MMORPG creator

MMORPG is the key to get money. However, most MMORPG new release right now are under the shadow of big company such as Blizzard with WoW. Every new MMORPG follow the same pattern: meet NPC do quest, grind to max level, raid, guild VS guild, and Epic weapon, pet. This is the reason why if many new game follow this same road will soon be abandoned. Some good game catch players attention, but for a while developers got their eyes blurry by money making it a Pay to play game without push out any new contents. Players aren’t stupid for a while, they will slowly leave the game. The game without players is a death game.
Our game will be around medieval time, with knight, archer castle like Mouth & Blade War band. Because there are many players who purchase this game the new about MMORPG will be a blast and players will support it.
This idea come up when I played Mouth and Blade for a long time. Later on I had a chance to play Albion Online for 2 years since early access. Then I saw For Honor game play. I also read Legendary Moonlight Sculptor novel. I think if we can mix all this idea together we will have the best MMORPG that is unique and follow no shadow of any big MMORPG out there.
Start with the idea, you are what you wear. You can wear heavy armor and use crossbow one day or you can wear medium leather armor and bow that give you move mobility but lack defend. However, in order to maximize the damage of sword, you have to swing your sword a thousand times. The more you practice and killing enemy with certain equipment the better damage you can ditch out. Same rule apply with armor.
These weapon and armor aren’t drop from goblin or boss, they are hand craft by player by resource. Ore for heavy armor, hide for leather armor and fiber for cloth armor. Heavy armor give defend, leather armor for mix and defend movement speed, cloth armor for movement speed. Player can choose to become crafter, or gatherer, or fighter. In order for fighter to get silver, they can choose to do quest for their faction. Quest can be separate into gather, fighter and crafter quest. Sometime, if they do quest for certain NPC and gain their favor, player can receive a chain quest or hidden quest that will lead to more silver, or experiment that they can choose to put in their profession. There is no cap in level so the grind is unlimited.
Since this is players create economy, market will be open in city and player can buy or sell his item through market house. Inside city there is crafting, potion, weapon, armor shop. Guild can choose to fight and gain control of the city. Guild that control the city can set up tax for the shop. Guild can also choose to upgrade shop, give out quest with reward, or hire other players to defend for their city.
Players create guild, guild follow fraction and fraction is trying to take over the kingdom.
Around the main city there are village that give resource for gatherers and small scale pvp, players can kill each other but one he/she murder someone that player won’t be able to enter the city. City is the place for gvg, any guild that has over 50 members can choose to gvg in order to control the city.
Once a while, developer can create event that give big reward, like dragon destroying city, or the king die and the fraction trying to take on the city that the king rule that give a lot benefit, or create a new city for fraction if guild gain enough favor of fraction.
The combat from Mouth & blade warband is perfect because it is just auto attack, the only different is the damage depend on how long the player using it weapon.
The developer can sell skin for weapon or armor, or cute pet. Something to keep in mind before the game end up with the mark” pay to win”
1/ not selling mouth. Mouth can be raise or tame through mini game.
2/ not selling weapon that have impact in game, all we sell is skin
3/ not selling premium status, we try to create as much reality here to make players feel much connection between them and that time in history, real world doesn’t have premium status.
4/ not selling anything that make you progress faster. The more you swing your sword the better you are.
5/ not selling any currency. Like buy gold with real money and trade it into silver.
So how can developers make money? Here are how:
1/ Selling badass weapon skin, people love to have their character look cool.
2/ subscription fee, try to make this as cheap as possible. 12$ like WoW is too much. We take subscription fee but it is close to nothing. We just need huge player’s base and even with small subscription fee we will be able to put out new content.
3/ Event, like “Thank you for 100,000 players, today there is a dragon visit our kingdom please kill it”. The reason why we give out players number so players know the game keep progressing and each time there is a mark of new feel thousand players there will be epic quest. This will make player introduce this game to their friends we get more players more money. Every time we give out good news there will be quest reward. By using this psychology method, we can always get more player.

@nekorg59

Sorry,
but WH works on a first-person, single player, realistic RPG.
No dragons!!
:smile:

Check the infos at the main page:

I don´t even… understand the point

2 Likes

Yeah I cannot tell if this is their personally vision, something they are trying to do, or a poor sales pitch to WH on how they think they should make the game.