MMO Dynasty Warriors DoTA by dandanhuanghuang

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									                              MMO Dynasty Warriors DoTA


       The Massively Multiplayer Online (MMO) gaming genre is a fledgling market,

where the potential for alternative expansion paths is- as yet- untapped. This is because

most MMOs conform to certain conventions- namely the concept that character

development exists in a somewhat linear fashion, and must be performed through NPC

defeat. Development is currently linear and deterministic- a level 60 is always better than

a level 40. There is a certain degree of ambiguity introduce in gear, however a large

degree of “side-grades” result in disgruntlement among the player base and a general lack

of motivation. The inevitable conclusion is to break away from the existing paradigm.

       While some games have attempted to do this- City of Heroes being one of the

main examples- there is still an emphasis on linear development through Player versus

Environment (PvE) game play. Other games have broken away from combat-based

progression, but have become solely trade-skill based games. All of these are failing in a

single goal- to make the player feel like an integral part of the game world, and to allow

their actions to reflect meaningfully upon the environment.

       One example of positive interaction with environment comes from the Warcraft 3

custom map “Defense of the Ancients” (DotA). DotA allows players to become actively

involved in a battle, and try to assist their side to a victory. The difference between a

DotA and most other MMO environments is that the game will play to conclusion even

without player interaction- the world has its own dynamics and activities. This creates a

level of immersion that is nearly unparalleled in MMOs- where immersion is supposed to

be one of the main draws.
       This lack of immersion manifests itself in other aspects of current generation

MMOs. Much of the higher level equipment is obtained by defeating worldly enemies.

How did the dragon ever get the super-duper hammer? There is a lack of involvement in

the game world in terms of creation and development. This lack of immersion was at

least addressed in Shadowbane- however in failed in the first point of immersion. The

game world was static without player interaction.

       The last difficulty in making an immersive game world is the challenge of

combating the trend of “MUD-flation.” Over time, content becomes trivial. New players

either don’t get the same experience, or alternatively cannot compete. This too must be

addressed.



                                     Game Summary

       This game incorporates the successes of previous games while revolutionizing

areas as yet unaddressed in the MMO genre. The basis for the engine will be similar to

Dynasty Warriors. This provides an engine where both personal skill as well as time

invested and character development can shine through. It will retain the fundamental

concept from most successful MMOs and have each player choose an avatar. However,

from here everything is added with a twist.

       The departure from traditional MMOs starts from the ground up. The game world

consists of a static map with production structures that emulate the production cycle

usually seen in a real-time strategy (RTS) game. A keep provides both a place for people

to grow as well as a defensive fortification. People move from there to jobs at various

other buildings. Soldiers get trained and equipped. Armies must have food supplies.
The world will contain a dynamic and constantly active economy- an economy that

consists independent of player interaction.

        This extends into combat as well. The game world will consist of multiple

factions embroiled in constant conflict. This will again be a constantly happening

without player interaction. It will be similar to watching multiple AI players duke it out

in an RTS game. However, the scale will be bigger, and AI will automatically rebalance

to ensure no ultimate victor.

        In other words, there will be a living, breathing, active world that thrives without

any player interaction. This is the key towards an increase in player immersion. No

longer are players the trigger, they are the participant. The enjoyment in something like

this has been illustrated not only in an RTS environment in WC3 DotA, but also in the

Everquest 10th Ring War on the Velious era. Personal death is not enough motivation-

even the most penalized death is still only a “game over” screen- something gamers have

become immune to. However, participation in something “greater than the player”

increases a level of risk that amplifies involvement and immersion.

        Individuals will only progress through interaction within this dynamic and active

world. Progression is broken down into three developmental areas. One area involves

the personal leadership ability of an avatar. The second is the individual combat and

magic skill of an avatar. The third is what will be referred to as “Estate Management”.

An avatar will also have to be cognizant of standing with various factions- at no point can

a player become kill-on-sight, but they need to maintain certain standing to have access

to services.
          Personal leadership skills manifest themselves in a combat buff that affects all

NPCs. While this starts out completely nonexistent for new characters it is also the

easiest to increase. Killing NPC soldiers increases the radius of your influence-

eventually entire battles may be affected by your leadership. The magnitude of the buff

will be influenced by the amount of hero/officer kills you have. This is also the only area

where a character can actually regress. Death might lower your relative fame- however

this will be balanced by measuring the circumstances. Falling to an enemy general

(player character) of great fame might actually increase your fame- standing toe to toe

with a legend is an honorable thing. Falling to NPC soldiers or officers is highly

disgraceful and will greatly reduce fame. Lastly, quests can be triggered at any building

that will increase leadership ability. These usually will be some form of bounty or

protection missions. These are dynamically driven by AI need- if a farm has been under

attack for an extended amount of time, many quest givers will direct heroes to that area to

assist.

          Individual combat and magic skill (along with equipment) dictate the actual

combat actions of a player. These skills are broken down into categories as well.

Combat skills consist of three subsets- ranged combat, ground combat, and horseback

combat. These skills can be anything from basic skills- which are needed to use gear or

horses- to complex combination attacks. Also included in this are percentage-based

increases to certain areas- jumping/running/damage caused/damage absorbed/etc. Magic

is broken down into defensive and offensive- both of which can be buffs (persistent

effects) or triggered effects. Basic usability skills are considered innate. However, all

other skills- magic, combat, and even enhancements- can only be activated as limited
subsets. For example, one can have one life regeneration spell, two damaging spells, and

two combination attacks. Or they can have no magic spells or combination attacks at all,

but instead constantly run 5% faster and attack 15% faster.

       Equipment is also included in this individual development. In lieu of traditional

“statistic” based character development, equipment will be the determining factor.

Equipment choices will influence damage dealt, damage taken, attack range, attack

speed, movement speed, etc.

       All individual character development will be quest based. This is again to help

assist in increasing immersion- one doesn’t learn to use two-handed swords from talking

to somebody, but instead from trying and succeeding. Thus, quests will yield no

experience- but will be the only direction for individual character development.

       The third avenue for character development is “Estate Development.” This is

similar to the reputation system, however goes beyond that. As NPCs exchange control

of various buildings (note- an enemy cannot actually *use* a building, but controlling it

prevents others from using it) the heroes involved in the capture or recapture (depending

on whether attacking or defending) will increase their stake in the estates of a faction. As

a character increases their influence and involvement in the development processes the

faction rewards the hero with access to personal honor guards of soldiers. As a hero has

more estate development recognized, they will be able to choose between the recruitment

of elite warriors or very simply more warriors. These NPCs will follow a hero and take

orders from that hero. They will fight to the death next to their hero. This is balanced by

the fact that permission to recruit does not ensure the availability of recruits. Thus it is
imperative for those seeking to develop large honor guards to maintain control of

development buildings long enough to train and equip their personal force.
1. Game World

     a. Background

            i. Multicultural world

                  1. Each culture will have city structure of buildings

                         a. Town Center (Keep/Etc.)

                                 i. Provides defense and building management

                                 ii. “Grows” People

                                iii. Workers can gather here during prolonged

                                     siege

                         b. Farms

                                 i. Can specialize in multiple areas

                                        1. Food/supplies development

                                                a. Food

                                                b. Resources

                                        2. Horses development

                                 ii. Used to start horse quests and general quests

                         c. Armory

                                 i. Start weapon and equipment quests

                                 ii. Specialize in production of various gear

                                        1. Archery Gear

                                        2. Light Infantry Gear

                                        3. Heavy Infantry Gear

                         d. Barracks
               i. Starts faction quests

              ii. Train troops

             iii. Can specialize in various areas

                      1. Archers

                      2. Light Infantry

                      3. Heavy Infantry

                      4. Pre-Offices

       e. War College

               i. Starts quests for combat skills

              ii. Trains officers

       f. Temple

               i. Starts quests for magic skills

              ii. Trains healers

       g. Granary

               i. Stores food

              ii. Can have food destroyed

       h. Command Tent (moves with NPC army)

               i. Destination of food/supplies

              ii. Respawn point for fallen heroes

2. Each culture has a faction system

       a. Faction increases by completion of barracks

          missions
                      b. Minimum faction requirement for various

                         interaction

                                i. Gear/skills can only be earned at higher

                                   factions

                                ii. Recruiting soldiers requires higher faction

                      c. Can never become “kill on sight” (KoS)- can

                         always improve/change factions

       ii. Mythical History as setting

              1. All beings are human

              2. There is magic- however not overwhelming magic

              3. Resources / environments are based on earth.

b. Persistent and Active part

       i. City Life

              1. Buildings CANNOT be destroyed

              2. Building production can be stopped

                      a. People are doing work- people supplied by keep

                      b. Kill/chase to keep the people to halt work

              3. Resources move from building to building

                      a. Movement through carriages or by people walking

                                i. Both people and carriages can be

                                   killed/destroyed en route

                                ii. Adds supply chain management to overall

                                   view
                             b. Specific movement paths:

                                       i. Keep  All other buildings (People)

                                   ii. Farm  Armory (Wagon)

                                   iii. Farm  Granary (Wagon)

                                   iv. Granary  Command Tent (Wagon)

                                       v. Barracks  Command Tent (People)

                                   vi. Armory  Barracks (Wagon)

                                  vii. Barracks  War College (People)

                                  viii. War College  Command Tent (People)

             ii. Combat Engine

                       1. Unit Types

                             a. Archer

                             b. Light Infantry

                             c. Heavy Infantry

                             d. Officer

                             e. Healer

                       2.

            iii. Troop Support

      c. NPC Environment

2. Player Experience

      a. Goals

      b. Third person

      c. Horse travel/ sword and shield-type combat
      d. Quests

             i. Can build different character skills

                     1. Individual Skills

                            a. Horse quests to learn horse skills (start from farm)

                            b. Gear quests to upgrade gear (start from armory)

                            c. Magic skill quests (start from temple)

                            d. Combat skill quests (start from war college)

                     2. Leadership XP

                            a. Usually bounty hunter or similar missions

                            b. Can be started at any building

                     3. Faction

                            a. Started at barracks

                            b. Usually participate in large scale battle

      e. Control point capture/defense

             i. Being involved gives Estate Skill

             ii. Only farms can be captured- rest simply “denied to the owner”

            iii. “Involved” measured by being in combat with attacking/defending

                  unit

3. Character Development

      a. Leadership XP

             i. Farmed through “fame”- kill lots of peons: peon kills increase

                  radius
      ii. Generals/officer’s give greater “fame”: this increases magnitude of

          buff

      iii. Death does impact this- will lose “fame”: decreases both

      iv. Manifests itself in increasing radius and effectiveness of “combat

          buff” for NPCs

b. Individual Combat Skills/Magic Skills/Equipment

       i. Only gained through quests

      ii. Do not degrade over time- keep forever

      iii. Will have very low limit on skills/equip- KISS

      iv. Broken down into categories

              1. Ranged combat

              2. Foot combat

              3. Horse combat

              4. Magic

                     a. Protective / Regenerative

                     b. Offensive

                                i. Buff

                                ii. Damaging

c. Estate Development

       i. Gained through “control point” recapture

      ii. Higher estate skill

      iii. Can have higher troop limit without troops being available

								
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