h a l f b a k e r yStrap *this* to the back of your cat.
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Some MMORPGS allow users to learn blacksmithing. Instead of listing the items they can make, give them complete freedom by providing a modeling and physics software. A player designs a sword in three dimensions, choosing materials and methods of joinery from lists. Since the software cannot distinguish
between a sword, a shield, and a piece of armor, it directs the creator to a 'usage' screen after designing the object. The user must then direct the muscle-movement of a character wielding the object.
When finished, the software calculates the standard weapon attributes (durability, weight, time to build, and others) using somewhat simplified models. Different muscle movement sets for a particular object have their own attributes: depth of cutting attack (to distinguish a slash from a jab), maximum kinetic energy of weapon, maximum pressure at region of impact, and regions swept out by the weapon or covered by armor. For each muscle movement set the software generates a hotkey for in-game use while using that particular weapon.
Players in the game can wield purchased or picked-up objects, but they must first design muscle-movement sets. For instance, a player might find a large metal chest plate and use it as a shield or a bashing weapon. Or, two players with identical swords may have vastly different techniques for using them.
<subdued rant> Since all of the item attributes depend on the component materials and the construction methods employed, there can be no magical attributes or bonuses to absurd traits like "intelligence". </sr>
Buy the chemistry expansion pack! Now industrious players can design houses, castles, ships, steam engines, siege engines, traps, explosives, and other large or complex objects.
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Perhaps I could do more in less time with a simulator. |
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yeah! who needs a "real" life anyway? |
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God damnit this pisses me off! I want to develop games for a living and this is one of my favorite and most original ideas!! |
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//and this is one of my favorite and most original ideas// |
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Perhaps you should have played that one a little closer to the chest, and poo-pooed the idea as impractical for all the reasons you haven't developed it for use in a particular game. Then you would have either discouraged this guy, and anyone else who happenes to spot it, or gotten a little bit of free consultation when they come up with ways around your tough spots. |
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Could maybe weild a wiimote as the hammer? |
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//one of my biggest gripes in MMORPGs is...//
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Where to start?
i) waste of time
ii) waste of money
iii) artificial goals based on relieving tedious limitations rather than any attempts at exploration/creativity
iv) completely pointless
v) bonewiltingly tedious
vi) it ruins lives, marriages, work, relationships and people's self-esteem
vii) somehow, despite all this, it's maddeningly, maddeningly addictive |
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It's the computer equivalent of smoking crack - and if you are going to do that, why not just smoke some real crack? At least it gets you out the house. |
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Sounds like a bastard child of WoW and Spore. Interesting, but has a bit of a learning curve - most games seem to make much more elaborate movements in-game than a user does with the controller (I.e., press (X) to "attack", not to "flex my triceps"). |
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I like your day/night zombie idea a lot, miasere. In particular, it lets defensive hunter/gatherer types who like to hoard a lot of resources (i.e., me) compete with aggressive strategists who just like to *use* their resources well. It could be quite addictive, in the way that desktop tower defense and other planning games are. |
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Putting both together, how about a game where you control a zombie, and must move your body explicitly? The resulting lurching should be quite realistic... |
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I like the Tom Sawyer's fence idea of gradually inching MMPORG games closer and closer to work, with the idea that someday people "playing" MMPORG games will actually be working for free, providing funds to fill a large moneybin with gold doubloons in which I will swim. |
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