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Old 12-23-2007, 11:43 AM   #37 (permalink)
Linbog
Walking around in circles
 
Join Date: Jan 2006
Location: In my head
Posts: 160
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Quote:
Originally Posted by dubb01 View Post
Basically, I'm obsessed with a steampunk/victorian era London type mmo. I think it's basic fundamentals would be much closer to EQ than WoW, but I have put in very little thought into all that up to this point. I really like the idea of a group heavy game that gives all those old freedoms that EQ allowed. Honestly, the only thing I'm SUPER picky about in terms of gameplay is that a heavy majority of the items would be droppable/sellable/re-sellable. I always appreciated the buying/selling aspect of EQ and bringing back an economy similar to that would be great in my mind.

I'd like to do away with magic in general and replace it with technology. It's still has the same bones as most mmo's today just a different setting to give people a fresh outlook. I've also always thought an mmo should be built from the end-game down so you can plan a clear(er) progression from level to level, item to item. That could be completely impractical, was always just a thought I'd had that would improve the drastic leap most games seem to take in certain areas.
Back to the first post: Without magic making most items tradable makes sense, theres no concept of a 'soulbind' mechanic in a tech world, however it does introduce an economic issue devaluing everything without a different way to take it out of the system(like degradation/item destruction). Perhaps a barter system like Fallout has might help especially with the gold farmers.

Quote:
I've also always thought an mmo should be built from the end-game down so you can plan a clear(er) progression from level to level, item to item.
The issue with this is with a successful game whatever you design as an 'end-game' will invariably become the middle as soon as you put out your first expansion(or sooner.) A good design will have a holistic system in-place that works from beginning to end, what most people likely don't remember is that while it wasn't a great one WoW at release had a system that included the end game, then raiders complained and they broke(changed) the system to appease them.
If a good system is designed and stuck to I believe the normal game can transition smoothly into the end-game without the jarring that is usually present.

And on the story front: Have you considered a Steam Cold War scenario with a looming superweapon? Are you looking at an actual alternate London setting or just a London fog feel? You could try checking out Neverwhere for an alternate London though it is magic not steampunk most of the story is in the underground.
Utilizing mechanical implants seems like a good way to distinguish characters or possibly classes beyond just equipment or skills.
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