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> Major Game Requirements Thread (Main)
Mole
post Feb 14 2005, 12:21 PM
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This thread is for collecting all of our game?s Major Requirements. Please list only the major, or broad, requirements for the game in this thread. Detailed design specifications do not belong in this thread.

For details on how requirement gathering is supposed to work, please see the Announcement thread in this Forum.


AI - "Simulationist" AI for =all= NPC's, every NPC is a "sim" with needs and abilities to fulfill those needs
AI - Believable monster AI with monsters providing resources and crafts to their own group
AI - Good NPC AI
AI - Scalable AI
AI/Combat - Good and diverse monster AI.
AI/Combat - Monster groups like Wish that care for each other and protect those in the group.
AI/Combat - Unique monsters (some young, reckless, weak, some full-bellied and relaxed, some full grown, cunning and vicious)
AI/Economy - Semi-permanent NPCs, they can move to another town if business is bad, or may move to another town if there is no one around in that profession.
AI/Gameplay - the ability to spawn quests and events on the fly (npc rumors of mob spawns, events which affect economy, multiple solutions)
AI/Gameplay - Pets have their own AI and agenda
AI/World - Changing/altering environment (weather systems, no recycled dungeons, etc)
AI/World - make economy and world evolve
AI/World - Meteorological and astronomical realism (orbiting satellites, stars, etc)

Combat - Player vs. Player as irreversible option
Combat - Consensual PvP
Combat - Freedom for players. If is player does not want to fight then it is ok.
Combat - PvP zones with a ladder ranking system.
Combat - PvP zones with group vs group abilities
Combat - PvP zones for group vs group with dynamic area conquest (multiple buildings, areas and elements which are the basis of group battle)
Combat - Dynamic combat (hit locations, blood loss, fatigue, critical wounds)
Combat - Dynamic combat spatial (must be behind a mob to backstab, etc)
Combat - Combat with interesting choices based on strategy, timing, costs, synergies, impermanence, and versatility.
Combat - Intuitive Combat system that involves minimal automated action.
Combat - No boss spawning.
Combat - No mob spawn points.
Combat - Realistic archery.


Craft - ability to craft customized items, not all short swords should look the same
Crafting - Customized Items
Craft - Craft system that rewards for making a single complete item rather than hundreds of the same.
Craft - Create a system that is entertaining and more than the standard point-n-click.
Craft - NPC merchants to hire for player-owned shops
Craft - Allow players to hire/pay npcs to make base components in various quantities; however, final products must be made by the player.
Craft - The system shouldn't encourage and allow players to mass produce final items.
Craft - Dynamic crafting system (ability to create single items easily)
Craft - Ability to advertise wares outside shops (blackboard, etc)
Craft/Economy- Ability to have shops and sell

Economy - Basic items available from NPC shops
Economy - No auctions or NPC-controlled shops at all
Economy- A working economy.
Economy- An economy where players can make and sell items.
Economy- Caravan economy (long distance products sell for increased value)
Economy- No set prices or caravan prices. Supply and demand should change the economy.
Economy- Representable economic conditions (this is a poor town, etc)
Economy/Craft - In-game public auction houses
Economy/Craft - In-game public consignment houses (players request items)
Economy/craft - Items lose durability so that there is need for new ones.
Economy/Craft - Make various character "classes" depend on other "classes" for items, etc.
Economy/Craft - No NPC shops, only player-owned
Economy/Craft- Only basic and weak items at vendors

Gameplay - Minimal grinding and camping
Gameplay - All characters are unique in skills, identity and appearance
Gameplay - No instant travel
Gameplay - Encouragement of travel and exploration in the game world.
Gameplay - Land/sea/air transportation, tours, caravans
Gameplay - Limited player races (5 or 6)
Gameplay - Multiple playable races.
Gameplay - New characters start with basic race/location dependant weapons
Gameplay - New characters start with nothing, must hunt for resources
Gameplay - Good tutorial that invites new players into the game
Gameplay - Players face new fun challenges every day in different forms
Gameplay - Support and need for different playing styles including combat, craft, explore.
Gameplay - The decisions a player makes has a positive or negative effect on the world around them
Gameplay - Unique quests
Gameplay- Diverse questing system (little to no static quests, ongoing quest development)
Gameplay- Limited permanent death
Gameplay- Solo, group, epic quests available to all
Gameplay - Messaging/delivery to other players through NPC's
Gemeplay - Maintain a balance in the number of lower-level Characters and high level-characters
Gameplay - Player-time-based balance (MMRPG currency = play time)
Gameplay/Economy - Loot is items.
Gameplay/Economy - Loot is resources instead of items, so that all items are made by crafters

Interface - A system of non-numerical stats for weapons, items, and characters.
Interface - A system of protection to stop new players from being harassed.
Interface - hot button to instantly report verbal harassment, with chat log backup
Interface - Good player tutorial.
Interface - Intuitive user interface.
Interface - Strong in-game customer service tools for GM's.
Interface - Support the highest end graphics from the beginning
Interface - Tool and weapon sounds
Interface - Climate based thematic music (change of night to sunrise, oceanfront, etc
Interface/Social - In-game player tools for social organizations such as guilds and player-run towns
Interface/Social- An in-game chat system that is configurable by players.
Interface - Player can get help easily from GM or other source
Interface - A map that is not complete so exploring is encouraged
Interface - Ingame markable maps
Interface - Maps are shrouded until exploration reveals
Interface - Ingame notational abiities. The ability to write notes for yourself about players, places, plans, etc.
Interface - Avoidance of repetitive strain/hand injury with macros
Interface - More than one way to do everything (click and key/hotkey)
Interface - Ability to leave messages for players not online
Interface - Gfx should fit the need. Consider untextured polygons
Interface - Real lighting. Torches, Sun, Moon, dark woods.

Live Content - Live content in addition to static quests
Live Content - Plot and live content instead of static quests

Magic - Magic system that is very customizable, creating spells from base items

Skills- Continued skill improvement
Skills- Skill degradation (waning skills for the unpracticed)
Skills - Skills which need to be trained, or you will loose the top edge of the skill.
Skill - Skills which stay for ever, once gained.
Skills - A shopkeeper skill/profession
Skills - Character specialization. A system to prevent master (uber) characters.
Skills - No restriction of skillnumber or skilllevel. A char who is played as a hunter for three RL years should reflect the playtime in comparison to a 2-week-hunter.
Skills - Dynamic animal skills (uniqueness of animals and their owners)
Skills - Extensive detailed skill system.
Skills - Specialized professions for everything
Skills - Levelless skills

Social - Locations designed to encourage social activities and RP opportunities (taverns, theaters, racetrack, sports venues)
Social - Opportunities for role playing.
Social- Customizable physical characteristics (face, body, etc)
Social- Game content that encourages collaboration.
Social- Gesture control in music (brandishing weapon, dawdling in town, etc)
Social/RP - Group religion.


World - An evolving persistent world.
World - Believable monsters
World - Changes to the game world are permanent
World - Decaying everything. This way an old, forgotten little town can become a ruin, the unused unattended sword on the wall becomes useless.
World - Destroyable environment (I can actually chop a tree down).
World - Enable player actions to impact and change the world.
World - A world reflecting the players existence (No one made something like that before.)
World - enjoyable shopping areas for players to browse
World - Large explorable world with areas that are desolate, many different climates, many different terrains
World - Beautiful environments
World - Many different kinds of monsters
World - Maximum diversity in all areas.
World - Monsters are not thrown into the game in random areas. Monsters should fit their surroundings.
World - Real world physics (so I can play catch with a friend).
World - Strategically and realistically positioned resources (mining towns, etc)
World - Unique items
World - Unique items, items that cannot be obtained by everyone but everyone has a chance to get them.
World - Solid and extensive lore that is continually expanded and developed throughout the game.
World - A world varied in culture, ethnicities, religion be it based on the real world or something completely made up or a mix of the two.
World - Fantasy/Medieval setting, not futuristic

Housing - Player housing that can be customized by owners.
Housing - Player housing where the player builds the house themselves.
Housing - 'Rentable" NPC housing occupiable by guilds or players/groups


Other - content designed to encourage more RL female players to try out and enjoy an MMRPG.
Other - Full set of tools for security issues (exploits, searchable logs for GM's, chat logging)
Other - Robust Entity system that allows new player/weapon/monster/etc models and other entities to be added into the without expansions. (streaming technology?)
Other - Robust GM toolkit that allows GM's to manipulate anything easily
Other - A correct and conplete, error free documentation of code and final product.
Other - game design (not just rules) that discourages or prevents out-of-game market transactions and pharming


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Melanthe
post Feb 15 2005, 06:53 PM
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As explained by Mole, I'll be summarizing each new game req and posting it in the list above on a continual basis.

Please continue adding game reqs in this thread. Try to keep your description brief and easy to add to the list. Discussion will come in the next step when individual game reqs collected here get their own thread.

Thanks!

Melanthe/Possum
Temporary secretary ;)


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isupreme
post Mar 10 2005, 08:57 AM
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Graphics. ?

During battle graphic sprites(?) show you information. We saw some of this in Wish.

Ie: instead of info in chat box it is displayed onscreen. Hit, block,dazed, hitpoints if used.

Let me watch my character not words.

(fyi matrixonline has done this well)

___________________________________________________

Actions which affect your stats indicated in appropriate panel by color change.
_______________________________________________________

In game available tutorials which are basicly mini missions/quests... tho they are simple, with little reward, and heavy on teaching/requiring good techniques
________________________________________________________
?
An Official video history of any storyline. One for all that came before game starts and another which grows as the game progresses. This for new players to immerse and teach them about our world. Yes you could let players make it, but you want to get folks on the right footing and the game makers should do this.

Also: videos to show off the game when seeking publicity and players.
_______________________________________________________

Completely revamp the beta system. Scrap it in favor of a graduated inclusion of players who show promise for the games development, interest, and participation.
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Jerky
post Apr 2 2007, 10:10 PM
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Moved posts to a more pertinent thread and locking this one for now.

Check here for moved posts:
http://www.projectwish.com/index.php?showtopic=6220


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