buccaroobonzai
Liturgist
- Joined
- Sep 26, 2007
- Messages
- 241
What about this idea?
The NWN model is a great basis to expand and make some leaps in eventual progress of the MMO I think.
It already has most of the prerequisites:
1. Game master volunteers
2. Dynamic content (as a result of number 1)
3. Actual good storylines and quests (also affected by number 1)
4. Much smaller player worlds, where players effect the gameworld
5. Major advertisement backing
The basis of this style of gameworld can be set up accordingly:
The community is made up of two basic archetypes-players and GMs. People who like to GM tabletop games or otherwise get their "playing" experience from guiding, advising, or full on game mastering certain "zones" of the game world. These people mostly are GMing for enjoyment and are also considered players in the regard that they aren't payed (there may be a few exceptions of course who get payed to arbiter the community). By having enough control to alter the gameworld in their oversight zone, they get to participate in design and create the scenarios that GMs love to do. They can also create or run user or develper created modules that run in someone's zone.
Each GM has a loose oversight of a particular "zone" which includes either a city/town/village and some outlying countryside which can include ruins, temples, wilderness or non-human community settlement etc. The GM can run a game within his zone or another. He or she is also encouraged to design, conceptualize and write plot ideas. He can forward ideas to leaders of the various player factions: city politicians, city guilds, adventuring companies, and non-human group leaders.
Now within each of these zones nothing is spawned. All creatures are parts of communities or tribes. If any group of power players get to small, moderators, or even the player-GMs can infuse the gameworld with events that can raise a population. For example dwarves get assaulted by drow and lose most of their number. The mods make a plotline where the dwarves send out messengers to their brothers and cousins abroad calling for reinforcements against the drow assault. So large numbers of dwarves migrate back into the area as part of the plotline instead of a respawning system.
Also player respawing can be handled with a couple of options. The player character can be one of many siblings, or one of a poll of a few adventurers that the player can choose if he looses a character. So the player can then choose the brother of the knight, who is a paladin, or the apprentice of the wizard. Player character items can mostly be transferred to the new character as well. It is possible to keep the relative power level of the new character the same as the old one in this way as well-since the siblings are aslo adventurers, or the adventuring group is all relativley the same level, and is considered to be also adventuring and gaining levels while the payer is.
Now, each zone is loosely tied to the other zones. But, GMs and players have many diplomatic options available to them. A GM may wish to inspire the organization of a kingdom, where many zones are allied. So he has discussions with the political leader players of several groups telling them of his plans. Then those nobles for example decide to form a kingdom and select a king or whatever. Now their is a nation, and there may be more using this model. At the same time there can be free communities of humans and nonhumans that don't have to be part of a political state, but may be allied against the kingdom if they wish to attack it or defend against it-be it by military, diplomatic, or covert means.
So in summary the NWN multiplayer GM/player model would be the basis for this design, but it would greatly expand upon it. There could be many genres explored using this template, from fantasy,sci fi, techno-fantasy, cyberpunk, post apoc, historical, etc. gameworlds. Of course different rulesets can be designed as well.
Any thoughts on these ideas?
The NWN model is a great basis to expand and make some leaps in eventual progress of the MMO I think.
It already has most of the prerequisites:
1. Game master volunteers
2. Dynamic content (as a result of number 1)
3. Actual good storylines and quests (also affected by number 1)
4. Much smaller player worlds, where players effect the gameworld
5. Major advertisement backing
The basis of this style of gameworld can be set up accordingly:
The community is made up of two basic archetypes-players and GMs. People who like to GM tabletop games or otherwise get their "playing" experience from guiding, advising, or full on game mastering certain "zones" of the game world. These people mostly are GMing for enjoyment and are also considered players in the regard that they aren't payed (there may be a few exceptions of course who get payed to arbiter the community). By having enough control to alter the gameworld in their oversight zone, they get to participate in design and create the scenarios that GMs love to do. They can also create or run user or develper created modules that run in someone's zone.
Each GM has a loose oversight of a particular "zone" which includes either a city/town/village and some outlying countryside which can include ruins, temples, wilderness or non-human community settlement etc. The GM can run a game within his zone or another. He or she is also encouraged to design, conceptualize and write plot ideas. He can forward ideas to leaders of the various player factions: city politicians, city guilds, adventuring companies, and non-human group leaders.
Now within each of these zones nothing is spawned. All creatures are parts of communities or tribes. If any group of power players get to small, moderators, or even the player-GMs can infuse the gameworld with events that can raise a population. For example dwarves get assaulted by drow and lose most of their number. The mods make a plotline where the dwarves send out messengers to their brothers and cousins abroad calling for reinforcements against the drow assault. So large numbers of dwarves migrate back into the area as part of the plotline instead of a respawning system.
Also player respawing can be handled with a couple of options. The player character can be one of many siblings, or one of a poll of a few adventurers that the player can choose if he looses a character. So the player can then choose the brother of the knight, who is a paladin, or the apprentice of the wizard. Player character items can mostly be transferred to the new character as well. It is possible to keep the relative power level of the new character the same as the old one in this way as well-since the siblings are aslo adventurers, or the adventuring group is all relativley the same level, and is considered to be also adventuring and gaining levels while the payer is.
Now, each zone is loosely tied to the other zones. But, GMs and players have many diplomatic options available to them. A GM may wish to inspire the organization of a kingdom, where many zones are allied. So he has discussions with the political leader players of several groups telling them of his plans. Then those nobles for example decide to form a kingdom and select a king or whatever. Now their is a nation, and there may be more using this model. At the same time there can be free communities of humans and nonhumans that don't have to be part of a political state, but may be allied against the kingdom if they wish to attack it or defend against it-be it by military, diplomatic, or covert means.
So in summary the NWN multiplayer GM/player model would be the basis for this design, but it would greatly expand upon it. There could be many genres explored using this template, from fantasy,sci fi, techno-fantasy, cyberpunk, post apoc, historical, etc. gameworlds. Of course different rulesets can be designed as well.
Any thoughts on these ideas?