A high Fantasy Browser MMO - Planning phase

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kaos78414
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A high Fantasy Browser MMO - Planning phase

Post by kaos78414 »

I mentioned in my introduction thread that I have this urge to create a browser based MMO. As of now there are only a few concrete ideas, and even those are still subject to change. I'm basically looking for suggestions, and anyone who's interested in brainstorming with me some ideas that could make it to the development phase.

The planning stage is probably the longest and most important part of the entire project, and will decide if this becomes more than a hobby for me.

Anyway, so I'll let you in on the concrete ideas I have so far:

It will be browser based, and the server side processing will be in PHP (utilizing the CodeIgniter framework), database with mySQL (of course), and javascript utilizing jQuery for interactive features. Still up in the air - Some aspects of the game may require Flash and/or Java.

The setting is high fantasy, allowing for a unique world wherein amazing races, technology and the like can exist.

Upon account activation/creation: Players can create a character, and then choose whether they want it to be a worker or adventurer. This way there is a clear distinction between crafting, gathering, etc, and adventuring, battling, etc. Workers choose a profession, and advance by playing mini-games that are only available to their profession. Adventurers start off without a class, simply called Adventurers, and advance in the typical experience method, quests, killing etc.

That brings us to Adventuring classes, after X amount of levels (a tutorial period if you will) players will be given some class choices. A lot of this is still subject to change (as stated above), but I want there to be a large number of class choices, branching paths etc. with varying abilities. I also want to make sure there is a clear distinction between lower tier classes (IE, Initiate is a low tier magic using class, that may grow over time into higher tiered classes like the Necromancer). That way, as the character grows, their class truly becomes more epic, at the bottom fighting simple wolves, to the top destroying demonic overlords.

Another idea I have up in the air is a Family system. This basically is unique to every player account. Say a user creates an account, and is brought to a dashboard, with a family selection screen. They'll have, say 3, slots for creating a Family. Each family created can belong to a faction, so that every character created within that family is a member of that faction. Family's could share a player house, and share moneys (maybe?). One thing that's unique to this concept is it allows a new aspect for workers. Say your family has a few workers, and depending on their profession and level, they bring in a certain amount of in-game moneys per week (discontinued if the player hasn't logged on in awhile). In-game shops can be set up for a portion of that weekly money. I dunno, once again this feature is still being debated.

I'll leave you guys with that, let me know what you think, any suggestions are appreciated. And let me know if you'd like to be a part of the brainstorming process. :D
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Jony
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Re: A high Fantasy Browser MMO - Planning phase

Post by Jony »

I like your ideas. I am designing a game similar to that, in which the player "evolves"... he chooses only his user name, then he evolves into classes as the game goes by depending on the way he plays, with the tools provided in the game... I really like your family idea.
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kaos78414
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Re: A high Fantasy Browser MMO - Planning phase

Post by kaos78414 »

Well I was actually saying that the player is given a choice, and that the choices grow more broad as the player progresses. But...

After reading a couple of threads around here, I've come up with an alternative for a class system. Rather than having those classes, what I could do is come up with a sort of invisible point system that determines what trainers make themselves available to them.

Ugh... The Class conundrum is a toughy.

Here's the big issue: Casual players don't want too many options. They don't want to be confused. Having an open-ended system allows casual players to do what they want without falling into a hole they can't escape from. However, on the other end, hardcore players want to know they can do something that other players can't. I really wanted to have a large number of classes; With the system above, I could replace classes with titles based on the invisible points, and open new talents and abilities up as players move through the spectrum. The problem I see with that, is that some players will ignore even the most obvious hints that their actions affect the growth of their characters, and often will end up with a class they didn't want.

Having a system like Fallout, or Oblivion, I feel ends in players being too much alike. The aforementioned system allows a huge amount of differences, but it may not be nub friendly. *sigh*
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hallsofvallhalla
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Re: A high Fantasy Browser MMO - Planning phase

Post by hallsofvallhalla »

hehe welcome to the ongoing "what the hell to do" conundrum. SO many options but you want the game to be unique yet understood. I like your ideas so far. Especially the family one. As far as jobs check out my Quests of Crocania thread in the members games section on how I did jobs, might give you an idea on how to proceed.

As far as classes, yeah that is a toughy. I hate them but love them. Sounds like a marriage.
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kaos78414
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Re: A high Fantasy Browser MMO - Planning phase

Post by kaos78414 »

hallsofvallhalla wrote:hehe welcome to the ongoing "what the hell to do" conundrum. SO many options but you want the game to be unique yet understood. I like your ideas so far. Especially the family one. As far as jobs check out my Quests of Crocania thread in the members games section on how I did jobs, might give you an idea on how to proceed.

As far as classes, yeah that is a toughy. I hate them but love them. Sounds like a marriage.
Haha yes. I know that I want to go the class route in some way, in order to add to replay-ability, I'm just not sure how I'd like advancement to work, and how many classes I really want to include (to me, the more the better, 100 classes sounds appealing, but I'm not sure how other people feel about that).
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