Complete Controll? in Design Philosophy
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I have had this idea on the back burner for awhile now because I am still unsure how I might want to do it. For awhile now there has been a few building games out there. They are ok, but they aren't anything that really possess any real game play.
I wanted to take a building game and force it to breed with a ORPG to create the offspring of a Building ORPG. But what I wanted to really do, was allow players complete control of their own envioment. Examples would be of players starting off in a black void, with nothing at all in the world. They would be given some beginners conjure commands and left to it.
Players would be able to conjure up trees or plants, some that could bear fruit. Other things they might be able to conjure up is things like armor, weapons and even monsters.
The whole idea was, a constant changing world, in which players had complete control. Other players could wander around and play the game as if it was a normal ORPG. Killing other players' creatures and buying their equipment.
But I simply do not see a good way to do this without some sort of abuse going on. A lot of building games don't seem to stay constant for very long, often having map wipes every other day, simply because a player has no self control.
Any ideas on this?
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One possible way to help this a bit might be to implement property ownership, like some games do (RPGWO comes to mind). Each player may claim a single parcel of land (in RPGWO it's 20 x 20, but you could use whatever numbers you want). On that land they may do what they like, and players may not make changes to other players' land. If building space seems cramped, or for greater flexibility, you could have one or more underground levels for digging caves and dungeons, and/or a second floor that can be accessed with stairs. Anyone can build or destroy things on unclaimed parcels of land, but once they are claimed, the person who owns it has control over it. Players can give each other building rights on their own parcels of land, so a group can get together and make a town or guild or large dungeon or whatever.
I'm not sure how you'd go about coding this, but I've seen it done so I know it's possible. As for the RPG elements, you could restrict players in what monsters and weapons they can make. (If one player creates a powerful monster, and another creates an even more powerful weapon, there's no way to balance it out.) Maybe players earn the right to create more powerful items by adventuring and earning experience points killing monsters and completing quests. To keep this in balance as well, you could make it so that players can only kill monsters on public land, or other players' land, and no one can create monsters on public land - so players will have to travel to other players' areas to adventure and gain experience. Maybe a player can only create a certain type of monster after killing that type a certain number of times.
Sorry this is all rather rambling, but I'm making it up as I go along. :P I hope some part of this is useful to you. I'd love to try your game once you get it up and running.