Dean Hulton's profile

2011 Brief overview of Eternal Conflict: War of hearts

Introduction

When setting out to design this MMORPG one of the things I tried to do was Identify what makes
a MMORPG commercially successful and great to play. The flowing are areas that I believe need to be focused on when designing an MMORPG for long term successes.

• Community
• Variety
• Player Progression
• Combat
• Player Immersion
• Value for Money

In this document I will elaborate briefly on how I designed to each of these areas to create a complete and revolutionary classic MMORPG design that promises to redefine MMORPG's for players everywhere.
Community
Eternal Conflict: War of hearts has been designed to make it as easy as possible for players to
communicate with one another. Ease of communication is the foundation on which the player
community will be built upon.

• Players can type messages to each other or chose to communicate verbally. Voice chat can be used automatically between players in accordance to their line of sight and their vicinity to one another.

• There are hot keys which allow players to communicate via voice chat in different channels such as clan and alliance channels, players can also communicate directly to each other and have hot keys for their favourite players.

• When players set up their game account they can chose to register their private E-mail address and mobile phone number. They can then allow individual players to send E-mails or text messages to their mobile phone via their game account. Their private information will never be reviled to any player, as all messages will be handled through the players game account. Players can add and remove other players to and from there trusted players list when ever they like.

• Player's will have their own mail box so they can send messages, images, videos and in game items to each other.

• Android and i-phone aps will be available which will enable players to view and reply to clan and alliance chat channels and access other features of the main game while on the move.
• Facebook chat, MSN messenger and steam chat will be assessable from within the game so that players will not have to stop playing and exit the game in order to access them.

• Clan members can be given specific roles within the clan such as clan leader, body guard, knight etc. They can also be given comparable roles within an alliance. If a clan is an occupier of a castle, members can be assigned different roles within that castle such as town planer and treasurer. These roles will give players access to different areas and abilities within their communities and will also give them a sense of place with their communities.
Variety
The key to retaining a user base indefinitely is to create a game with unrivalled verity while making their time investment worthwhile and enjoyable. This verity must be introduced to the player carefully so as not to swamp or choke them with to much at one time while maintain the impression that their may be something new to discover at any moment. I have tried to design with this in mind by introducing the following to Eternal Conflict: War of Hearts.

• The back bone of the game is formed by a competitive combat system based on a risk and reward mentality that encourages competition and rivalry between players. This player versus player content ensures that players are gong to have a different experience each time they play the game whether they get involved or not.

• To enhance the player versus player and player versus environment combat in the game their is an ever changing environment around the player which can be used to their advantage or be used against them. The environment can change as a result of the players interaction, for example if a sorcerer pulls a heap of water out of a lake and dumps it on a target the environment around that target will become soaked and fish may be seen flapping around in the wake of the torrent.
            The the environment would be effected in a more direct way by the realistic and chaotic weather system which a lot of the game is designed to make use of. The weather will be constantly evolving while players are enjoying the game. It may be fine and bright weather the first time they visit an area but when they return the next time it could be stormy, scorching hot, snowy, icy, extremely windy etc. Or a combination of these weather states could occur.

• Weather will have an effect on the A.I's behaviour as well as the players abilities. Players will see things such as visibility being reduced in certain weather conditions as well as discovering that their skills are effected by different weather conditions, e.g. cold or icy weather may make fire based attacks less effective and windy weather may reduce the accuracy of projectile based attacks. This will enhance the variety and depth of combat in the game.
• There are three factions each with several races divided into twenty two separate classes. This gives a total of sixty six individual classes between the three factions all of which have their own characteristics and are completely unlike any other class in the game.

• The world design has the potential to be amazingly varied. There is an extensive and interesting story and lore which explores a wide array of cultures to draw inspiration from when creating the world design. I envisage the in game world to be constructed of a wide verity of confined,close quarter, linear spaces which offers the opportunity to implant into these environments plot driven events, they would also offer cover from aerial attack. These areas would be broken up by a verity of wide open expanses which would offer different types of combat opportunities and would be more suitable for larger creatures and greater numbers of creatures.

• Players may like a rest-bite from the main game at times and can sometimes find themselves waiting for friends to join them. In these situations players can chose to participate in one of the many mini games on offer, these games utilize the games mechanics and design in totally different ways to the main game.
Player Progression
Players need to see themselves progressing in order to justify investing their time and effort on the game they love. This especial applies to an MMO game where there is the potential to spend more play time than in a lot of other genres. In Eternal Conflict: War of Hearts their are several ways a player can see themselves progressing and developing, socially, through skill level and in the many sub games.

• There are unique and characterised skill sets for each and every class. Each player can see their avatar develop instinctively as they gain new traits and abilities. Players have to make critical decisions at junctions in their avatars career path which will define which direction their avatar will progress for the rest of the game or until another fork appears in their career path.

• The players avatars appearance will be greatly customizable as expected, as well as this the player can customize their equipment, when customizing equipment their visual characteristics will be altered appropriately as well as their functionality. When a player has worked hard to achieve their ideal specification of a piece of equipment through customizing they should feel a sense of satisfaction.
• A player can also progress socially throughout the game. They can get recognition for their combat abilities and their alignment to divinity or evil or to a particular faction. They can also develop as a clan and alliance member and get promoted to higher positions within a clan or alliance throughout the time as a player. Ultimately a single player could be responsible for a clan who occupies a castle town and so could be responsible for the running, development and protection of an entire town and its populous
Combat
The combat in the game is balanced in such a way that in a one on one fight between two players (of the same level) of any class they will both have the opportunity to be victorious. Victory is dependent on a players level of skill and on the situation they find themselves in. If combat is not balanced or fair I believe players will get frustrated with a game where competitive combat features heavily.

• All combat within the game is built around the underlying player statistics combined with physics. This combat system will give the combat more conviction than what has previously been seen in the MMO Genre.

• Eternal Conflict: War of Hearts will introduce realistic areal based combat to players for the first time in the MMO genre.

• Players will see a lot of variety in A.I. Behaviour and strategy between species of enemy and
even within groups of creatures of the same species. This ensures interesting and challenging player versus environment combat which should keep players on their toes and be less predictable that in other games.

• The players combat is effected by their environment and the environment will be effected by the players combat. The weather will effect the player in many ways and critically effect their effectiveness in combat situations. Players can manipulate their environment to their advantage or to the disadvantage of others.

• As well as spontaneous combat between players there are also various prearranged combat events. Some events can be organized by the player community within a defined structure with the event organizer fronting the prize and collecting any entry fee. Along side this there are battle events throughout the playing day for players of all level groups, these take place within large battle fields and pit factions against one another. The faction who successfully hold the heart of their battlefields fortress at the end of the allocated battle period will gain a reward determined by that particular fortress for their entire faction until that fortress is lost in a future battle. Finally players have the ability to infiltrate castles and lay siege to them at specified events. In these events clans battle for control of a castle. The victor will be able to govern that castle and province however they see fit.
Immersion
The players and community will generate most of the games content themselves instinctively as they play together and against each other. This will be backed up by a strong back story and lore.

• The back story hits on topical subjects such as the dangers of religious theology and explores the potential of mankind. Each race explores topics from a different point of view and gives the players a different perspective on topics they can relate to.

• Quests are used to drive interesting plots and well thought out side stories. Quests in Eternal Conflict: War of Hearts are totally different from conventional quests seen in other games. I don’t like stigmatizing these plot driven events by labelling them as quests and believe the game will redefine the impression players have of quests. Players will stumble naturally into these situations and should not have the impression that they are on a defined quest. Instead they will merely be following their curiosity and can break from the quest at any point uninterrupted. Quests will never be forced upon a player and will guide the player as they travel through the game.
Value for Money
Obviously a game will need to cover development costs marketing and other costs. With an MMO game developments costs may be larger due to the extra elements such as servers. Their will also be ongoing costs for further developing the game and employing staff that will provide services for the game after launch. Some of these costs can be recuperated through unit sales but ongoing costs will need an ongoing flow of funds to finance them. There are several ways in which the design can provide long term solutions for these costs.

• Some of the ongoing costs can be minimized by making the game as self regulating as possible. I do believe that some human regulation and customer service will be necessary for the foreseeable future but this can be minimized through the design of the game.

• To pay for development costs and ongoing staff wages as well as the unit sales in-game advertising could be used. This should only be used in a tasteful manner which respects the game world and does not intrude on the playing space but exists harmoniously along side it. This has successfully been successfully implemented in other industries such as the film industry and potential has a much wider scope in an MMO game.

• In-game advertising will also encourage the growth of our player base as their will be no entry barriers for potential players once they have purchased their copy of the game. Due to things such as in-game advertising and the self regulatory nature of the game Eternal Conflict: War of Hearts will essentially be a free to play game.
Conclusion

If you are interested in further exploring this next gen MMORPG named Eternal Conflict or are interested in speaking to me Please contact me. I have Produce a Small amount of design documents in the form of a magazine which I can send you via email or through the post in a high quality glossy A4 Booklet which can be read at your leisure.
2011 Brief overview of Eternal Conflict: War of hearts
Published:

2011 Brief overview of Eternal Conflict: War of hearts

Eternal Conflict: War of Hearts was my first project all the work in this project was solely my own creation, It was produced Between 2007-2010 w Read More

Published: