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CeLL1978 12/10/06 3:44:57 PM
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Apprentice Member
Joined: 11/21/06 |
Can anyone tell me what would happen to a fantasy MMO that has player designed
spells/abilities (also graphically customizable)? Game has several
hundred spell presets and player (with all spell requirements)
researches his own spell. Something like in Oblivion/Morrowind but more
indepth. Nevermind the equipment abilities and procs but class abilities.
Would such a game be totally unbalanced? I think on the other hand we'd have a lot of variety in character development. Something close is in EVE, with all the ships at disposal, placeables, changing the ship abillity in combat, only character wise. Side question: Anything like this exists somewhere? |
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SnaKey 12/10/06 3:46:20 PM
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Novice Member
Joined: 3/26/04
easthastings. Modjoe and others migrated there |
Elder Scrolls is a single player game. It is designed as a single player game. It can not be transferred to an MMO and retain the same things that draw players into the single player game. Nuff said. |
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CleffyII 12/10/06 4:02:48 PM
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Apprentice Member
Joined: 7/22/06 |
Its possible but would take alot of thought and testing. However, there would definetly be limiting factors. First you would have preset stuff you can combine to make a certain spell or effect. Second you wouldn't be able to customize the look of the actual spell to do something like leave your initials after its done simply because thats all client side based texturing, so no one else would see it and it would require atleast a few minutes of work on the players part. If I ever made an mmo the first feature I would do is the ability to make combos. Such as different sword swings that are unlocked through experience in combat, and also different magic words that are unlocked from researching. Also more companies believe the space the world takes up is more important then actual good gameplay, so they don't spend as much time thinking these things out.
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CeLL1978 12/10/06 4:22:28 PM
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Apprentice Member
Joined: 11/21/06 |
Yes, exactly something like that. What I ment graphically is not to develop the visual effect from scratch and changing the texturing, but gfx available through existing spell presets. Although some area spells would require some minor gfx tweaks, but I already saw some spells (in some games), area based that have no gfx effect at all so that wouldnt be a problem |
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CleffyII 12/10/06 10:28:14 PM
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Apprentice Member
Joined: 7/22/06 |
I can't wait for the Offset Engine to be released. With post-rendering effects in real-time you have a large possibility of different effects. Such as Soul/Ghost Attacks where the attack is invisible. Sounds lame to do it with today's technology, and most poeple just make a blue/purple firey thing, but with Motion blur you can use a transparent/See-through smoke texture that distorts the area around it.
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