Features I think would be cool for an MMO

I want an MMO with an emphasis on time investment. It includes features which will bring value to every positive progression you can make. The more items and gold and characters you can acquire… the better off you will be. Also… it will be 100 percent possible for a newly created character to kill the most godly character… making every player viable in all battles. I don’t give a **** about story… I just want FPS combat where I can feel like there is enough content and the items are actually worth something… and that there are systems in place to make it clear who you are fighting… and systems to make you feel like your items are protected.

And if you’re talking about mixing genre’s… imagine starcraft meets halo meets virtua fighter… that **** would be crazy… especially in MMORPG format OMG lawl kappa…

I want to talk about how I think the industry should be based off of teaching the community and making it more readily available. I think basically that you should be able to download blank project files with content templates with step by step tutorials on how to make said content.

I’m just developing my “stance” on game development. Basically… I want to be successful… a multi-millionaire. When I start working on what I want to work on… I want to actually produce something in a reasonable amount of man hours… not next century. And I think the notion that it takes huge teams to make games is ridiculous… and I think me disproving that will make me famous one day. I don’t even believe that humans make video games… I think it was all done by higher forms of intelligence.

There are a number of really core issues here at the base of your arguments. Your idea of game development being boiled down to snapping together pre-packaged templates is one.

In programming, there are many different ways to achieve the end goal. Each component is built in order to integrate with the other components. If you asked two programmers to create the same weapon in a game, the code would look very different based on their own idea of what the architecture should look like, and what the architecture of the game they’re making it for looks like, even though in the end the weapon looks and works in the same way.

You can’t just create a “weapon” class and slot it into a game, unless the game is designed to work with the programming of that weapon. To make your idea come to life, every “plug and play” component would need to be designed to work together, which means all the games made with it would look and work in the same way, killing all variety and innovation. There would be no flexibility in how a weapon works either, because the moment you customise that weapon, you’ll need to start reprogramming other parts of the system as well, which breaks the whole point of having a “plug and play” system to begin with.

The other issue is the “I have the best idea ever, come and make it come to life” argument. This is fairly common and the response is always the same.

Programmers and artists have spent years learning their trade, countless hours of frustration, elation and more frustration to develop their skills. You come in and say “I can’t be bothered with all that, and I won’t even try to understand your trade, I just have this great idea and I want to dictate it to you while you build”. It’s just never going to happen. Everyone has their own ideas and nobody wants to work for someone who just sits back and tells everyone else what to do. Any team, professional or amateur, wants to see their people leading from the front, not sat in a chair at the back shouting out orders.

Finally, it doesn’t sound like you have a complete design. A design document is not just a list of game mechanics and opinions on how an MMO should be. It has to be a complete technical and functional blueprint that you could hand over to a team and they can build it. Every mechanic must be described in detail and how it fits into the wider game system, otherwise you just have a bunch of features, not a game.

Long story short, it sounds like you have no idea how hugely complex game development is. Why do you think AAA games are developed over the course of several years by huge studios with years of experience and the best talent available? It’s not because they like spending lots of money and sinking 80 hours a week into debugging code, it’s because that’s what it takes.

You said that all games would look the same if they all had templates and copy/paste hierarchies… well I suppose they would all look the same if only one company was producing the all compiled blank template projects. And even so… even if that would mean that tons of games could be made with basically the same physical data structure so to speak… there would be tons of room for creativity… and if theoretically all the architecture worked together… you could probably work it all together as one game. Do you see where I’m going with this? If someone could figure out how to make project files where you create content by mixing and matching template hierarchies… it would not be a bad thing just because everything would look the same… if anything… I believe it would grant more creativity.

In regards with what you said that I don’t have a complete design document. There is nothing else I can put into that game concept to make it any more concise. I have detailed every mechanic the game has to offer. Anything that I could have possibly explained… I did… granted there are things you have to draw conclusions on(meaning I didn’t explain all the possibilities… but the sort of like “rules” are complete).

Part of my point is that games aren’t as cool as they could be… I believe games could be made with way more content… and faster…

I remember looking at the object and actor scripts for UDK… doesn’t change my opinions either. If anything it enforces some of my opinions that game design should be based on proven theories and practices. Looking at that code didn’t make me think “Wow this ***** too difficult”. It made me think that basically theres some serious algorithms going on behind the scenes that make working in the editor 1000 times easier.

I mean the source code for some bootleg UO server… was that made so one could easily copy and paste class scripts and make new weapons? I know UDK was…

Well I guess each community needs its share of jokers… one day when you grow up this period will be one of those “embarassing things you did as a kid” moments.

I don’t think my pastebin, which includes my game concept, was ever read by lots of viewers.

I really can’t see myself learning how to do this stuff unless someone were to spoonfeed me everything. I’d put my head through a wall. Plus I don’t agree with anyone on any of the game development forums about anything. Nor do I think the games they make look like anything anyone would ever want to play.

Basically, its either a conspiracy or a waste of time. Its maybe a conspiracy because people really could be making cooler games more quickly… and they just don’t. And it’s maybe a waste of time if no matter what you can’t make a game better than stuff like Halo. Its either one or the other… and not both. And its definitely either one or the other.

like what if you were just able to say “alright well if I put these blueprints/actors etc. with these blueprints etc. I know i’ll get exactly the game I want to make”…and what if there were people who COULD just compile games… any game you could ever think of… just because they knew exactly what they needed to compile…and instead of piecing together your games from tons of drawn out videos by guys with fake accents… you could just talk to these guys

whatever everyones made it clear that they don’t think it works this way basically everyone just says

“meh meh meh you don’t even try to learn anything… ive been learning for ten years and if it were that easy and you could just put some **** together real quick and make your game with copy paste then everyone would be doing it and games like halo wouldn’t charge everyone a million dollars”

Small things can always be improved–for instance, with a good dynamic GI system the lightmaps would pretty much go away and it would save many hours of work. But each game is always so different from each other that while you might be able to make tools that can make a specific game easier to make, it won’t work for all games because they each have different requirements.

And you can’t really argue your point when you don’t have any experience and are unwilling to learn.

do you honestly think it would be even possible for me to learn… if number 1: no one on these forums agrees that you can make anything with copy paste 2: because of that fact I would have to teach everything to myself

and that’s what im trying to argue… that it should be as simple as putting together the correct structures quickly and using copy and paste… to make games with content levels we have never seen before… millions of classes/monsters/items… where you take two minutes to create the hierarchy for your new weapon… and thirty minutes to make the graphics for it

as opposed to whatever you guys are doing? I don’t know probably working on pac man or something… go have fun with your light maps

“meh meh meh my dashboard says I have an error I must need to do some debugging”

( ͡° ͜ʖ ͡ °) just admit it… you have some errors in your compiler…which you’re trying to “figure out” how to fix… better start learning bro

i’d rather just build my whole game one piece at a time… and take all the guesswork out of it… apparently years of guesswork… that ends in infinite perplexity

oh and what that’s not supposed to be possible… that you really aren’t an expert? and no matter what you can’t copy/paste your equipment/classes/mosters to make new ones?

how about before this thread closed I just cut straight to the point

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Let me ask you something. You’re clearly convinced that it should be possible to create a holy grail system that allows you to create games of arbitrary complexity at the click of a few buttons. What are you basing this certainty on? You yourself admit you know nothing about this stuff, so what puts you in the position to assert that it must be possible?

You’ve had people who have been learning and working on games for years telling you that, based on their experience and knowledge of the technology, such a thing is not possible, but you refuse to accept this. Therefore, you must have some evidence of proof that this is the case.

Please, do share. If you create such a system you could make billions from it. The ultimate game building tool that could create the next GTA in a few days, people will line up to license it and you could retire the week after you release it.

What am I basing this certainty on…

I don’t know I’d like to say mathematics. I believe that algorithms are basically algebraic equations… but with elements of creation and naming and checking and changing of the variables. I think its pretty easy to just design fake code with your own syntax. And I think if you knew exactly which structures to use… you could pair them with some simple algorithms.

I think you could create data structures of templates for content… and then just edit your scripts attached to your templates and copy and paste them.

No proof… sir… I suppose I would have my proof with a side of a million dollars… as you suggested.

no man… that algorithms not complicated… I don’t think nuttins complicated… how about I try to right some “fake code”

nah on second thought… id have to write the script for like the individual pokemon… which would have to detail how much its attacks do… how much health it has… apparently its catch rate… what type of pokemon it is(element), how many ticks its attacks have(for determining how often it can attack), how often it can attack, how much experience it awards at certain levels for being killed, how much experience it requires to level up

then id have to write the script for the random encounter… which would have to detail the chance of getting into an encounter… based upon how many steps you’ve taken… and what area you are in… and the probability of the pokemon you encounter based on the area you are in

then id have to write the script for the battle… determining who gets to go first by probability, how you swap your pokemon, how attacks/fleeing/items execute

then id have to write the script for the actual catch rate thing

I suppose id have some kind of pokemon ****… lol

wtf… I love pokemon… pokemons cool… how about a pokemon game with a million pokemons… that’s it… I offially want my game concept to be in the genre of pokemon… but we’ll have to make some amends… there needs to be vehicles/robots as well as guns…don’t worry i’m not gonna be on some crazy ****… with like pokemon sex(or even catching pokemon)… lol… all the features in the game concept will be exactly the same

I really want to start writing fake code :frowning: but I feel like no one loves me… ya’ll will just say “youre so dumb… this doesn’t make any sense” when really it would :open_mouth:

I left you this thread so you could discuss your ideas, but you’re going nowhere with this, just going down to insulting other members, I’m closing the thread—you can be a part of the community and we invite you eagerly to learn. If you actually try to learn something maybe you can learn to make a system like you suggest, and see if it’s even possible. It would be great if you could prove people wrong because then we wouldn’t have to spend so much time in development.