Today's game Idea Go MMO SIMS/cyberpunk/Skyrim!
okay this is something I wrote a long time ago
Starting age is chosen by the player
Tutorial:
10-17 get to build stats in a starter environment and adjust them as you go (getting schooled) 5 companion possibilities
Academies - boarding school with a starter story
Village- small town with a starter story
Metro - street kid with a starter story
Character re-creation happens after this
Tutorial :
18 to 20- get average base stats and decide how to start building them as you go (school of life) 3 companion possibilities
University - university simulation choosing the course work to build your knowledge base
Village - Small town choose the NPCs you want to train you in what fields
Metro - back alley education choose the NPCs to train you in what skills
Character re-creation happens after this
Tutorial :
22- (adulting.) Random stats higher carry weight, stamina and wisdom to start with. 3 companion possibilities
Job - paid to learn your jobs skills
Neckbeard - freeloader can do odd jobs to pay for training or learn online
Enlist - join the military free boarding and training for specific tasks
Character re-creation happens after this.
The character make up will consist of MO type skill progression (no classes), skyrim being the standard model used for the character interaction with the environment/world construct. The character will have the option of being anatomically correct. Meaning once the PC is out of the tutorial they will have basic sex effects (cranky behavior and High fertility times for females during a cycle) (aggressive energy and exhaustion for males.) They will also be affected by temperature, hunger, calorie intake, and stress. (sims, dnl, frostfall, realistic needs, being female)
Alts can be made by an agreement with another PC to allow a “combine” of their chosen physical characteristic flags with another PC. This results in an incubation period and then a time where the requesting PC has to take care of a child. (sims, MO pet dialog) The Alt will have an AI until it can start the tutorial, age ups (sims) will allow you to choose to let it start the tutorial (buying it as a character to play) or keep it as a pet.
Items you can chose from the partnering PC would be face map, hair map, body map, eye map, full stat map, or full map if the partner allows it. A full map has to have one characteristic from the second party if not chosen, it will be random (perfect copy with the other PC’s eye color for example)
The stat map would be shown as flags on the points meters where the target points are after the Alt reaches the same age as the contributing PC. These alts will be pets unless the option to buy is exercised. All races aside from the androids can do this. Each parent PC can only do this once in a six month subscription plan. Each donor PC can do one a month. (parent is the account that is keeping the alt) Each account tier will have a different limit to how many they can have total if they are not purchased as PCs to play. (like the breeding mechanics of the horse market in BDO)
2.
Physical features can be changed (to a point) at NPC places in each starter town. Costumes can be purchased and viewed there as well. 3rd person view will work until moving into the open world.
Game start
After the tutorial (only one can be completed)
The companion you built the most affection/rapport with in the tutorial is with you. They give their life to save you and ask you to find their (sister/brother).
The only quest you get. You can do it or skip it and keep the token the companion gives you.
If you remember the stories of the other companion options in the tutorials you can find their families as well if you wish. They may have items for you in remembrance of your friends. Depending on the base language of the home town, you may not understand the PC’s when in that world (server) your dialog from the NPC will be translated by text with the native voices. The translation will only be for this quest line unless you have trained the language.
Starter cities are safe points the companion will always be from a different place so entering PVP will be required to get there. There will be safer options to get there but you will traverse through the open world and depending on situational elements may be pulled into PVP.
Voice will be active so that if the PC’s in the open world are close to yours and they speak you will hear them.
Mortal online being the model for both character development and voice interconnectivity.
Each of the starter locations is its own server/world located in the physical corresponding part of the real world. They then connect to the central server or (world) for instance servers in US, CA, UK, RU, GE, AU, JP, KO… so on and so forth. Actual maps of the chosen city Converted to ruins with a fictitious academy, village and back alley environment.
Original Everquest Death mechanics and mass group buffs/AOEs
Other features from the following current game models
Pet system - like BDO, DnL, MO, Bless
Flight - DnL and AA
Mounts - AA and DnL, Bless
Building - DnL/skyrim/AA
City structure/mechanics/Npcs - skyrim/DnL
Camera first person unless in safe area then it can be ‘unsnapped’
The open world can have structures built in it DnL/MO. They will decay and need to be upkept. Certain areas of the map are temporary structures only (campgrounds) and allow for tents. If enough tents and people are close without combat, NPCs will spawn to guard the area at night In urban environment this can all take place in empty buildings or Ruin sites.
Once building a permanent structure reaches a certain skill level, the option to create a portal becomes available.
The Portal is a private server interface - The downloaded client can be themed and modded. Private portals can have guild members of certain ranks allowed access or be open to visitors. Temporary passes can be given for all sites after a small quest is completed by the visitor. The quest will consist of completing an online release of liability. Adult content has to be posted, and which mods and their creators are being used.
The accounts purchased will dictate whether you can access private portals.
Underaged accounts will not have portal capability since the content is not part of the base game or monitored.
The PC will have the ability to LEVEL up and make themselves older at certain junctures (after become a expert, master, archemaster at certain occupations the tiers will be
Expert - can level to 30 (mature) years old (the looks of the character will age - the appearance will have options to select but one must be taken) the bonus is 2 extra wisdom points a child(10 to 17) starts with 0 and gets one with the end of the tutorial the YA (18 to21 gets the point before the tutorial along with extra points in carry weight and strength) an A (22) gets two.
When the child levels one of their physical stats to 60 they get next point and bumped up to YA matching the stats
When a physical stat and a mental one are maxed they can level up to A and match the stats
The child can level up to A right after the tutorial if they accumulated the points to do so in the tutorial.
Likewise they can leave the option to do so and stay a child, however they will not get the points until they level up and they will have to sleep on it to make the aging process complete.
If two professions or class skill trees are completed or master level is reached the PC can level up to 40(midlifecrisis) this will give another wisdom point and if it is the master level it will allow for a new tree to be opened in the skill tree. A second appearance change must be completed.
If that second skill tree in the chosen profession is completed, the option to level up to 50-60 (elders) will open up. These PC’s, if the profession is not combat oriented (they are a scribe, or craftsman for example) will become flagged as exempt from PC attacks in open zones. A third appearance change must be completed.
Elders will have the option to “size up” and get the fat bonus intelligence (MO)without the over eating mechanic.
The only quests in the game will be easter egg types of things. The game should be strewn with them.
The NPCs need to have very sophisticated AIs. All should be interactive to a point even if they just grunt at you if you try to talk to them. If you build a rapport with an NPC they may eventually offer you a quest, but only if they are flagged as possible companions. If you do a quest with/for an NPC that NPC will disappear from the world if they become your companion. (skyrim, dragon age, Fallout4, Mass effects)
They will be replaced with a generic place-holder that may or may not evolve into a companion option for others. Each NPC has the possibility of evolving.
The process would take time and the game would have to flag NPC’s that get attention regularly. Those NPCs would then adapt (the game would give them an interaction that once accepted or acknowledged would change them to a specific story quest giver) once the quest was completed correctly, the NPC would become that PCs companion and disappear.
A new similar NPC would spawn but they will never look exactly the same and would likely not become a quest giver until a random table was completed.
Finding the quest companions would be a matter of interacting with the NPCs regularly.
Killing an NPC might start a quest with a different NPC, but it will remove the one you killed from the possibility of being a companion. Protecting the NPC you like is a good idea.
Companions after the quest lines become pets with preset spoken lines and support functions. If they die in your service, they may respawn again but if you keep them, they will not.
Each region should have their own voice actors for their NPC’s For instance, the Seoul server NPCS will all speak Korean. If you go into Seoul from the open world and are from a different origin, the NPCS will still speak Korean but have your base language as subtitles in the dialog boxes (if you have that language as a skill), otherwise you will get no subtitles and have to guess what they are saying.
If your companion is an NPC from a different starter world it will only ever speak its native language. As you travel, even if you do not know the language, you will start to get subtitles as you become familiar with the phrases. Traveling with them frequently may ‘teach’ you enough to get partial subtitles from their region without ever reading the language books.
You can travel with one at a time, but you can store them in your home.
The money would be standardized, though the economies will be different and prices will differ accordingly.
Graphics should be next gen.
The open world. MO, DnL, ESO,style with an overgrown post apocalyptic city system and a retro system of smaller towns “rebuilt” in historically accurate early tech styles integrated with some modern items that are easily fabricated with post tech skills/materials.
Idea 2 The MMO
1. Interactive game play.
Ala,EQ EQ2 Vanguard Archeage ESO/cyrodiil fight mechanics (those raids and trying to hold the towers were amazingly fun! We drilled how to dodge in groups with our guild it was so much fun)- sans the bad balance *shakes fist at the shadow/dark/knight dudes and their game killing AOE CC/damage)
Not every one is the baddest killer eva. You have a role a function a place.
2. Extensive world with an immersive experience.
Lore should be a focus and you should be able to get information from the environment, from speaking to or overhearing NPC’s, and from actually accepting quests from items (like notes or books) or NPC requests. Step and fetch should only happen if it makes sense in the context. (the NPC says hurry, hand me that bandage over there...)
You should be able to go any direction and find both things that kick your arse, and things you might need, (‘i really need that white flower over there, it makes a great health potion, so i will wait for that level bazillion mob to path away and snag it and get the heck out of dodge’)
No floating names you should be able to hover and see the name and maybe the level of things. After you identify something or have killed something or spoken to an NPC the floaty can be *turned on and will have more information the more you know about them.I dunno maybe for NPC’s your hover says HUMAN MALE and if you talk to them or listen to someone talking to them it changes to their name, possibly adding some stats or profession. (tracking for scouts would give basics with slight cues deep prints (large, shallow prints would be a tall light person)
Top end graphics with sandbox mobility (none of this you can’t walk over a rock but a mob can hit you through it stuff ) Line of sight should be adaptable, an audio based spell (bards song) would likely bounce off surfaces and have a higher radius than a light spell that would be blocked by walls.
Hud should be minimal unless you add things for cooperative game play. (group windows and extra hotbars) simply making the regular windows transparent or closeable works for me,spam is acceptable to me because I actually like game text but it is a bit cheaty to see ‘an ice cleric is casting heal’ scroll by a hundred times with fizzles and all when you’re standing next to a temple.
The weather/environment should have consequences. You should get cold, or hot, you should get hungry, thirsty or tired. Survival should be part of the experience. (so Inn’s would be a required money sink if there is no housing or camping could be made literal)
Languages should be learnable and they should have an impact on gameplay (the text on the door is not in a language you recognize, You are in the jungle of JoeBOO, you think it might be joeboojian, it would be a good idea to visit the library or find someone with language proficiency to take a look) text for languages your character knows would be displayed in your real language.(filter filter filter)
Armor, clothing, equipment etc should be highly lore tied. If I really want a sarong of soul sucking it should look like one! Physics would be nice if they are not overactive.
The harvesting functions should make sense in the crafting game and the world. You would not get corn on a glacier. I loved the crafting in most games, EQ2 was great but very time consuming, ESO was very involved and spent a ridiculous amount of times with spreadsheets trying to get the right components to learn a specific recipe. It literally took me months to complete a set of armor recipes for mid weight wearers (like the rogue i played) I LOVED THAT. Because crafting and survival are components and not the focus the equipment needed would be minimal but would harvesting and crafting would need to scale (as would materials)
Racial abilities should be geared to specific biome or element and offer distinct advantages in specific situations. The inverse should also be true. The ability to develop your character and lose the weakness (and also lower the effectiveness of the strength) should be available as well if it effects a character stat like speed or stamina.