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Useless MMORPG Idea: Mapmakers/Explorers?

Started by December 26, 2005 11:26 AM
4 comments, last by Gyrthok 19 years, 1 month ago
I haven't played a MMORPG for a good long while, so it is possible one of the modern games already implements this idea. Why not creat a mapmaking/exploring skill? When the game first starts don't give the players any maps. If they want maps then they will need to train in mapmaking and then go around the world mapping out everything. The mapmakers would run from unexplored area to area, and then switch to "Mapmaking Mode". Their skill level effects how much time a new map takes to produce, and what quality the new part of the map is in. The map makers may also embelish their maps, adding notes/markers that point towards portals, caves, free gold, goblins, etc. A new map maker might have all of the angles wrong, the distances might be distorted, etc. Onl after a lot of practice (ie leveling) will they be able to create high quality maps in a reasonable amount of time. Mapmakers/Explorers can work together and map different areas, and then merge them together. Then the amount of map that is different will effect the copying time, and the overall quality of the two starting maps determine the quality of the result. Basically this will cause an evolution in maps. They will start off rather poor, so that early in the game the maps look little like they really should except for preserving which roads connect which cities, and they will only cover the parts of the terrain that have been safe enough to map. As the game progresses (and so do the mapmakers) the maps will cover more of the terrain with more accuracy, until the entire world has been accurately mapped. Even then there will be room for improvement in maps with the addition of adding useful notes to maps. Some mapmakers might make maps with special notes for new players, while another might make a map marking out all of the most lucrative spots for older players. The next question would be how to tie this into the game for the rest of the non-mapmaking players. I would suggest that they can buy maps from mapmakers, and then they get a movement bonus when covering terrain that they have a map for (the bonus depending on map quality). The bonus should be small enough to mainly be of use for running long distances though, to mimic the added speed from knowing where you are going. A more basic concept would be that just having the map will help because they can look at it and find their way. Maps (and the quality of maps) could also make it possible to choose some point on the map and then get a pointer in the real world telling you what direction to go in. This might be the more accurate use of maps. It might also make sense to add a Mapreading skill that effects these bonuses from using a map. This might be too complicated though. Any ideas/reactions?
Turring Machines are better than C++ any day ^_~
Quote:
Original post by Anonymous Poster
Ultima Online has had this feature since it shipped... over 8 years ago.

Oops, I guess that is what I get for not playing more MMORPGs. I tend to find thema more interesting design experiment (because I simply lack the time to play them much). Thanks!
Turring Machines are better than C++ any day ^_~
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Actually, after reading up more I have founf the Ultima Online's system is much different from the one I proposed. There is no need to explore to create world maps, you simply decide to make one and sit wherever you are and do it (if I understand what is going on). The system I proposed is all about explorers roaming the country and mapping it out, whether for the greater good/fame/fortune.

Because there is such an emphasis on exploration there is also more of a social element to this setup. It could take a single character forever to map out some of the larger game worlds, so cooperating by merging maps is essential. Also, mapping dangerous terrain would likely require protection. If you want to map the "Homeland of Baby-Eaters" you might want to take along someone to fight them off while you map.

The last linchpin of the social elements is that the only way for maps to get better is through player involvement. Also, the only way for other players to get these better maps is to distribute them. You could add some sort of mechanism to allow players to sell their maps to the library or something so that they are freely available, or the players could build map-making guilds where the guild protects its maps and grows rich off of them.


At least to me this seems widely different from UO's "sit in a room and make maps" craft.
Turring Machines are better than C++ any day ^_~
The other problem is that the skill is only useful for a short while - soon every single stat and map is going to be posted online, so people won't need maps or map making.

If you want an explorer class/skills, you need to have some kind of expanding environment - either things change/appear over time, or there is an "unlimited" world size. You then need to attach some kind of value to knowing where previously unknown things are.

Two examples, 1 of each of the above:

Your game world has large "field" type areas (they can be fields, forests, deserts, etc). The only requirement is that they be fairly open and fairly large - instead of the normal "path" style, it's like a huge open area that you can walk in any direction in. These areas are constantly in a state of change, new resources (whatever those resources might be: gold, goods, monsters, etc) appearing all the time, and then getting used up by players. Your explorer class/mapping skills would aid players in finding them - you can even make them a requirement, for example you need a surveying skill to identify where gems are buried. To make these players actively sell this knowledge, you want to make a second major class - harvesters. These classes/skills allow people to actually get what is there. I believe the first version of the Star Wars MMORPG had something somewhat like this.

Your world has a infinite number of "new" locations. While this could be done through some magic plotline (dimensions, or fractured reality), an easy example is space. You "jump" to various locations, which can be created on the fly by the server. Explorers can jump to new places and can identify things of value. They can then sell the coordinates of those resources to other players (say mining ship).

I think another thing to consider is distance traveled. Its true that eventually any maps you create will be posted online (since people will want full maps for their new characters, guild members, etc.) unless you have alot of content in the form of large maps/area's. But in most MMORPG's players can warp instantly from Point A to point B in order to save time, so the need to know where your going doesn't have much value, and people will inevitably explore all the area's since they just have to warp to their last explored warp-point.

I think a more interesting MMORPG would be one where players can't travel vast distances or warp instantly, but instead have to walk and travel. Runescape is somewhat like this, there isn't any warping between villages, just your feet (though you can follow other poeple, so you could theoretically hire a guide to take you, or just tag along). Any warp spells there are require alot of ingredients that are difficult to find and more often than not are rare, and so are usually conserved for emergencies or runs deep into the dangerous wilderness. Dying in runescape can take you back to the home villages, but that is deterred because if you die, you lose your entire inventory save 3 items.

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