Tactical MMORPG

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Tactical MMORPG

Postby Inderos » Fri Dec 03, 2004 1:18 am

In the last few weeks I've been checking out a lot of MMORPGs, yet I've failed to find one that has kept my interest for very long. So this last week I've been toying around with creating my own MMORPG that I hope will address the problems that I've experienced with ones I've played.

It's long been a dream of mine to play a tactical RPG online, with gameplay similar to Final Fantasy Tactics. I've gathered a few of my IRL friends together to help me shape and tune my idea. Although I've formed many ideas about how the gameplay and other aspects of the game will go about, I would first like to concentrate on creating a diverse job class tree with unique and interesting options for players. Obviously, all characters will have to start from one basic job before they can branch out to become more specialized, so here's how I've envisioned the basic classes. They're pretty much cliche, but no names are final, I'm just using them to convey a concept.


-Fighter: Basic warrior style class.
-Mage: Spell-casters originate here.
Novice ---> -Archer: Apprentice bowman type.
-Thief: Quick and efficent.
-Medium: In tune with nature and the dead.

I have several ideas for advanced classes, such as:
-Spearman ----> Lancer ----> Dragoon ----> Dragoner
-Fencer ----> Duelist ----> Journeyman
-Squire ----> Knight ----> Divine Knight/Dark Knight
-Viking
-Ninja
-Pirate
-Indian Warchief
-Shaman
-Necromancer
-Valkryie
-Black Mage
-White Mage
-Red Mage
-Wolfrider

Well, there are more, I know I forgot some.

The purpose of this thread is to find out what all of you here would be interested in seeing in a game such as this. I will make another post later when I have time to explain some more of the complex ideas have have about game flow and combat, but for now I would like to see if some of you might be able to help me come up with ideas for classes. Because I feel that the job system will be the backbone for every other part of the game as well as keep it interesting, I would like to include some really unique classes. I would also be interested if any of you had new twists on common character classes that would help them stand out from those in other games.

Please don't think that this is something I will drop in a week. I am dedicated to the completion of this project and plan to go about it in a timely manner. I myself am not a programmer, but an artist. I hope to rough out all the edges of this idea and present it so several talented programers I know by the end of the year. Some of you might say that this sort of thing takes far greater time to complete, but I feel like I should create a goal for myself, no matter how unattainable. If I didn't, I would never work on the project.

That's all I have for now, but I really hope that some of you get involved in this.
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Postby Impossible » Fri Dec 03, 2004 6:19 am

I don't really give a shit, but if you ever use the word "Journeyman" for anything, ever, I will kill you.
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Postby Kyle » Fri Dec 03, 2004 6:29 am

Hmmm... Very ambitious project, but if I were you I'd concentrate on creating this game as a single player game. Later you can try adding simple multiplayer and if that works out, start toying with larger server population, but I can tell you that's not a simple thing to handle.

Either way, I have some other pointers for you. If you're wondering where this is coming from, I've started a lot of projects and have designed lots of games on paper. Unfortunately I always seem to lack the courage to actually craft them into a working game.

First of all, focusing blindly on creating a job class tree as your first goal is wrong. You should think about other aspects first, or at least simultaneously. For example, which weapon and armor restrictions will your classes have and how do weapons alter the flow of combat. Does a spear reach out further than other weapons? How do projectiles work? I'll give you an example of why this is important.

Say you have the Ninja class and you give it the ability to dual wield. Will the class be primarily focused on this two-weapon fighting style or will it be able to pick up single handed weapons and do just as well? If so, you'll have to shape the ninja's abilities accordingly. Will some abilities only work with certain weapons equiped? (like the samurai in FFT)

Try to work these out roughly before creating too many classes.

Advice number 2: Make your classes as diverse as possible. There's nothing worse than having two classes that share a pool of abilities or have abilities that yield the same result but differ in name only. A good example of how to do this the wrong way if Final Fantasy Tactics Advance. It's a good game and has lots of classes, but they're not as varied as they could have been. Also try to fit a specific theme with a class. You have the pirate class listed, but how will it work? Will it be a thief-like class, a brawler or a swashbuckler? If you want to pursue the pirate theme, maybe add in some gun-wielding abilities. Just try to make sure every ability fits the theme you're aiming for. Don't give a class an ability just to have more. If it doesn't contribute to the style of the class, it's best left out. In this case, less is more. That brings us to number 3...

Having a lot of classes and abilities is indeed key to having an interesting game. You want the players to continuously feel like they're evolving with every level up. If a player doesn't get anything new during an extended period of time, he'll get bored. Chosing the right evolution scheme is key to success here. You have a job advancement idea, try to put a system around it, like when will a character advance and which skills will open up. Can characters dual-class or pick up only some abilities of other classes. If you're planning on doing this, will every class combination be a viable option or only certain combinations?

There's more, but I don't want to sound too overwhelming. The main thing you should try to do now is perfect one or two classes and evaluate them afterwards. Maybe create a small paper game if you can't program and have these classes battle it out against imaginary enemies. See how their abilities can be used. This way you'll filter out the obsolete ones and think of new, better ones in the process.

I hope I've been of some help, good luck!
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Postby Takarious » Fri Dec 03, 2004 8:19 am

It would appear the only thing you have so far is potential classes (ripped from other games I suppose). You've failed to mention any thing that actually matters, graphical interfaces, the games coding, setting on the "world" it takes place in, etc, etc.
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Postby InfraRedChef » Fri Dec 03, 2004 8:47 am

Quit hating y'all must have a Ph.D. a playa hatas degree. Duece out the roof. Peace.

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Postby Telephalsion » Fri Dec 03, 2004 8:50 am

Start off with creating the basic engine so to speak, start off with a few simple classes: warrior, mage and ranger.
then once you've created the basic movement attack ond magic functions and routines you can start making other classes.


You cay tactical RPG, I'm thinking either ogre battle or fft design, perhaps fire emblem.
Start with the engine and the basics sprites for the characters, clases sohuld be among the final things added.

Also decide how many stats will be involved. Strengh, intelligence, wisdom, charisma, dexterty, agility, luck and maybe others.

and takarious is right here, you havent gotten anything other than classes really.

Also you could have the games combat scenes be fallout inspired, having a bunch of action points each turn and different actions cost different amounts etc.
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Postby Flibbo » Fri Dec 03, 2004 9:39 am

if you do go ahead with this i'd love to play
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Postby InfraRedChef » Fri Dec 03, 2004 12:47 pm

I am really lost. What game r u talking about and where can I get a copy. and for what platform (Is there a linux version or is it just windows) if it is just windows is there source code so I can compile and link it? And YES, I am more throwed than a fooball on super bowl sunday.
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Postby OverlordBill » Fri Dec 03, 2004 3:10 pm

Dear Inderos,
This will never happen. You are too much of a conceited lying bastard to get it through the works. If you can prove me wrong by showing a functioning game by January 1st 2006, I'll respect you. But don't worry everyone else, there's not a snowball's chance in hell of him actually winning this little wager.
Loathing you forever,
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Postby Sage Of The Wise » Fri Dec 03, 2004 5:20 pm

InfraRedChef wrote:I am really lost. What game r u talking about and where can I get a copy. and for what platform (Is there a linux version or is it just windows) if it is just windows is there source code so I can compile and link it? And YES, I am more throwed than a fooball on super bowl sunday.


Do you try to be stupid, or are you just illiterate? Hes talking about making a game, not a game that exists.

Oh, and Inderos, good luck with the game.
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Postby Teenr0cker » Fri Dec 03, 2004 5:35 pm

If might say...


Maybe you should consider either a cards (Baten Kiatos or whatever) or a weapons system. I don't want to get into details, but I'm just putting that out on the table.....(wow that sounded gay...meh)
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Postby Strayed Wanderer » Fri Dec 03, 2004 5:40 pm

Black, White, and Red mage need to change... How about Pointy Mage, Hooded Mage and Plumed Mage. Or is that too obvious?
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Postby Impossible » Fri Dec 03, 2004 6:02 pm

No, just too stupid.
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Postby Inderos » Fri Dec 03, 2004 6:08 pm

Here we go....

Impossible wrote:I don't really give a shit, but if you ever use the word "Journeyman" for anything, ever, I will kill you.


I'd like to know what's wrong with the word Journeyman?

Kyle wrote:I'd concentrate on creating this game as a single player game.


Not going to happen. The online feature is part of what makes this game so appealing to me.

Kyle wrote:First of all, focusing blindly on creating a job class tree as your first goal is wrong. You should think about other aspects first, or at least simultaneously.


What? Read a bit more carefully. I believe I said this in my first post:

Although I've formed many ideas about how the gameplay and other aspects of the game will go about, I would first like to concentrate on creating a diverse job class tree with unique and interesting options for players.

Just so there's no more confusion, that means that I have been thinking about all aspects of the game, yet despite what some of you have said, I feel that the job system is the backbone to this game, and the rest of the game shall be built upon it.

Kyle wrote:For example, which weapon and armor restrictions will your classes have and how do weapons alter the flow of combat.


I think that it's safe to say that before all of this, you need to know who will wield those weapons and wear that armor, and who will participate in said combat.

Kyle wrote:Having a lot of classes and abilities is indeed key to having an interesting game. You want the players to continuously feel like they're evolving with every level up. If a player doesn't get anything new during an extended period of time, he'll get bored.


This is exactly why I'm asking for your help. I know that a lot of the people that frequent this board have played a great many RPGs. I thought that maybe have been playing a game and suddenly thought, "Hey, I wish I could be a... Whatever class you might have thought of."

Takarious wrote:It would appear the only thing you have so far is potential classes (ripped from other games I suppose). You've failed to mention any thing that actually matters, graphical interfaces, the games coding, setting on the "world" it takes place in, etc, etc.


Whoa. You're sharp, man. But I guess not sharp enough to understand that sentence from my first post that I italicized above. Failed to mention anything that matters? Are you trying to say that the characters that the actual players can be are not important? Game coding? Do you not understand this is still in the concept stage? Seriously, don't just post here to make me look like an idiot, acting like my original post did not give adequate information for you to form a decent and constructive comment.

I think that some of you might be worried that I am thinking of nothing but the job classes, and are just trying to steer me in the right direction. This would be a incorrect assumption. I have been thinking about everything about the game, though like I said, I want to produce a unique job tree first. Although I am asking for your help, this is still my idea, and I am free to shape it in any order I see fit.

I realize that it's sort of unfair to ask for your help when you know so little, so I'll be making another post later with some more details on the setting and storyline, and also how I envision combat.

One more thing. Bill, the last thing I would do anything for, is your respect.
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Postby OverlordBill » Fri Dec 03, 2004 6:16 pm

Last thing I want to do is give you my respect. I was really more going for the whole, "Never going to happen in a million years, and don't try pulling the whole gravity/time thing with me either."
Guess what. You're an idiot.

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