Idea: Background Online Multiplayer Game

Posted by link2x101 on Jan. 24, 2012, 7:50 p.m.

(Cross-posted from blog.link2x.us.)

Imagine a basic browser-based game. Mafia Wars and the like come to mind quite instantly. Games that have emphasis more on building your own empire and less on being sociable multiplayer games.

But take that basic idea of the browser-based game, and refine the multiplayer aspects, and you could have a fun game right there. But even still, these games can be too heavily distracting, or forgettable, or even just plain not fun. Many have tick-based systems, where you can only do so much at once, then must wait to do more. This makes for a system that's meant to be forgotten or left alone. There's some resource gain in this time, therefore adding a little more reason to wait and come back later to do more, but this creates a relatively inactive gameplay experience.

Over the past few months, I've been thinking of a slightly different approach to these styles of games. They can be made small, sociable, and able to be left alone but not required to be.

Some points to the idea are:

Constant or controlled resource gathering, rather than tick-based gameplay. (Slower gathering if not currently being accessed.)

Evolving worlds rather than static, pre-planned ones.

Random generation of items and/or events, possibly even NPCs.

Emphasis on player contact and action.

Grouping of players.

Elements from strategic games. (Specifically; Searching for and mining resources, Building, Research buildings. Troops.)

Transferable troops and resources.

Share-able territories.

Self- or Combined- governments.

Multiple, interchangeable player types.

The game would be played in multiple ways (ie. different player types), depending on the desired footprint;

Players desiring the smallest footprint could offer mining operations to other players, helping maintain a network of resources.

The next level up could be base-and-army-building.

Above that could be taking command of troops to transport resources and protect miners.

The highest level would be controlling a full army, be it for conquests or for protection.

The player would be able to do any and all of these things at any time. They are not frozen into their first choice, nor is this how the game presents it. Players may start with all of these duties, but fall into specific roles as they network with other players and join alliances and groups. Playing these roles could be as simple as merely having an ultra-small window open to keep track of resources and upgrade/repair things as needed, or as advanced as a full-tactical strategy game. (Think; C&C or Starcraft, but remove most buildings and resources.)

In note of the fighting/strategy elements; Players could group up for any and all parts of the game, as can alliances. Two alliances could have five army-controlling players altogether, and attempt a siege on a single alliance with eight army-controlling players. Five alliances can have twenty resource gatherers producing for all of them. Two alliances can share research materials. (Speeding up research for both, but they wouldn't share buildings.)

What you end up with, is a streamlined system in which multiple parts make up a whole, essentially breaking down a strategy game into basic parts and dividing them at the player's discretion.

Alliances and groups can easily wage war on each other, and adequate communication environments would be supplied. Main bases could have slow-but-upgradeable messaging systems for inter-territorial communication, while alliances and groups could have more standard fast messaging. Using this, players can keep in contact throughout any situation, and make sure all parts of the whole are working as necessary.

Admin controlled territories could amass super-large armies and propel full-game (ie. all-player) wars as they attempt to take over the lands.

Overall this is an idea I plan on taking further, beyond just being an idea. Some aspects would be more suited to stand-alone programs rather than websites, and on that end players may be forced to do download/install said programs in order to play. (Or suffer limitations, namely the warfare level of gameplay.) To keep to the base idea, that is an online game that overall doesn't heavily need to be looked over except for during warfare, the game would be able to be sent to tray (and checked on and played without it ever being pulled back up, even).

Comments

panzercretin 12 years, 3 months ago

Make your font not white-on-black and I'll consider reading your nanoscopic scripture. I'm literally giving myself a headache attempting to read this.

Toast 12 years, 3 months ago

Quote:
plain not fun
This. Those kind of games aren't designed to be fun. Well… they are, it's just… it's complicated, ok?

They're designed to be addictive so that you keep playing so they keep making money. It is fun, or at least, that's what you've been tricked into feeling. It artificially extends the lifespan of the game with repetition. It's no way as fulfilling as an honestly designed game.

So well done for trying to make an MMORPG that avoids the money-grabbing pitfalls. My advice - avoid having "xp" and "levels" just for the sake of it, avoid "farming" and all other general pointless button mashing. You're already talking about "resource gathering"… that sounds like it's going to get awfully repetitive. Think about why the player needs to do that and how it makes the game better.

link2x101 12 years, 3 months ago

@Panzermancer; Increased font size slightly. I'm too lazy to change the colors right now. :P

@Toast; I understand the point you're making, but I don't see enough addictive-ness in them. I agree as far as xp and levels go, and there won't be such a thing as 'farming' per-se, because it'd be resource gathering a-la strategy games. The only possibilities for button mashing would be in fighting, naturally.

Edit: Didn't catch that last part regarding resource gathering. It's not intended to be repetitive. In fact it's meant so that the player could actively choose not to do anything other than have the program open, therefore supporting their team by simply being a part of the network.

Toast 12 years, 3 months ago

Quote:
Didn't catch that last part
Yeah I edit all my comments at least 5 times before I'm happy

DEAL WITH IT

Alert Games 12 years, 3 months ago

Imagine Minecraft 2, with a mod to limit all chat communication, and territories :D

In seriousness though thats an interesting idea, it would need a lot of effort to make. Basically because youre talking about combining the good things about different kinds of games into one game.

EDIT: and a lot of thought too

LoserHands 12 years, 3 months ago

Somebody needs to make a cloud-saved Worms.

Imagine that iOS Scrabble session-tracker in it with turn icons and a recap of the last move on your's.

colseed 12 years, 3 months ago

I played a browser-based online strategy game not unlike what you're describing here for a while once, and noticed that the players who were rewarded the most (/won the most) were those who went online continuously and otherwise seemed to forgo actual lives in favor of the game.

Something to be wary of perhaps.

There's also the competitive aspect, of alliance vs alliance and such - because players could join and leave alliances more-or-less at will (with certain restrictions to prevent immediate switching of alliance), there was also the "betrayal" aspect of it. And since betrayal could often mean the destruction of armies that may have taken weeks to build, well…I guess it's not unlike going into Minecraft, building a nice castle with diamond trimmings, and then getting mobbed by an army of creepers, right?

Basically the game left a slightly bad taste in my mouth afterward. Which does not strike me as a very good feature to have in a game.

One thing I wouldn't mind seeing more of, though, is the cooperative aspect of such games. The main reason I stuck with the aforementioned strategy game for so long was, in the end, because there was one other fellow who I fought alongside for multiple games.

Perhaps something along the lines of all players vs massive common threat (i.e. admin armies) could work for this?

but I'm guessing that's what you meant by

Quote:
Admin controlled territories could amass super-large armies and propel full-game (ie. all-player) wars as they attempt to take over the lands.

link2x101 12 years, 3 months ago

That is indeed what I meant, and your points are very understandable.

Co-operation could be rewarded, betrayal having disadvantages, and a common goal could semi-unite players. Alliances as a whole could protect from singular betrayal, and groups of alliances could protect against larger betrayal. That alone, along with low-stat player protection, could ensure a more safe playing area, though not to say betrayal wouldn't still be possible, but then again a little maliciousness helps fuel the warfare.

Also, the game would be designed as to be played both directly and indirectly, as a player set to gather resources would continue (albeit at a lower rate) to gather resources even when not playing.

twisterghost 12 years, 3 months ago

Hate to burst your bubble, but…

www.darkthrone.com

It's almost verbatim what you described.

link2x101 12 years, 3 months ago

That's… okay, then. XD

Well according to the site it's turn-based and this wouldn't necessarily be (i've been thinking RTS, but only just now could remember the term), and on that you have classes, which this would not. Not in a strict way, at least. You can change jobs, 'classes' if you will, at your whim. Though, as far as that goes, one could certainly build up a specific-type army. Be it soldiers-only, or vehicles-only, or tech-only, or anything they want.

But I'll have to look into that game a bit.