Massively Multiplayer Online (MMO):

     Since the release of the first MMO, I've dreamed of putting up my own non-linear massively multiplayer online (MMO) game, and yearn to create one based on Guardians of Utaemia.

 

My idea of a perfect MMO:

Auctions: Natural occurrences:
Aging: Nerfing:
Align:  
Birthday Surprise:  
Buying gold and items from off the web: PvP (player vs. player):
  Non-Player Character (NPC):
Captured: Quests:
  Quick-Play Methods:
Creating a Character: Races:
Creatures:  
Eggs: Secret walls and panels:
Encumbrance: Secrets in the Wilderness:
Equality among the races:  
Experience-Point (EP): Ships:
Factions: Shops:
Familiars: Sneaking:
Feedback from players and parents: Spamming:
  Spell-disrupting abilities:
  Soulbound / No-Drop items:
Food and Water: Steeds and Pets:
Game-Style: Structures and Land:
Gambling: Thieving:
Game Masters (GMs): Trade-Skills:
  Traps:
Grouping: Treasure Items:
Horde Battles: Vampires:
Intangible Walls: Werewolves:
Level-based items:  
Level-Cap:  
My Little Rant:  

Auctions:

     Players will create their own by socializing and doing this themselves.  Players are genius when it comes to this.  Let them do it during game-play.

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Aging:

     Characters will naturally age with the time frame of the game itself.  A day in Guardians of Utaemia MMO is 6 hours.

     When a character gets old, he or she will die, as is natural.  Though rare, there are many things in this MMO that can extend life (if you can find them).

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Align:

     Players can earn the trust of creatures, join them, or act as a spy.

      See: "Faction".

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Birthday Surprise:

    On your birthday, you get to choose from the following:
1. Power leveled for 10 minutes x your age.
2. Solo adventure (with or without a Game Master).
3. Pick 1 unique item for a list of uniques (there can be only one in the game).

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Buying gold and items from off the web:Return

     IT'S EASY TO FIX THIS PLAGUE: If you are caught doing this, not only will your game account be permanently suspended, but also your IP address (no second chances). You won't be able to sign back up in this MMO if your IP is banished. Players will think twice about participating in the buying of gold and items (which is, in my opinion, the #2 most damaging act within an MMO. The #1 most damaging thing is NO CONTENT. It's really quite SIMPLE to find out who is buying off other web sites and what sites are selling). A 10 year old could be trained to find such violations in a mere hour's training.

     So why don't companies do this? Because of two reasons: 1. They are lazy, and don't want to take the time to monitor this crucial aspect of their system. 2. They don't want to lose a single customer (which is backwards, because more people quit for having to put up with the spamming of infringing "websites"). There are many who throw in the towel due to companies letting this this type of nuisance dominate their own system. Not too wise.

    

     The selling of gold and items has to be one of the most damaging, obnoxious, things within an MMO setting. The most disturbing aspect of this, is the people who do it. They are not adults (99% of the time), but slave labor people (children) doing this for a mere $2.00 a day. It's sick.

     By not supporting the purchase of gold and items from these IDIOT, EXPLOITATION sites, they will vanish. So, really, it's the in-game players that have the power to crush this type of thing. Don't support it, and it will fade away forever.

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Captured:

     Characters and creatures do not always fight to the death. As a player, you can be captured, or can capture an enemy (including other players). This can be acomplished by setting traps, or offering the option of surrender.

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Creating a Character:

     Players can choose to be a race, or be a creature (even a rat, or a mouse). It's up to them at the creation of the character.

     In this, you can never be sure you are playing with, or against, an NPC or LIVE player.

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Creatures:

     Roaming: No set pattern. Enemies do more than merely attack (force a surrender, capture, treat the player very well in the attempt to create an ally, etc.). A player could be captured with no chance to get away, unless rescued, or escape is successful. This means, when a player logs in, his or her character will be in captivity. The player must play it from there.

 

     Thought-void creatures never scatter on Area of Effect attacks (like FireFall, or any other type of Area of Effect ability or spell.

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Eggs:

     See: "Steeds and Pets".

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Encumbrance:

     This will be in effect at all times. The more you carry, the slower you travel. If you carry too much (x6 your alotted weight allowance), you cannot move.

     You can drop and pick up items. Depending on what the object is made of (wood, cloth, glass, steel, etc.), it will remain on the ground for a certain time period before atrophy claims it.

     Atrophy will not have power to claim some items, which will sink into the ground. Such items can be located and dug up (if one can find them).

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Equality among the races?:

     Rolled up, and placed, characteristics (i.e., strength, wisdom, intelligence, coordination, etc.) will determin movement, how much damage you do, etc. (as is played in Guardians of Utaemia).

     As for equality between the races: How would a Microne run as fast as an elf? And how would a Minotaur sneak as well as a  Shallant? This equality thing has been taken Wayyy too far in the MMO industry . . . all in the attempt to keep everyone from raising a fuss. Bah, let the whiners fuss. When they quit the game, a healthy balance amidst purist role-players will be established. And there will be peace in the land once again.

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Experience-Points (EP):

     EP are lost when your character is killed: Yes, but not loss of level. A character must make up EP lost for dying. This can take quite some time if you die too much -- but a character will never lose a hard earned level.

 

     EP to level: Yes. This type of sytem works well, but there will also be different ways to level, such as finishing a mission accepted (remember, missions ARE NOT requisite for anything but enhancing the play of the game)

 

     Another thing about Experience-points:

     1. Bonus to experience for grouping will be awarded at +8% per person above 1 in a group (group size will max. at 8 players, and then will be considered a "Raid" group.
     2. Players can earn experience-points for defeating level #1 creatures, even if they are level #100 (they just don't get much; 1 point usually).

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Factions:

     All factions are pre-set initially. It is possible to find favor in the sight of all races and creatures (but not easy). Creating a good faction with all races and creatures is rewarded with the title of Avatar (which is not just a title, but a crowned reward a player earns that give bonuses chosen from a list of possible bonuses). Once a player earns the title of Avatar, the bonuses chosen by the player will always be in effect, even if the title of Avatar is lost.

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Familiars:

     You can multi-class and have multiple familiars (as many as you can summon, considering you meet the prerequisites to casting such spells). In rare cases, a familiar can be earned by non-casters.

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Feedback from players and parents:

      Feedback is one of the single most crucial things a company can benefit from, and is one of the three major life-giving elements of a gaming system.  Without feedback, most all games (like a dying fish) soon go belly up in the water.

     Most all MMOs will have a feedback forum, but I doubt feedback is ever taken seriously.  Remember, the makers of MMOs really do not care what you think . . . until the majority of their members quit.  Then, and only then, will they listen to customer feedback.  If you believe otherwise, you believe a lie.

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Food and Water:

     Hunger and thirst can lead to a character's death. Make sure you take food and water, or you might find yourself in trouble (this is natural, and not a stranger to us folks here in real life).

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Game-Style:

     Realistic, not cartoonish.

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Gambling:

     Civilizations (inns) and ships will have NPC and LIVE player gambling tables.

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Game Masters (GMs):

    NPCs and in-house (live) GMs will will take players on adventures.

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Grouping:

     Opposite factions can group.  Also, if you befriend a creature, you can group with it, considering your faction is friendly with it.

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Horde Battle:

     Scheduled times will be held when a horde of creatures will fall upon each of the many main civilizations. Players will be able to prepare for battle prior to the onslought attack. During this time, special drops (as well as one-of-a-kind items) will drop from named creatures during these epic struggles. If a city falls to a Horde Battle, it will then be taken over . . . a ruined city, filled with hostiles.

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Intangeable Walls:

     Walls that look like normal wood, brick, etc., but are actually illusion -- less than thin air.

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Level-based items:

     None -- meaning if you can find it, you can use it (providing your class can use it (i.e., the spells housed within a druid wand can only be cast by a druid class).

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Level-Cap:

     None. A level cap would hinder player experience in the Guardians of Utaemia MMO.  There is such a broad spectrum of instances and creatures in Guardians of Utaemia, it would undermine the game to enforce a level cap.

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My Little Rant:Return

     The possibilities are ENDLESS with programming. I'm baffled at the lack of content within every MMO out on the web. With the growing skills of the programmers of today, it's highly frustrating for many to see such talent subdued by corporations that meditate only on money, rather than content to thrill their customers with.

     If you make a customer happy, the money will follow (this is a fact).

     But this idea has been thrown out by every gaming company in the world, who mainly focus on exploiting females for marketing, as well as riddle their MMOs with quests you need to complete to advance in power, or to access certain aspects of the game. This is a huge mistake, if you really want to get players onboard and make some money off the game you launch. In fact, it's rediculous. What was once fun gaming, has now turned to frustration for players. When I play a game, I want to have some fun, not become so frustrated, I kill my keyboard. This is why I've stopped playing MMOs, and why I will never allow my kids to play them. There are millions of players and parents that are of the same opinion. Too bad for the companies that focus on money, rather than fun. They could have much better success if they would get it right.

     Some people tell me, "Mike, they are rich." My reply: "They can do so much better."

     All the major gaming companies sell themselves short by focusing on just a hand ful of wonderful ideas (with the exception of exploiting women to "riot the kids to buy" -- this is simply a self-inflicted mental illness, mingled with perversion and anti-social traits).

     If you don't know what the heck I'm ranting about, then you are of the generation of `gamers who have no idea what was out there.

     If you only knew . . .

     Do some research on this, and you will be amazed at what is being left behind . . . fogotten.

     While graphics and character controls are incredible, content is being abandonned, which is what most people want.

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Natural occurances:

     Rainfall, sunshine, snow, hail, Flood, Monsoon, Drought, Tornado, Earthquake.  All these will be natural occurances in the game.

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Nerfing:

     NONE! Read my page on NERFING.

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PvP (Player vs. Player):

     When players begin harrassing other players, they become flagged for PvP (so other players can deal with them).

 

     Vulgarities will cause PvP status. Not open to the players unless they consent, or do something that would warrant PvP (i.e., thieves can pick other players pockets, but if they fail, they become PvP (player vs. player).

 

     If players ventures into a wrong area, they could be flagged for PvP, but they would be warned before entering (i.e., signs and/or a system message, etc.).

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Non-Player Character (NPC):

     Hire NPCs to mine, cut timber, harvest, etc. You can leave NPCs with the command to continue harvesting while you are logged out. You may come back to some good news . . . then again, you may come back to witness the aftermath of your hirelings deaths -- remember, creatures roam where they wish.

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Quests:

Quests can be accepted, but are not neccessary to access areas of the game. Quests will be labeled, "Adventures", not Quests.

 

     The "Quests of today's MMOs are designed to bind you down to long term game-play.  Companies do this in the effort to rake in as much money as they can on a monthly basis. Simply put, quests are highly abused and are a manipulation, leading to a large investment of game-play time.

     This manner of constructing a game is a blatant, obvious, premeditated effort to manipulate players into a large investment of time.  If they can keep you playing, you will keep on paying.

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Quick-Play Methods:

     There will be no quick ways of getting around, unless you have learned an ability or spell that enables you to. There are exceptions to this rule, but are rarely discovered (i.e., Secrets in the Wilderness). And there will be NO little stone to click to take you back home to your "bind point", no griffons to fly you wherever you want, no spires to take you to another plane, and NO translocators . . . period... players will develope teleport and travel capabilities, which they can use on others as a service, for a price if they like.

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Races:

An Elf will run faster than a Gnome or Dwarf. This just makes sense. Also, no two races will have the same natural abilities. This is not biased; it's logical.

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Secret walls and panels:

     Caves, Creature lairs, Crypts, Dwellings, Dungeons, Encounters, Labyrinths, Pitfalls, Other realms, Treasure stashes, etc. can lie beyond a secret wall or panel.

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Secrets in the Wilderness:

     These will be encountered and found just as they are in Guardians of Utaemia.  See: "Secrets in the Wilderness" in the S section of the Basic Rules Book for details on Secrets in the Wilderness (in the free download of the game itself).

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Ships:

     Carry you, and others, to destinations.  You will purchase a boarding pass from the captain. During a trip, there will be high seas encounter checks.  You could very well be attacked by a sea creature, or boarded by pirates (being captured is a possibility). There will also be disease and sickness checks (though rare).

      Ships can be destroyed and repaired.

      Ships can be built from materials found and purchased, built, and sailed.

      Ships can be manned by players and NPCs, depending on the players skills.

      Ships will have parties onboard, pirate and creature encounters, gambling and adventure. A ship may just get blown off course by a storm, or some powerful spell of a creature or player that has such power. If so, players would have to find their way back home.

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Shops:

     Rent your own personal shop to do buisness in.  You can even build your own, should you own the property and build it.

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Sneaking:

     All characters, and creatures alike, have the ability to sneak. This is not a level versus level thing.  It's a Coordination vs. Awareness check (with modifiers for the items and armors you are carrying).

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Soulbound / No-Drop items:

     None. I can't tell you how rediculous it is to find something and have to destoy it to be rid of it.  It's like super glue on steiroids; obnoxious and totally unrealistic.

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Spamming:

     Many sites make a character just to spam the selling of items, gold/platinum, or powerleveling services. Players detest this intrusive behavior, and often times throw in the towl (they quit the game).

     Any respectful company will deal with this issue quickly. Most do not, and it makes me wonder if they are not the ones doing it. I don't know; it's just my suspicion.

 

    This is EASILY remedied: BAN the I.P. address this comes from for 5 years.

                                                If a person calls in and states they just moved into that I.P.

                                                address, and would like to play the game, remove the I.P. ban.

                                                If it happens again, that I.P. is banned forever.

 

                                                Ban all areas that are known for internet fraud, spamming

                                                and other tresspasses. DO NOT ALLOW GAME-PLAY FROM

                                                THOSE areas, unless a person calls in and asked permission

                                                to play (an allowance could be made for a single I.P. address

                                                if the person calls in and agreas never to participate in such

                                                obnoxious behaviors). If the agreament is broken, that I.P.

                                                address will be banned FOREEVER

 

     Players need to be left alone, so they can enjoy the game they spend their hard-earned money on, not have to put up with imbociles pestering them relentlessly. If companies would do this . . . well, I would have stayed with certain popular MMOs as a permanent customer having a blast. As I previously stated: I suspect side companies are being built by the makers of these MMOs (for the most part, I believe they are the ones doing it).

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Spell-disrupting abilities:

     Rare, and then only by sentient creatures with such abilities. This kind of ability has been more than played out unfairly to those who build up their characters over -- at times -- great length of game-play. I noticed if a caster got an edge on something, by using his or her spells, a few patches later, that would end (i.e., animals disrupting spells quickly and continuously). Spell-disrupting will be an ability that will mostly be left to the players and sentient NPC's to use.

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Steeds and Pets:

     Your steeds and pets will fight right along side you.  A steed ridden, will fight to survive. Steeds have been highly underdeveloped in all MMO's.

     You can raise your own steeds and pets, as well as watch your own incubated egg hatch (if you find a dragon egg, and get away with it, you can hatch the dragon and raise it).

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Structures and Land:

     Build your own fort, house, castle, dungeon, crypt, etc.

     Buy property to build a structure on (Action House, Provisions Shop, Inn, to resell, etc.).

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Thieving:

     Thieves can pick the pocket of anyone they like, but are open game if caught.

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Trade-Skills:

     All players can do all the trade-skills, it just takes time.

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Traps:

     The game sets various traps within certain settings that can be disastrous for those who do not see them.

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Treasure Items:

     The title of a treasure item will always give a clue to the power it houses.

     Example: In Guardians of Utaemia, an Eagle Species Ring will increase in awareness

                     equal to that of an eagle, not just give a mundane bonus to a single stat

 

     "No drop" and "Soul bound/Soul binding" treasure items DO NOT EXIST!

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Vampires:

     If a character is bitten by a vampire, he or she will become a vampire, and will be forced to deal with the same things an undead vampire has to deal with.

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Werewolves:

     If a character is bitten by a werewolf, he or she will become a werewolf, and will be forced to deal with the same things a werewolf has to deal with.

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