In the manga/anime "Nausicaa of the valley of the wind" the main character has pet, cross between a cat and a fox, wich in moments of danger hides in her tunic. It is is my favorite character ever and one I attempt to take as a role model despite several court orders not to.
It is of course also from that essential piece of literature, "The hitchhikers guide to the galaxy".
There seems to be a move towards more twitch. Gamers are using macro's to fight enemies so we force them to twitch to grind their XP. Eh, no. If players can come up with 1 macro to fight all your enemies then there is something wrong with your enemies. Create better AI and more diverse fighting styles. Current twitch reasoning seems to follow advertisers reasoning. People are going to the toilet during the ads. Make ads longer so people will still get ads when they return from the toilet.
I am proposin a system closer to that found in games like Jagged Alliance. Your avatar in real time will find her way to the clicked destination based on skills, stance settings, enviroment and enemy presence. Leap/climb, sneak/run etc etc.
Direct control has problems:
There are offcourse disadvantages as well. The most obvious is the need for really good AI. Enemy AI is meant to be defeated. If they pull an amazing stupid move then that is okay. They are meant to die. It would be far less fun if your own AI avatar blows themselves up.
Another problem is that by definition twitch has a more instant appeal. The only reason to go for less direct control is to increase the weight of tactics and that means a steeper learning curve.
MMORPG's on the other hand are supposed to have long lasting appeal. My belief is that a strong tactical element lasts longer. Proof? The lifespan of Counter Strike vs Quake.
A MMORPG needs to be massive. A true RPG that allows you play a wide range of roles needs to have a truly gigantic space in wich the players move. To be a lone scout you need an area that is truly remote. To be a trader you need to have multiple areas worthy to trade between.
To create this you would need to create several areas. At start of the game some of them will designated as developed and some as undeveloped. Developed areas are were the player starts live, these areas are well patrolled. Undeveloped areas are barren and extremely dangerous. Other areas are in between. As the game develops some developed areas will become more popular this can be offset by increasing taxation. In response some underdeveloped areas will further develop.
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