- Joined
- May 22, 2012
- Messages
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I'm a nerd and like to theory craft game mechanics for fun
So me and a friend were talking about World of Warcraft (I'm sure you've heard of it) the other day and talked about how a large number of the player base has a max level character and they usually can all be found in one zone out of the entire game world. Kinda sad to have this giant world full of lore and enemies that are empty because those game zones are obsolete low level areas.
What if all the zones in the world of warcraft were relevant to players? You had a reason to stop those defias bandits even tho your level 34245232!
What if everyone started out with level 50 stats (not abilities or gear just stats like HP, Mana, Attack, Spell power, etc. based on their class.) and all the enemies in every zone were designed with those states in consideration. You start off as level 1 and when you level you learn new abilities but you don't receive any stat increases. (Of course abilities would have to be reworked.) You receive stat increase through gear and weapons gained from bosses in dungeons or crafters who need crafting materials from enemies. and the increase in the stats would have to be balanced with some kinda trade off.
Example
Steel Armor
Poison Dagger
Raider's Great Axe
Great examples? No. But you get the idea.
The idea was all foes would be challenging to an extent. Sure a Murloc is weak and can be taken down with little effort...but a swarm of them?
A Fel demon? Might be a little tough to take on solo...let see if you can tho! Why is a bear in this forest not as strong as a bear in another forest? it's a bear for crying out loud! and you just poked the bear!
Also Dungeon's would be the same layout each time...but the enemies inside will differ each time through a lottery of possible spawns. First time you went in to retrieve some digging machine that was stolen by Kobolds...the Kobolds accidentally awoken some ancient golems buried in the earth that are now recking everything and everyone in their paths....the next time you go it could be that they have dug up some corrupt crystals that altered their bodies and gave them demonic powers and unlocks a new boss in the dungeon that is a Demon that is feeding off their corruption. You also became locked to that dungeon's lottery spawn until you either beat the dungeon or wait an earth week for it to become lottery again. This was intended to add randomness to dungeons so people wouldn't just bring certain job classes along because those classes are good for that dungeon.
So for fun, what are ideas to add to this and what are problems with this (there are problems) and what can be done to fix those problems? Put on your game designer hat and go to town.
Some questions to start off with:
So me and a friend were talking about World of Warcraft (I'm sure you've heard of it) the other day and talked about how a large number of the player base has a max level character and they usually can all be found in one zone out of the entire game world. Kinda sad to have this giant world full of lore and enemies that are empty because those game zones are obsolete low level areas.
What if all the zones in the world of warcraft were relevant to players? You had a reason to stop those defias bandits even tho your level 34245232!
What if everyone started out with level 50 stats (not abilities or gear just stats like HP, Mana, Attack, Spell power, etc. based on their class.) and all the enemies in every zone were designed with those states in consideration. You start off as level 1 and when you level you learn new abilities but you don't receive any stat increases. (Of course abilities would have to be reworked.) You receive stat increase through gear and weapons gained from bosses in dungeons or crafters who need crafting materials from enemies. and the increase in the stats would have to be balanced with some kinda trade off.
Example
Steel Armor
- Defense + 100%
- Skills costs 2x more resources to use.
- Evasion + 33%
- defense +0%
Poison Dagger
- Low damage
- Inflicts a strong poison on target
Raider's Great Axe
- High Damage
- Lowers accuracy by 25%
Great examples? No. But you get the idea.
The idea was all foes would be challenging to an extent. Sure a Murloc is weak and can be taken down with little effort...but a swarm of them?
A Fel demon? Might be a little tough to take on solo...let see if you can tho! Why is a bear in this forest not as strong as a bear in another forest? it's a bear for crying out loud! and you just poked the bear!
Also Dungeon's would be the same layout each time...but the enemies inside will differ each time through a lottery of possible spawns. First time you went in to retrieve some digging machine that was stolen by Kobolds...the Kobolds accidentally awoken some ancient golems buried in the earth that are now recking everything and everyone in their paths....the next time you go it could be that they have dug up some corrupt crystals that altered their bodies and gave them demonic powers and unlocks a new boss in the dungeon that is a Demon that is feeding off their corruption. You also became locked to that dungeon's lottery spawn until you either beat the dungeon or wait an earth week for it to become lottery again. This was intended to add randomness to dungeons so people wouldn't just bring certain job classes along because those classes are good for that dungeon.
So for fun, what are ideas to add to this and what are problems with this (there are problems) and what can be done to fix those problems? Put on your game designer hat and go to town.
Some questions to start off with:
- How to encourage players to repeat content
- How to make the gap between new players and veteran players smaller to encourage grouping together
- How to make players impact the actual world and make their nations grow
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