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Tower Game

Cognisant

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Imagine a game that rewards it's players for creating content.

It's a mix between the crafting of Minecraft and questing of most any MMO, my point's more about the implementation of these mechanics than the mechanics themselves, y'see if a player needs to make something then they need the materials to make it, obviously, and the the more difficult they are to obtain the more valuable said object will seem to be, given how difficult it is to acquire, obviously. But what's interesting is that this one player's desire effectively creates a quest for other players, in effect one player is creating content in the game for the other players... and you're all looking at me like I'm an idiot because that is also obvious.

But what's not obvious is the potential benefits of fucking with this, figuratively.
Unless you can somehow turn this into a sex game, then kudos to you.

It's common practice for items and so forth in MMOs to be sold and bought for real world money given that, as an investment of time they have a real world value, but what if we turned this around so that people who invest a lot if time in the game can make real world money? Yes I know there's people in India already farming money.

I'm not talking about farming, no I'm more inspired by Proxy's story about the EVE universe where he participated in a mass-participation, highly organised blockade of a trade-hub-thing which resulted in real world fiscal gain by the perpetrators. That's people abusing the system, but what if the system was designed in such a way that encouraged this form of self organisation by players, the organisers of which potentially earning enough money to fiscally justify spending long hours in the game world.

It all comes down to taxation, which could be some bullshit magic tower that whoever controls automatically gets people's money at set periods, or perhaps taxation is just for landowners and the towers are like magic artillery cannons, so you pay taxes to whoever controls the tower or they blow the fuck up whatever you've built.

Understandably this means whatever is built has to be a lot stronger than Minecraft blocks, which gets back to the whole crafting thing, if you want to chop a new entrance into somebody's house you'll need an axe (weapons will do but take longer) and setting fire to the building will burn the whole thing down, it won't get you inside. A cobblestone building will require a pickaxe or some kind of sledgehammer, which will still take a realistically long time (about 15-20min to make a hole to crawl through) and that's going to be quite loud, not something a thief will do.

I figure if there's other people around nobody's going to try breaking into places, first of all because they don't know whose place it is and getting stabbed in the back sucks, secondly because nobody's going to get upset by someone murdering a thief trying to break into their home, and finally because whoever controls the tower has the manpower to do so and a vested interest in making the area safe enough for people to locate their property nearby, so the safest place to be is near the towers where assumedly the most "law enforcers" will be.

Now do you see what I'm getting at?

Also one person could control several towers, he would have to go to each one to gain control but once in control he could fire them all from any one, so in theory an empire could form, indeed I find it likely that the first group to get organised will capture most if not all the towers, only to lose them later as traitorous tower guards take over and other groups form to challenge the empire, eventually this turns into a kingdom arrangement where those who have more prosperous lands and therefore more troops (more people interested in protecting the stability of that area) become king's amongst lords (the other tower keepers) who can rally massive armies against other kingdoms, the army generals potentially becoming lords themselves.
 

Cognisant

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No I have no idea how a server could handle that.

Perhaps if it was all 2D and grid movement, kinda like Diablo.
Or the really old sort of MMOs, if anyone remembers them.
 

RadicalDreamer31

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Did you just describe real life to me? If I'm understanding this, you suggest a game that runs on essentially the same rules as human reality.

I think better then bringing real world aspects to gaming, aspects of gaming aught be brought to real life.
 

Cognisant

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brave-or-stupid.png

Moving on...

Different regions could have different resources which would affect the sorts of things people can craft, creating both an inherent culture to each area and giving an incentive for players to establish trade networks, which prudent tower keepers will do their best to protect so their lands are both prosperous and technologically developed.
 

Cognisant

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Between tower protected areas there could be unruled zones, some quite large, where assumedly the bigger monsters are going to live and this will also be where bolder kings/lords have forts built, both for staging invasions and warding them off, or maybe this is where untaxed mercenary groups spring up and organized banditry.

Then there's the oceans, ships are a big investment (effectively mobile forts) and they can only be repaired at ports, some of which are under tower control, while other free ports would likely be overrun with mercenaries and bandits.
 

RadicalDreamer31

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Did you just describe culture to me? If I'm understanding this, you suggest a game where by the the space you occupy has significant effect on what you have and how you behave?
 

Cognisant

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It's called role playing.

I want to play a game with no scripted quests, a living world where people own property, earn rank and titles, forge empires and engage in warfare on a massive scale, meaningful warfare that affects the game world in meaningful ways.
 

Cognisant

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One can presume this is a fantasy setting with magic, monsters, sword fighting, and whatever else we feel like putting there, heck even table dancing busty wenches.

Edit: Dragons, flying ships, ancient evils... Cat people?

I dunno what'll make you happy.
 

RadicalDreamer31

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Let me elaborate: I'm not downing your idea. I am certain that the concept in your mind is well developed. What I said is not to discourage you, but help you develop it further.

Games are an escape from "meaningful warfare" "massive scale" "investment" " a realistically long time" and coincidence.

Games mimic lifes rewards; they aim to get the most from doing the least. Games are to cheat the reward center of your brain.

Then you suggest we throw the PLAYING out the window and make that shit difficult and the stakes real. But with monsters and busty bar maidens.

Again I state, that you're game is similar to real life. (But Awesome!) Yeah I guess that's the goal then. Real life, only awesomer. Carry on.
 

Cognisant

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The problem with cheating the brain's reward impulse is that you end up with a grind game or a slot machine, and they're awful, they just turn the brain off which dosen't appeal to me at all.

In terms of single player a game that challenges me is most entertaining, I want one with deep mechanics that I can learn and explore, and gameplay that's exciting, I want something to experiance.

But multiplayer games are potentially so much more, you're dealing with other people and those interactions can be incredibly deep and compelling, like a good story, so in a MMO I want a virtual world that naturally creates narratives for the players to experiance and share, if you can write a book about historical events in that game world (wars, tyrants, famines, and how people overcame them) then you've got a rich and dynamic game worthy of people's time.
 

RadicalDreamer31

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I see. The game aims to fully immerse players; to REALLY experience a fantastic adventure.

We'll get there.

EDeeT: I deleted the link to avoid the following post because I understand it's precisely not what you're going for. It was a tangent.
 

Cognisant

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Your link, which I notice is gone now.
But this is the interwebs, nothing escapes the interwebs.

So as I was saying that's precisely not what I'm going for, unless the virtual kings use their virtual influence as leverage to take office in real government, I mean if you could vote for the guy who won fifty wars, fought off undead plagues and generally has the undying respect of everyone who is privileged enough to meet him, compared to some boring politician, well?
 

TheScornedReflex

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So kind of like DayZ. In the sense that you really have to work to survive. (....Or spend an hour looking at a building because you're certain some bandit snipers are holed up....). It sounds like it could be pretty awesome.

Would there be ruins and the such to have the possibility of finding unique stuff/resource. Or even fix it up and start your own barony?
 

Cognisant

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No idea what DayZ is.

But yes work to survive... Wait isn't DayZ that mod? Yeah okay, also like STALKER for everyone who hasn't played DayZ, you need food, water, shelter in bad weather, no one potion for all wounds crap, so people are strongly encouraged to work together, that is before we even consider the presence of monsters, though they tend to avoid the towers instinctively.

With 2D gameplay I don't imagine it'll ever be much like a sniper fight (but damn do I love those) but tactical certainly, especially if movement is on an invisible grid and people can only occupy one space at at time, fighters up front and archershealers to the back sorta thing, with magic users having all sorts of abilities that indirectly affect combat.

I hate wizards who use fireballs, cut that shit out we have archers, let them have the ranged combat and the wizards can focus on things like making people invisible, creating illusionary duplicates, disguising doors as blank walls, etc. So there won't be many magic users as they're strictly a support class, but that's the whole point, if there's too many magic users running around everything turns into a neon flashing cluster fuck, World of Warcraft for instance.
 

TheScornedReflex

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Sweet. Now off you go! Start to develop this game. SCHNOW!!
 
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