1.01 - Responsible MMORPG

Idea for February 8, 2007


Theme: Role in a Community (Responsibility)

includes topics that expand on the theme

  • Responsibility
  • Importance
  • Speciality
  • Reliance

Genre: MMORPG

game genre with possible significant changes or important points

  • An MMORPG that places emphasis on the player's responsibility in playing a role within a game's community, regardless of how big or small that role would appear
  • Social/Sim elements incorporated into game structure,

Mechanics/Systems

individual gameplay mechanics and mechanics categorized by system

  • Game progress and events are scripted and initiated by the players, with influence from scripted events actively introduced by the developers. Scripted events are used to stimulate players in roles that would not normally be very active
  • Players take on roles from a highly varied list, each with a purpose and speciality in the world, ranging from:
    • Banker
    • Blacksmith
    • Guard
    • Bandit
    • Politician
    • Farmer
    • Explorer
    • Sailor
    • Carpenter
    • Actor
    • Musician
    • etc.
  • Despite the mundane nature of some roles, the idea is to have gameplay for each: that the player can actually play, for hours, anyone of these roles and contribute to society
  • Players must rely on one another and trust they fulfil their respective tasks in order for the entire community to advance: if the army requires new swords, they must go to the arms dealer. If what he's got sucks, he's got to go to the blacksmith to request new swords. If the blacksmith screws up, the swords break, the soldiers using the swords die.
  • Issues and challenges in the game are communal whenever possible: players will mostly not be able to take care of the game's challenges on their own, and must rely on one another to complete them. And, unlike some games, not all challenges revolve around combat
  • Outcomes of events are never right or wrong: they simple are. There are still, however, punishments for loss. There are still winners and losers.
  • Hierarchy:
    • Players' roles are on different levels
    • Within the society, you could have a job such as President or Janitor, each with different affects in the game world and different responsibilities: the more power you have, the more challenging the game and the more required you are to use that power responsibly
    • Players with power are reliant on those with less power to form the base of their power
    • Power positions are run for, earned, voted for
  • The game is based on long term achievements and advancements, and players can actually earn fame and renown accordingly, and the lore can spread through the game world
  • PVP exists through rival communities (imagine opposing kingdoms)
  • The idea is to, as much as possible, get the players to want to help one another and work towards a communal goal

Story

narrative elements concerning plot, characters, world

  • The story is defined (as much as possible) by the players as they play the game: their actions and responses
  • Setting is (ideally) something a little different than what we're familiar with: not medieval (overdone for this genre) and not current times (also overdone for this genre)

Audience

includes possible target user group traits

  • The idea is to appeal to both casual and hardcore MMORPG players with the different levels of player roles, demanding different amounts of time dedicated to the game

Possible Technology

includes hardware that would best support the game

  • While predictably best on the PC, the game will likely be limited by the physics and depth of the game engine and all the possible actions in the game

Contributors

includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Cody Church
  • Kyle Sakai
  • Samppa Raski
  • Mike Malyuk
  • Katie Seaborn
  • Andrew Wong
  • Ken
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