Moo Tang Clan: genre
Showing posts with label genre. Show all posts
Showing posts with label genre. Show all posts

Tuesday, January 26, 2010

Self referential MMORPG concept

With so many wannabe MMORPG designers in the blogosphere, would it be possible to build an MMORPG whose concept is not hack-n-slash dragons+wizards, not space opera, not sekrit squirrel spies ... but instead an MMORPG design environment.

Classes would include Graphic Designer, Model Maker, Quest Writer, and so on.

Hmmm ... and bosses would be, of course, bosses.

Monday, April 21, 2008

a wild west of magic

Are most fantasy MMOs set in ancient worlds, places where the extent of the lands have not only been explored at some time, not only been settled at some time, but are even littered with the ruins of ancient civilisations? Sure, there might be pockets of wilderness, but they are like national parks, preserved, carefully delineated on the maps, and nonetheless likely to contain the aforementioned ruins of ancient civilisations.

Are there any fantasy MMOs which are instead set in an "new world" environment, one where the frontier beckons, vast and unmapped? I wonder if a fantasy "new world" setting could be developed to include wild west themes. I don't mean steam punk elements like guns and trains and such, but instead sociological themes such as dirt poor pioneers scratching out the beginnings of empires, boom towns under constant threat from wild natives, a constantly moving and expanding frontier.

At least you wouldn't have to go write up a few millenias of lore with fanciful creation stories involving doomed immortals and such. Well, not until some intrepid adventurer stumbles across an ancient monument in the jungle or a hidden valley of ruins.