Grass Hero
Foo-roo
Roll's hat must be popular in .hack// land.
Posts: 26
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Post by Grass Hero on Feb 20, 2009 22:39:42 GMT -5
What do you think of Megaman Legends being an online game?? What do you think it would be like? If they did make an MMLO, it would probably be an RPG, where different islands are different servers. But that's just me...
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Post by Dragge on Feb 20, 2009 22:44:14 GMT -5
It's an idea but I've never been one for online computer games. The controls usually mess me up. X= this and C= is just too confusing for some people.
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Post by in·clover on Feb 21, 2009 8:50:23 GMT -5
I love the idea.
My vision of an online Legends game is something of a marriage between Animal Crossing and Lost Planet. The game would focus on digging, building equipment and selling goods to benefit the community or tear it apart depending on your role in the game (Pirate/Mechanic/BlackMarket, Digger/Mechanic/JunkStoreOwner).
Parties would consist of family businesses. Each party would have miniature personal robots (data/birdbots/servbots) to do menial tasks so small parties don't become overwhelmed with work.
Basically classic Legends gameplay with town building, focusing on other aspects of the games like the different cultures you see in the series.
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Frankenpetey
Gorubeshu
Official MMLS Genre Sage
"It's for the family!"
Posts: 220
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Post by Frankenpetey on Feb 22, 2009 11:33:56 GMT -5
I agree that it's a fabulous idea, although when inclover mentioned Animal Crossing my train of thought kind of got derailed. Now my head is filled with visions of a pirate party raiding another party and getting nothing but gobs and gobs of stationary and maybe one of those stupid Lovely Chairs.
:B
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Post by ravenf6 on Feb 22, 2009 12:40:45 GMT -5
I second that. You know what else would be epic? hordes of diggers and pirates raiding that animal hospital over and over again. ...those poor animals and architects... ;D Speaking of which there could be possiblities for three factions; diggers, pirates, and the System administrators (Elysium) but that's just a little spin.
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Post by Chiz on Feb 22, 2009 18:16:45 GMT -5
My vision of an online Legends game is something of a marriage between Animal Crossing and Lost Planet. The game would focus on digging, building equipment and selling goods to benefit the community or tear it apart depending on your role in the game (Pirate/Mechanic/BlackMarket, Digger/Mechanic/JunkStoreOwner). Parties would consist of family businesses. Each party would have miniature personal robots (data/birdbots/servbots) to do menial tasks so small parties don't become overwhelmed with work. Basically classic Legends gameplay with town building, focusing on other aspects of the games like the different cultures you see in the series. You know, I had a similar idea to this back in late 2005/early 2006 when MMLEx was still going strong. I didn't take the idea very far, but I had some rough ideas as to the execution. I'd've started first with Kattelox, as it's easily the most developed city in the series and the only city that would house a good hundred or so players. Every player could have a (non-hostile) role, from providing food or working a desk job at the bank, but certain activities like defending against pirate attacks or grinding in the ruins would be available to all if they could afford the necessary equipment. The job system would basically be a themed minigame* that you could play so many times in a 24 hour period...for example, there might be a fishing game involving Wily's boats, or a job where you have to deliver the town's mail quickly and efficiently, etc. The more times you excelled in doing your "job", you might get promoted and earn a better wage. If you screw up, you might get demoted. *-By minigame, I mean something with a little more meat than just pressing a series of buttons, although that could be a component of it. I was thinking something along the lines of MOTB-esque gameplay, with particular consideration to the loading docks puzzlesThe economy would be based on how many people were playing their minigames, which minigames were being played, etc. For example, if no one was playing any food-related minigames, prices for health items might skyrocket, but the pay would be extremely good. If too many people were playing games for a certain company, the wages might be lower because the company can't afford to pay so many employees. Ultimately, it would mean that the economy would be balanced and the minigames would not become monotonous because everyone would regularly be changing jobs to secure higher pay (just like real life! ). Prices of pretty much everything would vary from day to day based on the demand for the product, and the actions of the employees. Theoretically, it would also work regardless of if there were a dozen players in a month, or a couple hundred, because the less people there are, while everything costs more, everyone gets paid more; when there's more people, they get paid less, but don't need to spend as much. The wages could be saved up to buy things like your own house (there would be a number of houses available in the Residential Area (basic), Downtown/City Hall (middle class), and Uptown (luxury). Kattleox would be logically extended to allow for dozens of new buildings and facilities where minigames/jobs, housing, and other activities/landmarks could be located. Buying a house would be required for certain game elements to become unlocked. Money would also be required to purchasing digging supplies (armour, weaponry, hiring a spotter if you don't have a friend who's willing to do this) as well as a temporary digger's license (this is to make sure that no one exclusively digs for zenny and refractors). Periodically, the city might be attacked by pirates (which would be announced about a week in advance so people could prepare), and it would be up to the players to defend the city by using various methods (such as their digging hardware) to send the pirates into retreat. During the leadup to the attack, prices on supplies might rise due to an increased demand. People who take part in the defense efforts might be compensated based on their performance after the attack has ended. Ultimately, if there was enough of a community interested in the game, updates and expansions could be created, such as enabling going to Yosyonke or Nino or the other islands, and perhaps new, original cities as well, all with even more opportunities for players. At the point I had thought of all this, I hadn't considered a story at all...but really, MMORPG storylines are always a last-minute thought anyway, or so they seem. EDIT: Oh yes, and it would be a real game, and in 3D. None of that half-hearted RPGMaker/Gamemaker 2D rubbish.
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Post by Dragge on Feb 22, 2009 21:32:21 GMT -5
That sounds pretty good chiz. I would like something like that. It's give a whole different meaning to the term "RPG" or something along those lines. Another thing that would have to be added is what your character looks like when you start out so that way you're not given some random person(as if anyone's random in the Legends games they all look the same). We should go for it!
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Post by Chiz on Feb 23, 2009 11:49:39 GMT -5
That sounds pretty good chiz. I would like something like that. [...] We should go for it! There's a reason I dismissed my ideas. It's not that they're bad, and I'm sure if people didn't enjoy it, things could be tweaked. The main problem is there is a distinct lack of willing and able people to work on such a project both here and at MLU. The majority of the Legends community's artists are strictly drawing based or writing based, where concept artists and writers have very limited roles in the creation of games (concept artists more so than writers, as their work is often not even used in the final product). The vast majority of game projects (see my thread in the 'other fan works' subforum) are based on RPG Maker or Gamemaker for various reasons: - They've pretty much established that they're working on their own (and I don't blame them, due to the other points).
- They can't code to save their life, or can only code in languages such as BASIC or excessively simplified scripting languages which have no real place at the helm of modern, professional game development.
- They don't want to, or cannot commit the time, effort, and devotion required to produce a quality title. In many instances, they don't/can't commit the time/effort/devotion to finish their gamemaker title!
- They feel a need to be in control of their own project, and do not wish to take backseat to another. As a result, we have close to 3 dozen substandard (often incomplete) projects that do absolutely nothing for anyone instead of 1 or 2 substantial, excellent projects that people can take pride in.
- People have entirely different ideas as to the execution of a project, which falls in with the above point. The smaller the 'directing' team, the less deliberation would be required for critical gameplay and plot elements. However, who would comprise of the 'directing' team would have to be determined, and by and large everyone who has ever had an idea Legends-related would want to be a part of this committee. Those who are denied this may refuse to participate, potentially costing the project several valuable members and players.
- Specific to online games, there's no fun in not having people to play with. There would also need to be a devotion to playing the game, which cannot be guaranteed and is likely to not happen regularly. The Ultima Tournament mod is testament of this.
- Specific to online games, one requires to run a server. A server that can handle the load of several people playing costs money, even if it is run at someone's house. This is money that cannot be recouped unless money is charged for the game, which would attract the attention of Capcom (and more specifically, their legal dept).
- Specific to online games, it would need to be maintained and kept up-to-date. Without new stimuli for the players, they'd likely become bored and abandon the game. To prevent this, the development team would have to be active not only to the point of initial release, but after that, fixing bugs and creating game expansions. A game that would likely take 2 years to make from scratch (with a reasonably-sized team) might end up being as much as a 4-5 year commitment. Half a decade is a very long time and none of us can truly say what we'll be doing then, or what our interests will be. And of course, if the game ends up being lackluster and doesn't get the desired attention, then all these people will have wasted years of their life on this. When MMLEx ceased production, it was a huge burn, and made me step back and promise myself that I wouldn't invest that much time on a project ever again without some insurance that I wouldn't be burned again. I would imagine a great many people would become jaded in the same way if such an undertaking failed.
- In keeping with the above, a lot of people are already jaded in such a fashion. People won't join your project until you have something presentable, or show that the project is going smoothly. This is a catch-22, because you cannot making something presentable until you have people willing to join and work. Furthermore, IF you can make it to the point where it's running smoothly and you have enough staff that the game is being developed, why would you need these people who refused to join until the last moment that they'd be useful (if that soon)? How do you know that those hold-outs will still be hesitant to join even after you have something good going, because in fact the simply didn't want to do anything to begin with?
- Volunteers will only get you so far. At some point, you may need to hire someone to cover one aspect of the game creation that you simply cannot find someone to do. At that point, how do you compensate your volunteers who have not been paid a dime, if they call 'unfair' at someone on the project being paid? Do you simply ignore the parts that you can't find someone for, hoping that you can do it later? Do you look for new volunteers that are willing to ignore the fact that you are willing to pay people if people hold out a little?
- There are people out there who will join your team and not contribute anything of worth or will only do the bare minimum, because they want an easy way to get their name on something. Furthermore, they might try to 'relieve' the project of key members to work on their own project. This happened to MMLEx at one point, as well as a few other projects, and it's definitely something that should be warned against: there are people who want to destroy you and your work for their own gain.
The problems just go on and on and on. The first step is, of course, organizing everyone to work together, which unfortunately, I see as impossible, as apart from 2 or 3 man teams, the Legends community is too fragmented and independent to be able to function in unison as a team. It's an issue of too many chiefs, not enough Indians. Too many people with bright ideas and brilliant solutions, not enough people willing to sit down and implement. Everyone sees a big picture, but as of yet no one has produced anything more than a couple doodles on a pocket notebook. No one cares about the ambitious ones, the general reply being that of apathetic encouragement on par with anything else. Perhaps people have learned to not get too attached...? If one can 'rally the troops', so to speak, and get them to function as one body towards one goal for more than a few months...then everything else in this list can be overcome. And, of course, as an aside...you need a stable foundation for your game. Brand-name game makers are hardly this. These projects are doomed to fail because they simply are not powerful enough to entertain those looking for genuine, intelligent, and lasting entertainment and experiences. I have yet to see a game made with such software that hasn't been tantamount to a minigame at best. PS: You know, there's nothing shameful in making a 2D game. Nothing at all. There are a lot of quality 2D games out there, even modern ones, which are above and beyond wonderful. However, in these instances, the team working on them were also dedicated and diligent. 3D doesn't make a game. Story doesn't make a game. What makes a game is how much people are ready and willing to actually make the game and make it well.
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Post by in·clover on Feb 23, 2009 12:46:28 GMT -5
This is from ronsen, in a PM. I think this should be part of the thread, honestly, considering the people here involved who were a part of the MMLEx project.
Ever since you started that thread, I've really been thinking about it. If you're familiar at all with this site's history, there was a project awhile ago called MMLEx (Megaman Legends Expansion) that was intended as a professional quality fan made sequel to the series with voice acting and all.
Honestly, I've been dabbling in 3d modeling software and I think putting this thing together can be easier done now than it had been before. People (like chiz) are still pretty turned off by the idea of putting anything like this together because of the huge amount of time and work they've invested into something that never came to fruition.
I was pretty disappointed with how it came about to, to be honest. But now I'm really itching to put something together. Something big. And I'm willing to drop my current projects to contribute to a sort of revival. I'm sure chiz or someone has the basic framework for the game lying around somewhere.
I've seen 3d TPS/Platform games like this before, some made by just one guy. So yeah. I'm thinking a DASHol (that's what I'm calling it, lol) should be made by a select few guys. No volunteering. You're just in or you're out. If you don't have something of a portfolio (or any proof you've got the skills), then you're simply not in on it.
That's just me, though. There should really be rules involved with contributions to a game. No blind faith in people with no proof of commitment.
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Post by Chiz on Feb 23, 2009 20:55:45 GMT -5
Honestly, I've been dabbling in 3d modeling software and I think putting this thing together can be easier done now than it had been before. [...] ...I'm really itching to put something together. Something big. And I'm willing to drop my current projects to contribute to a sort of revival. I'm sure Chiz or someone has the basic framework for the game lying around somewhere. Coming up with a basic structure for a game is incredibly easy when you have something so clear cut to base it off of (our favourite trilogy of games, for instance). At this point, as I've seen no real evidence of others coming forward, an online game would be not only a waste of time, but would be above and beyond anything we could realistically achieve. A more logically approach would be to create a single player adventure. That way, a game engine and game resources could then be tweaked and updated to work in a multiplayer enviroment, and in the end, the result would be 2 projects for the price of 1. However, the requirements remain the same. One would need able artists - a lot of them, of all talents - to actively contribute. Short of at least a dozen people - ideally more - the project simply will not get off the ground to any extent because there will be a point where something is not being done. The absolute worst thing for a project is when it becomes stalled because a post isn't manned or something isn't doing their job. Show me a dedicated team of artists, with all the bases covered (modelers, animators, texturers and spriters, concept artists, interior and exterior mappers, game coders who know a high-level language like C, and sound effect artists) and I, personally, will be more than happy to share with them all of the old thoughts, ideas and plans I had while working on MMLEx sometime ago. If any group puts forward a willing attitude and a desire to collaborate on something that could bring shame to even the original Legends games themselves, I would do everything in my power to help them in their creative processes. I'm thinking a DASHol (that's what I'm calling it, lol) should be made by a select few guys. No volunteering. You're just in or you're out. If you don't have something of a portfolio (or any proof you've got the skills), then you're simply not in on it. The problem is, if you ever want to have a realistic shot at completing anything, you need a sizable team. Artificially restricting who gets to work on the project to a handful of people is only going to end badly for the project because even if all of the bases are covered with these people, they'll be incredibly overworked and will either suffer from burnout and/or it would take an unreasonable amount of time before the game is complete. MMLEx took 2 and a half years from start to finish with a team of 3 people at any given time. That in itself should speak volumes about not only the size of the team you need, but also about the willingness of those team members. Remember - the more team members you have, the less they have to work on their own, so they're less likely to flip you the bird and walk off. Unfortunately, unless one is willing to recruit like the devil outside of even the Legends fanbase, on Deviant and on Newgrounds and on other Megaman forums, I still don't think you'll find sufficient people willing to work on essential game resources (this does NOT include voice acting and background music! These things come last!) here at MMLS that meet your minimum level of calibre. No offense to the artists here, but designing a nice scene and making game resources are two very different beasts. No blind faith in people with no proof of commitment. So very true. Often times, people will say "Oh, I want to help with this and this and that and the other thing" without giving any sort of indication that they'll actually do it, or even if they're capable of doing so. Some sort of proof that the person does mean some basic standard should be mandatory for recruits.
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