what dose a good 3D MMORPG need
???
An experienced developer with over 3 years programming experience and with good knowledge of math and at least a 10 person team with very experienced people.
If you need to ask a question like yours then you donât qualify.
Iâm not entirely sure what you really are asking. Can you please explain your position and what you are after?
need as in what features dose it need to make it enjoyable , fun and maybe addictive for users
Interaction
Being able to interact with your surroundings is imho one of the most important things. Even more important then 3d.
Going shopping, planting trees, fishing, playing cards⌠as wierd as it sounds it makes the game fun.
If you only have H&S you will only get players that do hardly anything else.
Give the players more options and they will create stuff far beyond what it was intended for.
What is the kind of game you are aiming for?
The term mmorpg has been pretty much ripped for a lot of things now of days.
The games that come closest for me are Ultima Online and Neverwinter Nights.
try using the search button I remember a big topic from not so long ago.
Go read âA Theory of Funâ by Raph Coster. Excellent suggestions on what makes games fun.
-Chris
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i am using the term MMORPG as defiend by wikepidea
Crhisâs suggestion is a good one. Also there was an excellent article called âthe 3 first 30sâ that was quite good that talks about what users have to expereince in the first 30 min, the first 30 hours, and the first 30 days to reallt get hooked.
In the end it comes down to the following, IMHO, at elast for the general audiance. I realize all this can be and has been debated over and over.
(1) Enough challenge that the user can feel their accomplishments are worthwhile, but not so much that they cannot feel they are accomplishign things.
(2) Durability of accomplishment. Losing accomplishments to the game sucks, losing them to abusive other players is even worse.
(3) Enough interaction with other players that you can develop positive relationships, while not having so much interraction that you cna develop negative relationships. If players feel disadvantaged v. other kinds of players or under the control of other players, thats a âno funâ thing. In general power-relationships should be engineered out of the game and player v. player competitoon must be strictly limited and controlled.
(4) The ability to join or leave the game as convenient to your real-world schedule and not feel penalized for doing so.
Jeff, I have read some of the Theory already but am interrested in the 3-in-30 article you mention. I have not been able to find anything appropriate searching w/in javagamming.org or via google. Any pointers?
I read it awhile back. Ill see if I can find it.
I think it was in Game Developer mag but thats only a vuage recollectionâŚ
I searched for âTheory of funâ, as I remembered it was mentioned in that thread:
What makes a game ADDICTING
http://www.java-gaming.org/forums/index.php?topic=8400.0