Update on gameplay
I spent several hours today going over gameplay ideas and foundational concepts. I decided to put together a basic list of design tenants that will guide mechanics. I'm calling this the "game promise" - what the game will (eventually) look like.
Build an MMO which prioritizes group play and friendship building
Have reasonably good-looking content through the use of quality third party/marketplace assets and a balance of procedurally generated and hand-crafted environments
Create game mechanics which allow veteran players to play with new/inexperienced players and incentivizes experienced players to help new players
Allow for large amounts of player agency through the use of toon customization, player housing, mounts, player castles, horde type battles, automated commerce, hired workers, labor marketplace and similar agency / game connecting mechanics
Penalize players who engage in anti-social or disruptive behavior through the use of reporting and ranking systems
Eliminate / discourage the play concept of levels and end game gear grinding
Have gameplay that allows for (and rewards) multiple types of engagement, PvE solo or group, PvP solo or group, pure exploration, farming, crafting, etc
Random surprise roving bands of mobs and random spawn world bosses
Random dungeons or raid bosses
Frequent content updates
Ability for players to find other players with similar real-world interests
Avoid very crowded hub areas
Reward players for experiencing varied content instead of grinding the most efficient play path
Allow for scheduled events that are player moderated
No holy trinity
Have meaningful consequences for player creation choices – religion, stats, race, traits, something that alters core gameplay, such as additional limbs, equipment slots, etc
Allow for tribes, guilds, clans, etc.
Make a game for real people being the best people they can be – avoid dehumanizing elements
Allow for global trade or marketplace but do not turn loot drops into simple gold – rare loot drops must still be valuable and have appropriate risk/reward
Allow all players to use all types of equipment, with consequences/rewards
Ability to timeshare an epic item within a guild/group/tribe/etc
Amount of self-reliance vs group trust and reliance scales rewards – e.g. high diversity of skill and cooperation in an event yields higher loot/skill raise/etc
Active management and monitoring of hackers/cheat mitigation/etc
The game must be financially viable, therefore some content must be obtained via real world money
Keep a history photobook of achievements or random events
Create structures in game which generates player volition without severely limiting freedom
Have NPCs / mobs remember players
Files
Get Darkfire
Darkfire
A fantasy MMORPG
Status | In development |
Author | FurrieBunnie |
Genre | Role Playing |
More posts
- The migration to VR beginsOct 13, 2020
- Version updateAug 17, 2020
- Removed browser support :)Aug 14, 2020
- Added browser supportAug 11, 2020
- Daily update - crypt, time of day, chat enhancementsAug 08, 2020
- NPCs!Aug 08, 2020
- Day 4 - final submissionAug 05, 2020
- Day 3Aug 04, 2020
- Day 2.5Aug 03, 2020
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