Web Based MMO’s - Design Considerations
Wednesday, April 9th, 2008There are some key features of any Web based MMO in my experience. I’ve outlined some fo the rules that I’ve infered and I’ll be using these to help em design the basic Web MMO that I’ll write.
Manage resources
- Something should generate some basic resources each turn
- You should be able to use those resources, to build bigger / better resources, and/or perform actions
- Running out of resources shouldn’t end your game
- Some large resources should use up resource each turn
- Example : We have Gold, Stone and Wood as resources.
100 Gold, 2 Stone and 4 Wood builds a carpenters house
A carpenters house turns 4 wood into 1 furniture each time unit.
Unknown World / Exploration
- The world is almost always not known at the beginning of the game
- Finding out about the world should be cheap in resources, but may be expensive in time
- Sometimes the main focus of the game
- Not knowing can mean either fog of war, or can mean not being able to see details
- Example 1:
I have a space base, I know of every other space base in the game, including who owns it
I don’t know how many laser turrets any other base has unless I send a spy drone to the enemy base
Creating a spy drone costs only 10 Manufacturing points (out of 50 a turn), but takes 8 turns to reach the enemy base
Information gleaned by a spy drone is never updated, so gets out of date fast - Example 2:
You play a warrior, shipwrecked on a mysterious island. In your first turn, you are shown the local map of 9 squares around you. This shows water east, a beach going north and south, and all forest to the west.
Your first move moves you one square into the forest, you are now shown the original 9 squares terrain, plus the 3 squares to the west of you, for 12 visible squares.
Time, Time units, and starting players
- In general, all actions should take a fixed amount of time to execute
- Time should however be detached from real time, the reason for this is that I might not be able to log on for 48 hours, and should be able to spend those time units pro rata as if I had logged on every hour to spend each unit.
- Beginners should be given enough time points to give them a good start in the game. That should include constructing a number of items, doing their first scans into the unknown and if battles are in the game, fighting their first couple of battles.
Enough to give them a taste of the game, but don’t overdo it, the player will get irritated if they can do loads of stuff the first day, then have to wait a month to do anything cool again. - Resources that are provided per time unit, should be provided when time units are provided, not when they are spent. (unless spending a time unit is an action to provide a resource)
The Opposition
- Pick early whether your main game is player vs player, or player vs environment. Many PvE games also feature PvP facilities, but you must ensure that players who don’t want to engage in PvP are able to avoid it.
Providing an arena, or some other form of scheduled battle is a good way of doing this - In PvP games, you should ensure that rewards for attacking players are commensurate with the target players experience.
So new players are not rewarding targets, where as experienced players are good targets - In games which support PvP, ensure that new players cannot be targeted during their first few turns, so they have a chance to understand the system
- In PvE games, ensure that new players cannot accidentally get themselves into environments that are far too hard for them
Player Interactions
- Ensure that players are able to communicate with each other with a forum like system, this encourages player participation and gives you higher page views.
- Encourage and assist players in forming groups or clans of characters that can work together. Provide in game bonuses for groups, and provide mechanisms for forming clans, and organising them
- Ensure that playable factions / classes / races are able to form a balanced team.
I think that will do for now, although more ideas will come later I’m sure.
For the next post I’m going to dump some brainstorming ideas for settings, and let you know which one I’ve picked and why.