Submissions by ben.lle6370 tagged mmo

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Kings of Blooded Soil is a territory control mmo that is story driven in real time through events that are co-ordinated by developers and players. While some elements of the game are scripted in advance for effect and structure, historical in game events happen over the course of the games ongoing development in real time as a direct result of unpredictable conflicts.

New territories are created and old ones modified and/or destroyed following the games gradually expanding lore. The aim is to create an experience where the story is not entirely preset, rather it is driven through battles with other players in real time, so that players can be the part of a massive universe in which they actually hold influence. This game heavily encourages faction play and role playing. Dedicated players who fit the part will be approached in secret by developers and occasionally receive offers to spearhead revolutionary events and war campaigns in order to drive the worlds story further. Territories will also be monitored by historians who will document significant battles and characters into the history of regions, embedding the past into the future forever.

Features:

  • A role playing game where players influence the story.
  • Experience massive conflicts between players and developers that alter the course of the known world and human culture.
  • Hired actors will sometimes possess significant characters in the games story and engage in warfare to serve their characters ulterior motives. As humans who are not scripted, they can be subjected to player support, resistance, and manipulation.

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Temple of the Iron Fist is a 1 vs 32 player isometric and first person dungeon crawler where up to 32 heroes try to raid an ancient temple ruled by the iron fist of a powerful deity. The heroes will work together to solve puzzles, fight off incoming enemies while others break down barricades, fight mini-bosses, earn temporary dungeon equipment (similar to leveling your characters capabilities in a moba) and try to get to the end of the temple to claim the temples relic. The heroes play the game in first person and when they die they can watch the game isometrically from above, using coins they have earned over their lifetime to buy useful items for their living teammates to help their team prevail, if they so choose.


The other player is the temples deity. They play the game completely isometrically as an AI director and a boss. The deity can choose where and when to spawn enemies of their choice with cooldown limitations that dynamically change for specific enemies based on how long the deity waits. Waiting longer allows for more powerful but less numerous enemy spawning. Every one minute the deity can attempt to smash the heroes with a giant fist which they can control and descend with their mouse. The heroes will see a shadow forming when the fist is about to descend, giving observant players a short visual warning to move out of the way. The deity will continue to set off one time pre-made traps at their will and spawn enemies until either all the heroes are dead, or until the players reach the temple boss room. If the temple boss room is reached by just one player, the deity will be forced out of their role as a director, and they will isometrically embody a randomly chosen demon which will be the last resort to kill any remaining heroes as they try to slay the deity.

When the deity is forced into the demon, they will no longer be able to kill enemies outside of the boss room, limiting their reach over the temple, making it vital that they defend the boss room for as long as possible.


Features:

  • Every temple has unique rewards in the form of magic, weapons, special items, hats and more, that every player who survives will earn.
  • Players earn money by surviving the dungeon for any period of time, with longer lifetimes leading to more loot. Money can be spent on lots of cosmetics, (the best items come from beating temples though!) weapons, and skills but can also be used to buy healing items and more for teammates when you die. Even if you die, your team beating the temple will earn you bonus cash for aiding your team and staying with them through their victory, even if you don't get the temples relic.
  • When a temple starts, players will see the "relic", which is the temples most prized possession. Any player that beats the temple will receive this special item.
  • Deities will receive an item of even greater quality than the relic for their hero in future games if they stop everyone from beating the temple, making the 1/33 chance of being the deity offer unique incentives.
  • Dynamic health and power scaling based on the amount of players available in a server, allowing the game to be played with a minimum of four people.

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Aspects is the first MMORPG with a true sandbox focus. You're not the destined hero set on saving the world just like player #254,659 and player #67890023, you're a person, and that's what makes you different. Humanity consists of good and bad aspects, and they're all defined by the differences in people. This game is not an illusion, you are not given freedom at the cost that you discover it within constraints on a path of NPC conversations who send you on a series of quests you have no personal investment in, because the world is about the aspects of your humanity and how you define yourself, and not the story someone else uses to define you.


The game is set around a feudal fantasy like many MMO's where you start off as just a person within a communal living quarters. You have no quests, but an entire world to discover at your will and an opportunity to do so with the people around you if you desire. You are never explicitly told to do anything by the game and you are never provided a giant manual on all of the games aspects because you are here to discover your own. As you interact with the world you will discover your options, such as the ability to steal, help, and harm others, whatever you want to do. As the game understands your aspects the game will only then provide you information on how to pursue the things you like doing further, at your own pace of course.

The game is built around the idea that if a player is good enough to do something, they should succeed without being prevented by invisible walls or invincible characters. There are no level restrictions on areas or enemies, no invincible town guards. If you want to surpass things faster than you normally would with a group of friends, that is your strategic choice to make and the game will reward you for it. If you want to throw a player hub guarded by strong NPC's into anarchy and you are strong enough to do so, you can. With enough strength, you and your friends could choose to murder every NPC guard and install yourself as a dictator over major player hubs to satiate your own greed and lust for power. Or you could move far away from all the violence, build a home for yourself in a purely PvE area (as defined by server hosts), have a small farm and animals, find an instrument, and play Midi files through it for fun. Because the world consists of many aspects, and in any self respecting game that claims to offer freedom, the choices should be yours to make.


Features:

  • Freedom is heavily emphasized. If you want to play the game like a traditional MMO, grind monsters and complete quests for rewards, you can form a guild of mercenaries and pursue those objectives, that choice is yours to make.
  • If that isn't an aspect of MMO's that you like, the rest of the world is even deeper and you will get to decide what that means to you and what your purpose is.
  • The community has the power to shape the game the way they want it. Server hosts can make the game world cater to PvP, PvE, or both, even allowing for the creation of custom content such as world maps and client-side plugins.