The Ultimate MMORPG – Part One

I was discussing with a friend today what would make the ultimate in Massively Multiplayer Online Role Playing Game… We both play Vampire:The Masquerade – Redemption currently. Hardly Massively Multiplayer, but it was a breakthrough in that it was the first game to offer a StoryTeller option. NeverWinterNights is looking to do the same thing. The major difference (genre aside) will be that you’ll be able to walk from one GM’s NWN game to another GM’s NWN game. THAT sounds highly cool, in that it creates the possibility of having a persistent world that one can adventure in, moving from one place to another. It also will allow GM’s to create stories that are less combat driven, and more character driven… I’m really looking forward to that.

However, I still believe that the MMORPG scene is in its infancy. I mean, like *hours* old kind of infancy. One of the reasons I think that White Wolf waited so long to produce a VtM game was that they wanted to do it *RIGHT*, which meant waiting patiently until the hardware advanced to the point that they could accomplish the “vision” on a home PC. VtM runs pretty well on a 266, and it looks *great* on my 750. I think there is still a long way to go, and many more advanced to be had… Here are some things I think need to be in a game to make it great.

  1. Distributed Architecture – Allow individual GMs to host a game that can have “doorways” to other locally hosted games on other machines – Like NWN.
    I think NWN is a first step in that direction, but I also think that in order for it to be “complete”, there needs to be a server stub that runs on a host machine that does not require a full session of the game be spawned on the GM’s machine. The GM can run the server on his own machine, or on a second machine on a home network, etc. He can then log into the game as a GM using the standard game client, just like anyone else. This is one of my biggest gripes about VtM. In order to have a chronicle “active” for people to play in, I need to leave the game itself running. I can’t effectively “background” the task. I believe that making it easy for GM’s to link to each other should be a trivial task…not significantly more difficult than adding somone to a web-ring is now… (in fact, that would be a good paradigm to work from.)

  2. A Standardized, Extensible Modeling Schema. Another one of my biggest gripes about VtM is that the modeling seems to be limited to what’s available in the boxed version. Sure, anyone can *SKIN* a model, but creating new models is a whole new challenge. The fact of the matter is that there’s a whole *hell* of a lot more Creative Talent *outside* a game company, amongst it’s fan base, than there is *inside* that game company, and a smart company will take advantage of that fact, use tools that the user base can get their hands on (industry standard tools would be best) and allow it’s fans to do development on new models. I think the community has shown that good work is rewarded, and crappy work is forgotten quickly. An interesting development would be to take a standard humanoid model, and release a customization kit that will “stretch” the model to the dimensions input into the program, allowing a completely customized model (that can be sized to fit a real player, or to create a tall, thin elven character, f’rinstance). This would also allow the program to transmit only the model’s size data, with a skin to follow, allowing the customization, without increasing network traffic too much.
  3. Customization – I think that this ties into both the previous item and the next item. Users should be able to customize the look and feel of their characters to a large extent, and those changes should be transmitted across the network to players that can see that character on the fly, without having to stop the game, download the model/skin, install it, and restart. Broadband is becoming more popular every day, and I think that the added immersion created by allowing a player to actually put his/her own face on a model is worth the network hit of having to transfer a model/skin to my machine.
  4. User Tools – Story Creation, Scripting, Mapping…these should all have reasonably easy to use interfaces, as well as using standard file formats wherever possible. Characters could perhaps use Maya, 3d Studio, Poser, etc. Buildings, trees, etc could use .dxf files, Autocad Native files, 3dStudio files, Poser files, etc…

I think that’s it for my first rant on the ultimate MMORPG… 🙂

-J.

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