Topic: Does it already exist? (Read 455 times)

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I have this concept that I'm sure I will never make see the day. Quickly summarized:

- Massive Online World with player interaction. Think World of Warcraft in terms of player interaction.
- Simple 2D graphics something like older FF games or Dragon Warrior.
- A complex menu system and multi-level environment but still in the 2D (or as I would call it, 2.5D) world.

Not something done in RM, but the same kind of game style wise. Just with all the complexity and options of a massive current game.

Has this been done? If so, where can I find it because I think that would be the most fun I've ever had in a game?
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I remember this one freeware MMORPG that used FF4 graphics and music, but played like a Zelda game. It was a nice diversion for young teenagers to play (which I was at the time) but overall it was pretty terrible.

I can't remember the name of it anymore, but I'll let you know if I do.
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Hmm. My initial thought is that this would get done really bad. However, if it was done with more of a focus on the play for an individual instead of for group play, then I think it could really be successful. For example, complicated quests, massive free-roaming exploring (not like WOW where the monsters get impossible unless you sit in one location forever building up your level.) If the whole world was balanced more by equipment than by leveling and rare equipment was actually rare, I think that would be tons-o-fun.
Sweet online game in alpha.
http://trisphere-rpg.com/index.php?refer=bucchus
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Hmm. My initial thought is that this would get done really bad. However, if it was done with more of a focus on the play for an individual instead of for group play, then I think it could really be successful. For example, complicated quests, massive free-roaming exploring (not like WOW where the monsters get impossible unless you sit in one location forever building up your level.) If the whole world was balanced more by equipment than by leveling and rare equipment was actually rare, I think that would be tons-o-fun.
Sounds like a great idea actually but would be hard to do. I don't see the difference between this and your usual epic RPG Maker game though?
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UPRC: I think this might be what you're talking about: http://www.hyruleonline.net/art-and-screenshots?album=1&gallery=1
Looks crappy, haha.

Found an interesting link:
http://www.mmorpg100.com/index.php?cat=2d%20mmorpg

So far these look the closest to what I'm thinking about:
http://www.zezeniaonline.com/library/screenshots/2.html (menu at least)

http://www.secretsofmirage.com/index.php?action=screens (style, fo'shiz)

http://www.skyon.be/category/image-galleries/offical-screenshots (sweet!)
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SW, besides the fact that RPG Maker isn't online, non-multiplayer, limited capacity in programming, etc, etc?

For a single player it works wonders. However if you want a large interactive world you need to be able to get online. For the individual player, well, that's what I'm working on building now.
Sweet online game in alpha.
http://trisphere-rpg.com/index.php?refer=bucchus
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Nope, not Hyrule Online. Whatever I'm thinking of predates even that.
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Ultima Online??
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I've always debated how an RPG in the style of the traditional 2D SNES era-esque game would pan out if given multiplayer capability and a really large scope such as in this example. In theory, you're taking the classic nostalgic 2D roleplaying that we all know and love and meshing it with slightly newer idea of mass human interaction and it sounds good, but I dunno if would be as similar in practice as it does in the planning stages. One thing to consider is the visuals of the game. Now, I'm not the type of gamer to defend 3D graphics, exclaiming that they're better than 2D in every way because, for one, I believe that both could suffice depending on the game itself but each respective form has its own benefits over the other. While I feel like such a game could work, it would be made in an open-ended fashion, and I have the sentiment that 3D visuals would be the better alternative. Still, imagine assembling a group of heroes to take down a giant pixelated dragon - sounds pretty epic, right?

Although I am biased towards this style of gameplay, I wouldn't help but to feel a little bit giddy if this ever came to fruitition, and on that note...

The Elder Scrolls series of games do not have a multiplayer option, but the style of gameplay is similar that of your traditional MMO in terms of freedom and, in some ways, the scope of the game world being that they're usually rather large and detailed. Right now, in my spare time, I am jotting down ideas for a puzzle/adventure game but plan to create something similar to the Elder Scrolls games once I finish the first project. I want the game to contain the same style of freedom offered by TES such as a class selection system, quests to undertake, villages to plunder, and a variety of environments to explore and, while there will be a main storyline, you're not neccessarily required to approach it in a linear fashion which has become the essence of the series as a whole. One facet of gameplay that's been causing a ruckus in my mind is how to approach the hero system. So far, I have two different paths to take and I don't know which would bear the better results. Here were some of my ideas.

A hero system where only one hero is chosen:
The various classes aren't set in stone but I'd have the typical RPG classes such as a rogue/scout, cleric, mage, barbarian, bard, necromancer/warlock, etc. Each one would have their own set of field skills to employ out of battle, in addition to their own set of unique skills which are available in the heat of battle. For example, the rogue can stealth and stun, disarm traps, pick locks etc....Don't mention that you've seen these ideas in every other RPG and scoff at me for being so unoriginal, because these ideas are subject to change and are primarily just examples anyhow.

A hero system where a set of heroes is chosen:
And there is the alternative to the one hero system. The player is given several categories of classes, and the option to choose a certain class ffrom each category for their respective battle roles such as healers, damage healers, stat buffers, etc. But, in this case, I probably wouldn't implement the field skills idea since it'd kinda be a little bit too easy to play with.

A set of heroes would be nice for the versatility, and to compensate for their comrades shortcomings. A single hero may have trouble tackling certain spots if they, say, can't heal or remove status effects although potions are still a very viable option and I'd obviously alter the game depending on the system that I decide to go with.

I dunno, though, any thoughts, comments, or ideas?   ​
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Elder Scrolls serves as the largest inspiration to my current game and ideology on RPG's in general. Heck, Arena was so big to walk from one side of the map to the other non stop took 2 weeks (in real time!). As for your two hero options:

If you want to have classes, I say go with a multi-hero system, or at least obtainable comrades. If you're doing a single hero system I suggest removing classes and making specific skills upgradable like in ES. My game is using a one hero, non-linear approach with no classes. The way I'm approaching the hero's ability to "level" is different than I've seen in any game new or old. Not sure if it will work, but seems more realistic and offers new challenges to players.
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i think that a lot of free mmorpgs attempt this and fail miserably because they haven't properly figured out what they really enjoy about the games they're imitating or how to translate it into a multiplayer game. if your game idea is stated in terms of massiveness, 'complexity' and options, you probably don't really have a well thought-out idea of how or why it would work either. in conclusion, yes, it has been done before and nobody noticed because it was boring.
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Biggles, I know what I'd want in it. Since I don't know the first thing about making an online/multiplayer game as far as programming though, it'll never come to fruition because of me.

As for the ones out there, I agree. So far I've been able to recognize 3 factors that make these games turn out crappy.

1. Like you said, big idea but not well thought out. The main reason they can't tend to fix this is because the early stages are not planned well and the project is thrown together halfheartedly by a couple amateurs. Crappy promoting of the game plays a big factor in anything half decent working out here.

2. They just want to make it the biggest and best of everything so they can get a ton of players and start making money off the game. As soon as profit is the incentive, these games suck balls. Period.

3. Too much player involvement in the games design. I've seen a couple games where the players can make maps to add to the game (the designers pitch it as a community thing and how you can get involved, but really its just to make the game bigger without them having to do all the mapping.) When you let just anybody make maps, you get a LOT of crap. In other words, these games turn out looking like an 8yr old kids first attempt at mapping with RTP. Same goes for letting players design the quests - they become very generic. Most people can not imagine quests beyond the limits of what they already know. Such as collection quests, travel quests, defeating quests and protecting quests.
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I've either thought about this before, or I never thought about it assuming plenty of people other than myself have thought about it already. I wish I could at least remember which it was.

That's when I realized that making such a thing would take too much work and people wouldn't appreciate it unless it falls under their ideal vision for such a concept. My solution was to instead find another genre to mix with traditional retro rpg gameplay that would be simpler to implement than a mmorpg. That way, it's less work on my part, and more likely to have only been an idea done at most one or two times before already.

It's easy, just write out a few easy to design genre's off the top of your head and pin them to a dart board. Whichever one the dart hits will be the genre you cross over in order to make the next new original retro rpg gameplay experience! (It worked for puzzle quest, so it's a proven system.)
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Quote
I remember this one freeware MMORPG that used FF4 graphics and music, but played like a Zelda game. It was a nice diversion for young teenagers to play (which I was at the time) but overall it was pretty terrible.

I can't remember the name of it anymore, but I'll let you know if I do.

I think he's talking about GRAAL maybe? Does that still exist? You were able to make your own shitty zelda dungeons in it.

Also you could RAPE by doing the pushing action against someone. That was the best part!
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Haha I remember GRAAL, man that was such a weird game. All I remember doing was memorizing codes to give your character wings and different costumes.
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The definition you gave is a bit broad, but I think RO is the closest to what you're trying to describe. There was also a pokemon fan-project at some point, but I don't know how that ended up.
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somebody did a Dragon Warrior Online that I played when I was like 12 but it wasn't very good. How did Dragon Quest IX pull it off? (Multi-player) I don't know much about MMOs in the first place but waiting for such and such's command was like the worst idea ever. Honestly should have had dragon warrior 'skin' for the graphics but played differently like at least everyone inputs their command each turn in their own menu and when everyone's command is in it goes through the turn-based stuff, maybe with a 15-second timeout if somebody isn't pressing any buttons and they just attack by default something. But this game I played I think it was literally like 4-player Dragon Warrior where you input your thing then the next person does then the next person and if the person fell asleep or passed out you're sol
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Haha I remember GRAAL, man that was such a weird game. All I remember doing was memorizing codes to give your character wings and different costumes.
Aww GRAAL! That was like Minecraft but without digging or monsters :p


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Came here to post GRAAL because that was the first thing I thought of.
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