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Author Topic: Teemu Vilen on MMO design philosophy  (Read 6264 times)

Offline PANZERBUNNY

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Re: Teemu Vilen on MMO design philosophy
« Reply #30 on: January 02, 2014, 09:04:41 AM »
If possible, I think this game could really benefit from sub characters, like Ghouls and other minions you can use like in Star Wars: Old Republic. You send them off to gather resources needed and advance their own level, opening up new features. This is where influences could come into play, granting a similar gathering feature. Extort money from the streets. Gain access to weapons and equipment etc.

Offline Radical21

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Re: Teemu Vilen on MMO design philosophy
« Reply #31 on: January 02, 2014, 05:03:22 PM »
Please don't mention SWTOR in the same context as WOD, unless you wish to denounce SWTOR and its evil ways, thanks.

Offline PANZERBUNNY

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Re: Teemu Vilen on MMO design philosophy
« Reply #32 on: January 04, 2014, 11:47:05 AM »
The game is a turd, but I didn't mind having access to minor sub characters which you sent on different missions to gather resources etc. We are supposed to be creatures who are essentially a mafia onto themselves and it would be nice to see that represented in some way.

Offline Radical21

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Re: Teemu Vilen on MMO design philosophy
« Reply #33 on: January 04, 2014, 09:52:01 PM »
The game is a turd, but I didn't mind having access to minor sub characters which you sent on different missions to gather resources etc. We are supposed to be creatures who are essentially a mafia onto themselves and it would be nice to see that represented in some way.

Did you ever play true pvp mmos? usually players are quite motivated to get organized into mafia-like packs with server politics etc, there is no need for game mechanics that force that behavior: examples I played are EvE, AC:Darktide server, Shadowbane and so on.

MMO players nowadays are for the most parts became so used to 'PvP = meaningless e-sport action', that its sickening

Offline PANZERBUNNY

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Re: Teemu Vilen on MMO design philosophy
« Reply #34 on: January 05, 2014, 08:44:04 AM »
I've played lots of true MMO's and sure people will create their own power structures, but it can go further than that to create the atmosphere of being a powerful create with many minions who have specific roles in maintaining your undeath. Not as pets that follow you around, but more like listed profiles with affinities and influences you access to get the resources you need, advancing them as you play. Surely something like that seems like a better alternative than walking into the local gun shop to top off your ammo and buy a new assault rifle. It would also help create a player economy as influences are on timers when used. LARP had a good way to use influences. Say you had Street lvl 5, you could expend it until next session for level 5 benefits or multiple lower level choices of the chosen influence.

As much as I like tinker types in other games, I'm leaning into the camp that it doesn't fit the bill for WOD. Gather ghouls etc to grant you access to those abilities so you can spend time interacting with the game.

This could lead to interesting situations if the Prince of the city was able to bestow certain restricted levels of influences to chosen players in his city. A strict Prince hoarding them all to his mates could easily find himself kicked out of his house.

I enjoyed how crafting and item use was in Darkfall. People weren't always running around in their best. I'd like to see that translated into WOD. It promotes more thought into how you play.