon™ state since years... so take your time, find (or start) a guild, and check that how close is this to your "massive void in the market" concept.
(a friendly warning, raising an Architect is a huge pain in the butt, all the other crafts are much easier and faster)
Its all about base building.
Non instanced housing is doable though very difficult to implement, but few devs are trying.
What the OP is suggesting though is on an entire other level.
In fact, the "void" is filled by MOBA, and CCGs, and shooters. Now that at least have some evidence to back up.
That's all we get on here, post after post of players sick of MMOs...well obviously not, but that's Nari for you.
There clearly is space in the market for a base building RPG MMO. A mixture of MMO as we know it with base building and resource gathering. Somewhat like resource gathering for forts in AoC.
Not sure what would be the best setup, but it would have some appeal to your more Minecraft true builders as well.
And again, why is it "clear" that there is a big market (i.e. massive void) for a base building RPG MMO. Where is the evidence? Using words like "clearly" does not make it so.
The main problem with base building, imo, is where do you put it? If you make the bases instanced, then they lose their appeal to a lot of people and they stop having an influence on the world. If you allow people to build stuff anywhere, you can quickly end up with maps / landscapes ruined by crap. In SWG, cities were good fun but quickly ended up with deserted cities polluting the maps and never disappearing.
I'd definitely like to see guilds capable of building their own bases, growing over time, turning them into towns and then cities, complete with vendors, quick travel, crafting stations, quest givers etc, but I think we're still a long way off in terms of both design and technology before such a feature is possible without ruining the game.
Plus, no one has actually done the asking. Do you have a survey of SWG fans and Eve players on this? Talking to a few friends does not count.
___________________
Haven and Hearth manages it, again without the NPCs.
____________________
These are both games that are close to the heart I guess. I wish that game devs would take the hint that people are willing to play "games with many problems and much baggage", and that are "sub par in so many ways"... That there is a smaller risk than they think for making player controlled worlds(After all if people are willing to play those two games with their baggage, how bad could their game go).
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Castle ownership creates player housing spots, and it allows for taxation in its territory.
Is this what the OP was talking about, or was the idea something more? I realise there are no NPC defenders, It expects the guild to have at least 70 players that can participate in a siege.
If a person feels that a feature is not being met or supplied, I suppose they can feel there is a "Massive Void". We can not attack this feeling. The best we can do is present evidence where we feel the feature is being supplied, and discuss how and why if does or doesn't meet the need.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
Are you willing to play an isometric game(probably still has the rap for being 2D rather than 3D), where you need to play for days before you can even start combat, that has some annoying imbalances intentionally designed into the game(Monopolies designed to force most players to trade their time at 5-10 hours of work to 1 to a select/lucky few for some resources). Welcome to haven and hearth.
__________
The logic I'm trying to get people to follow is that people are willing to play such "bad" games to get the flavor of Minecraft in an actual MMO setting... That something made with more resources available to it should actually be pretty successful.
I mean really now Space Engineers has a forum that is more active than this forum. Which is another demonstration of how much people like building games.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
You can probably find 200 players who are willing to play anything out of tens of millions of gamers.