Zombie MMORPG in the Works 102
Warcry has a very short blurb about a just announced Horror-genre Massively Multiplayer game. Titled Exanimus, the game looks to be set in a post-apocalyptic zombie setting. From the piece: "While most of the world is dead, there are small pockets of survivors that exist in barricaded cities across the globe. Players of Exanimus will have the option of playing as a living survivor or as one of the dead roaming the earth. Exanimus will allow players to experience a MMO based in a horror genre by creating a dark and visually "intense" environment. Exanimus is expected to be rated "Mature" and not intended for anyone under the age of 18."
Is it possible to "win"? (Score:4, Interesting)
Would it be possible to "win" this by killing 6 billion + zombies?
Before you start laughing, remember, we're talking an online game here. It is possible to kill thousands and thousands of "monsters" in other games. Five years into this, will the few remaining living be searching for the few remaining zombies?
No, you'd want that. (Score:3, Interesting)
If the zombies are losing badly, that would work also as the living would have to go searching for them. And you're most vulnerable when you're searching. Do you risk being killed for the chance to be the one who kills the last zombie?
Re:Urban dead? (Score:3, Interesting)
Even if the sides are even number-wise, part of the horror atmosphere comes from being outnumbered by the shambling undead. It will be interesting to see how they handle balancing these inequities. Perhaps they can hire some of the people behind the Natural Selection HL mod for advice?
Re:Is it possible to "win"? (Score:4, Interesting)
After all of one side had been killed off, the game would "reset".
Re:Urban dead? (Score:2, Interesting)
Re:Urban dead? (Score:3, Interesting)
Re:WTB [Brains] (Score:3, Interesting)
As for zombie skills, that might be a little more difficult, but they could take a little influence from Land of the Dead, where the zombies are able to develop some rudimentary communication. Perhaps you would see WTB [Brains], so that way your zombie could learn how to turn doorknobs or wield melee weapons. I admit that I see very little in the way of actual trade skills for zombies, but I don't really see that as hindering my fun when I'm gnawing people's brains out.
Re:Urban dead? (Score:3, Interesting)
Re:Urban dead? (Score:4, Interesting)
Now if they come out with this game and it uses any of these mechanics, we'll have to point back to this thread and demand royalties...
Re:Is it possible to "win"? (Score:2, Interesting)
What I really want from an MMO is a kind of massively-multiplayer-co-op-FPS, basically 1000 player co-op Serious Sam, with the squad organisation from BF 2 and with huge GTA-style (but detailed interiors of buildings) freeform levels. Have each round last about a month, starting from spreading out from a beachhead, clearing the streets, rooting enemies out of buildings/rooftops/sewers, defending against counterattacks, then finally taking the city which brings out a final boss. Basically have each enemy that dies stay dead, or be permanantly killable in some other way, e.g. fight your way through a regenerating swarm to kill the egg layer, infected zombies that can convert players, but the infection can be stopped by killing them all. This means you'd actually have an impact on the world, unlike most MMOs. Permanantly destructible scenery would also be very cool, if even more technically difficult.
Make killing the enemies effectively require co-operation, e.g. pilots needing gunners, medics, different weapons more effective against different enemies, directionally-shielded enemies that you need to attack from all sides to beat.
No stat based levelling (i.e. skill based), though rank/respect is good, and medals for killing bosses etc. Preferably no instancing, except for PVP DM levels for those who want them. Respawning and getting back to the fight should take under 30 seconds, apart from in the final phases where finding the last few concealed enemies and triggering the super-boss.
Finally, each reset should bring something different. It doesn't have to be much, a new enemy type, a somewhat different layout, new vehicles.
FPS games do seem to be heading somewhat in this direction, e.g. UT2004's Invasion mode, and Serious Sam 2 have the many-players co-op, Planetside is MMO, but nothing yet has the semi-persistent huge world with enemies that stay dead.
One Concern (Score:3, Interesting)
It will be interesting what these guys have up there sleeves to make sure that doesnt happen.
Oh and if they screw it up it and the game bombs then it will forever taint that genre for a MMORPG. Since I have been waiting for something like this to come around for quite some time, i'd be right pissed.
mmmm zombies.. how I love to hate thee.
Re:Urban dead? (Score:5, Interesting)
Simple solution: there's a limited number of lives in the game. In order to have a life, you have to take it from someone who has it. That is, kill a living player and you become one, and he becomes a zombie. Now you just need to have the server control the ratio between living and dead by automatically making some people living and some zombies at the start...
A zombie cannot be permanently killed, but will always raise back up again after a short while. However, a zombie can't earn exp, and will always be "level 1" - if you had levels as human, you lose them when you become a zombie, and regain them when you regain your humanity. Same for items. That way, all the zombies will desperately want to become humans, and because they are so much weaker, pretty much have to attack en masse. Since zombies can't level, the various grinders are sure to fight tooth and nail to become human again.
As a practical matter, you don't immediately become a human when you kill one, it takes five minutes (with a running countdown). That way you have time to escape from the fight - otherwise you'd just be killed as soon as you turned human in the middle of the battle.
Logged-of humans fall unconscious. An unconscious human can obviously be easily killed by any zombie, so better find a safe location. No place is inherently safe (zombies can attack you everywhere), but of course the players can establish player-guarded resting areas in the ruins of abandoned cities (in fact I'd put the entire game into such a city), and of course zombies would consider those their main targets. People will still have to leave them to get exp, to scavenge for resources, and so on.
Oh, and the zombies can see in the dark, while the humans can't. To avoid cheating, a zombie in suitably deep shadow is invisible to the client as well - that is, the server won't send the geometry at all.
Of course all this requires a game engine that can take a lot of people in the same area at the same time. It would also require pretty low lag, since zombies hiding in the dark leads to surprise attacks. Alternatively, you could perhaps determine a "guard location", so that your character shoots as soon as a zombie pops to the guarded area - this would make the game more strategic than reflex test.
Anyway, that's how I'd do it.
Re:ooer... (Score:2, Interesting)