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Imagining GTA Online - Diverse Genres In MMORPGs

Thanks to 1UP for their 'Pray For It' article discussing an ideal, but unfortunately fictional game of their dreams, Grand Theft Auto Online. In envisioning "taking the basic template from Grand Theft Auto III and just adding more than one enterprising thug", as well as players banding together ("Once you get your own criminal operation started - kind of like a clan or guild - you can start enlisting the newbies to do jobs for you"), the author gets into a sure-to-be-controversial mini-rant regarding a perceived lack of diversity: "What's wrong with online RPGs is content. Why are they all fantasy games?... Who decided that you couldn't make an online RPG about anything?"

57 comments

  1. MMORPG engine? by nacturation · · Score: 1

    Does anyone know of an engine (open source or otherwise) which can be used to create MMORPG games?

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    1. Re:MMORPG engine? by beredon · · Score: 1

      A quick google came up with this:

      http://www.bebits.com/app/3459

    2. Re:MMORPG engine? by neostorm · · Score: 2, Interesting

      Virtools Dev is a fantastic development toolset. They have an additional package in the form of their multiplayer package that is specifically geared towards MMO style games.
      Unfortunately I know of no current MMO titles that use the software, but I work with Dev daily and can't recommend the toolset enough. Fantastic piece of software, so you may want to look into it.

    3. Re:MMORPG engine? by nacturation · · Score: 1

      A quick google came up with this:

      http://www.bebits.com/app/3459


      Thanks. I came across that one before. Given that it's a self-described 0.1 alpha version, I didn't give it much of a glance.

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    4. Re:MMORPG engine? by jdonnis · · Score: 1

      The poster asks for Open Source and not some random piece of commercial software...

      Then you might as well recommend using Renderware or Havok for the physics...

    5. Re:MMORPG engine? by Dot.Com.CEO · · Score: 1

      No he didn't. He asked for "open source or otherwise".

      --
      Mother is the best bet and don't let Satan draw you too fast.
    6. Re:MMORPG engine? by PainKilleR-CE · · Score: 1

      he did say open source or otherwise, though he might have been looking for free or cheap software.

      --
      -PainKilleR-[CE]
    7. Re:MMORPG engine? by crazyaxemaniac · · Score: 1

      Well there's the Worldforge project. They've been working on a framework for MMORPG's for years.

      http://www.worldforge.org/

    8. Re:MMORPG engine? by rossmartinm · · Score: 1

      Nevrax, A French developer behind the upcoming MMORPG Ryzom are developing their engine and distributing it under the GNU General Public License. The toolkit is called NEL and can be found at www.nevrax.org. From the site "NeL is a toolkit for the development of massively online universes. It provides the base technologies and a set of development methodologies for the development of both client and server code. "

    9. Re:MMORPG engine? by vtechpilot · · Score: 1

      Well, I could plug mine. I call it a MMOOORPGE or Massively Multiplayer Object Oriented Online Role Playing Game Engine. What I feel makes this system unique is the object oriented part of it. You create maps and sprites and stuff just like you would expext with any other system, but where the engine really shines is in the way you define the rules of the game. Rather than hard code the system to support things like "Magic Points" and even "Healthe Points", all the rules are created by coding the objects. Say you want to create a sword, so in the object editor you create a new object (you can inheirit from existing objects) called sword. It comes with a few predefined events like DoAction. So in the script editor you write the code for DoAction in Basic. You read the target's health property, subtract a value then write the health property. Then the target's OnChange event would fire and there you would add the code to check if health is greater than 0.

      So in order to use it, you do have to do have to have a fair understanding of coding, but it lets you focus on writing the code for the rules rather than all the other stuff for graphics and networking and stuff.

      Some of the features it already includes are:
      2D Graphics (I wanted to know the concept works before putting a ton of work into 3D)
      A working client and servers
      A working Editor
      Ability to move about gamespace and communicate with other players.
      Objects Spawn (although players can't touch them yet)
      A system that can scale from 1 box setups, to a serveral hundred box farm.
      A text based protocol that could easily be used to create clients for other OSes
      The ability to update the game without shutting down the servers. (Got a bug in an object you wrote? no problem.)
      Automatic updating of the client software.
      There really is a lot to it, I've been working on it in my spare time as hobby for over 4 years now.

      Its Open Source. (VB on Windows yeah yeah I know) Its a client server system with the client being totally untrusted. All game calculations and descisions are made on the server, and the client simply displays the state of the simulation.

      The only real downsides of it are that it is in VB, so a lot of open source people might not be into it. Its in 2D not 3D, Like i mentioned earlier, I didn't want to spend a lot of time coding 3D and making models for a system that might not ever work. On the other hand it is also a lot easier for amatuers to make 2D graphics than 3D models. But the real downside of it is that its not finished.

      I would say its well over 60% done, But I have come up against the 2nd half hard. The object system has proved to be a fun and difficult programming challenge for me, and I have been proceeding rather slowly as I am trying to avoid some potentially serious design flaws. This part of the project has to work otherwise the system really will be just garbage. I think I have this whole system worked out in my head, and I have been working hard lately to put the idea into some project files and making some data-flow and entity relationship models so I can see better what I need to code. So if your interested in finding out more, just click on the k2wrpg.org link up there by my name.

      --
      Slashdot is an anagram for Has Dolts, and I am Dolt number 468543
  2. /profuse drooling by beredon · · Score: 1

    I would give my right arm for this.

    Granted I would have trouble playing, but it would be worth it.

  3. Different genre MMORPGs by Kulic · · Score: 1

    Actually, I'm surprised that no one has really looked into this before. Most of the MMORPGs that are out these days are some sort of fantasy (Everquest, Ultima, Asheron's Call etc), or Star Wars.

    What we need is for someone to develop a MMORPG with an espionage theme, or like GTA3 or something similiar. I'm sure that fantasy appeals to a lot of people, but what markets are lying out there untapped?

    (eg how well do fantasy RPGs normally sell compared to the GTA games? who remembers Syndicate? who wouldn't kill to play that online?)

    1. Re:Different genre MMORPGs by gnovos · · Score: 1

      (showingmy age here no doubt)

      Golgo-13 MMORPG!

      --
      "Your superior intellect is no match for our puny weapons!"
    2. Re:Different genre MMORPGs by SoundGuy666 · · Score: 1

      Anarchy Online and Neocron spring to mind as non-tolkienesque games - they're sci-fi. Some will argue that sci-fi and fantasy are almost the same thing.

      "Real world", there's obviously the sims online - get up, go to the toilet, eat breakfast, go to work, come home, go to the toilet, eat dinner, watch telly, rinse and repeat.

      There are also non-massivly multiplayer real world scenarios that are infinitely more exciting than the sims crap-a-thonline - things like CounterStrike, Rainbow Six, etc. CS is more just FPS online, but Rainbow 6 pushes into RPG territory.

      --
      Why can't we all just get along?
    3. Re:Different genre MMORPGs by deanj · · Score: 1

      Besides AO and StarWars, there's also Egenesis, A Tale in the Desert. Interesting cooperative game.

    4. Re:Different genre MMORPGs by Anonymous Coward · · Score: 0

      Hey, I don't know about anyone else, but I consider Star Wars to be a fantasy set in a sci-fi background.

  4. More Genres by Robzilla1st · · Score: 1

    I couldn't agree with the idea more. The problem lies in history. The first RPGs were tolkien inspired, derived out of wargames and easy to setup a fictional universe in. Fantasy lends itself to easy game universe creation. People get used to imaging elves and orcs - partially due to the nunmber of fantasy games and the sheer number of readers that Tolkien attracted. But personally I always found fantasy to be a bit derivative. Let's here it for alternative genres

    --
    If it's impossible - I'm interested
  5. Other types of MMORPGs by Anonymous Coward · · Score: 0

    Well if you go to Mudconnect you'll see MUDs based on anime, science fiction, pokemon, comic books or even history.

  6. Cop Land by vaguelyamused · · Score: 1
    This would be great, and hugely popular I think. I would advocate being able to play policemen. It may be a slightly different experience from being the criminal element. Of course there has to be the option of being the crooked cop.

    you could also set a promotion system, get on the Vice Squad, get your Ferrari and pastel suit (at least in Vice city) maybe eventually a helicopter.

    --
    STOP ROCK VIDEO
    1. Re:Cop Land by PainKilleR-CE · · Score: 2, Interesting

      Actually, something like that seems optimal for a GTA-style MMO game. There's no reason why you shouldn't be able to choose a side, whether cop or criminal. Furthermore, you could have informants and cops on the take, so that not all the cops are good guys, and not all the criminals are bad guys, so everyone has to decide who they can and can't trust.

      --
      -PainKilleR-[CE]
  7. MCO by jafuser · · Score: 1

    The only non-fantasy MMO I can think of was Motor City Online, but most of you know that game was shut down for lack of interest...

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    Please consider making an automatic monthly recurring donation to the EFF
  8. Matrix on-line game coming by evan1l38 · · Score: 2, Informative
    One non-fantasy game coming up is a Matrix on-line game...I'm kinda looking forward to that one.

    http://thematrixonline.warnerbros.com

    --

    Evan Reynolds evanthx@hotmail.com
    Two peanuts crossed the street. One was assaulted.

    1. Re:Matrix on-line game coming by Anonymous Coward · · Score: 0

      Hopefully it will be more thoroughly bug tested than Enter the Matrix...

  9. They are out there... by Anonymous Coward · · Score: 0

    Anarchy Online, Earth and Beyond, Star Wars, and some others. Can't really say there are no MMORPGs that don't stick to the realms of fantasy.

  10. Great Idea. But. by tjensor · · Score: 1

    The problem with all MMORPGS as I see it, is that you can come up with the an amazing, dark, intriguing background, and your game will still be full of 13 year old kidz who in5i57 on 1337 haXX0r speek.

    --
    <fnord>OBEY</fnord>
    1. Re:Great Idea. But. by ProgrammerCat · · Score: 1

      What, just like playing Quake online? It's right out of friggin Lovecraft, and Trent Reznor did the soundtrack. Guess what; if you can still find a server you're likely to find 13 year old kiddies being annoying.

      Make a popular game, and it's a safe bet that it'll eventually be overrun with 13 year old homophobic kiddies who think in terms of dominance while remaining unable to exert influence over women more substantial than the Playboy Centerfold or the latest [Boobies] link on FARK.

      These are the same kids who read vampire novels and watch vampire flicks. These are the same kids who, 30 years ago, would have gotten their rocks off reading the adventures of Conan the Barbarian and Elric of Melnibone.

      Why are they so prevalent in online gaming? It's simple: they're the ones with the most time on their hands, especially in summer when the public schools leave them the fuck alone for a few weeks.

      --
      *meow!*
  11. Want to see GTA Online demo? by gnovos · · Score: 4, Funny

    Get the PC version of GTA three and use the following cheat codes:

    itsallgoingmaaad
    weaponsforall

    You'll see an EXACT demo of what GTA MMORPG will look like.

    --
    "Your superior intellect is no match for our puny weapons!"
  12. The never-ending problem of content and MMORPGS by Sierran · · Score: 4, Insightful

    The problem with imagining online versions of games with cool worlds is that the online version will always suffer (and if history is any guide, usually fatally) from the fact that 95% of players are lazy and can't be bothered to participate in them. The fact that Ultima Online, the MMORPG with perhaps the lowest-tech engine, survives and thrives is because it demands more from its players than just appreciative ooh-ing and aah-ing at the eye candy and content that the dev team has slaved to put together. Players are actually required to interact, transact, form social arrangements and the like, and are 'encouraged' to do so 'in-character' if for no other reason than the game mechanics make it easier to do that than to sit around an l33t-ch4t with yer h0m13z. At least, they make that relatively boring.

    One of the great things about GTA is the world that has been set up by the developers. Player behavior is guided much more subtlely and much more pervasively by the use of single-player storylines and rewards/penalties than it first seems. GTA Online would, in fact, make a decent game initially, but (IMNSHO) there would need to be some carefully thought out mechanisms that would provide for the formation of (and motivation for) player-to-player social structures, both dyadic and multiple-party (partners and gangs).

    I would think GTA has an advantage in this arena in terms of immediate playability, because the game world is presented as pretty much an anarchy (well, with limited law). The problem, however, is that much of the 'fun' of GTA is the fact that you (and your immediate interactions) are stand-outs in the world, because everybody *else* is mostly law-abiding...which is what makes it so much fun to hear them scream in terror when you mow 'em down with the ambulance. :-) If everyone in the environment was behaving like you, it wouldn't be GTA anymore, it'd be a demolition derby with bystanders - a DeathRace 2000 with missions. While that isn't necessarily a bad thing, I would tend to believe that it's going to pall a lot faster than the secret joy of running over that old lady while chasing down a hooker for a little of the old bouncy-bouncy life renewal.

    Now, what *I* want is someone to extend the GTA system into vehicular weapons. Then we could FINALLY have a worthy online Car Wars environment. Heehee. Uncle Al's catalogs, here I come...

    --
    A hero is someone who knows when to run away. I am a hero. -Trent the Uncatchable
    1. Re:The never-ending problem of content and MMORPGS by PainKilleR-CE · · Score: 1

      ) If everyone in the environment was behaving like you, it wouldn't be GTA anymore, it'd be a demolition derby with bystanders - a DeathRace 2000 with missions. While that isn't necessarily a bad thing, I would tend to believe that it's going to pall a lot faster than the secret joy of running over that old lady while chasing down a hooker for a little of the old bouncy-bouncy life renewal.

      The key is to keep the number of NPCs fairly high, even if their interaction with the players remains fairly limited (like in the single player game itself). It would probably also require the ability for players to give missions to other players, not to mention, as I said in another post, having players on both sides of the law. Even then, with players on either side, you could probably maintain the cab and ambulance missions, as well as the vigilante missions.

      The game could maintain a handful of stock NPC-based missions and gangs, across the spectrum in terms of difficulty (of the missions) and diversity of locations. The only thing it would really need beyond the stock GTA3/VC worlds is a little more diversification of the starting locations of players (at least a few more places for new players to start out), or you may end up with these areas being particularly crowded.

      I think most of the single player game holds up pretty well if you could move it to a persistant online world, it just needs some additions to make the experience a little more unique (though not much more), and probably a change from the system of requiring certain missions for advancement (you should be able to advance after performing a certain number of NPC missions at a certain level of difficulty (maybe 5-10% of the available missions at that level), and maybe a handful of player missions, rather than having to perform every mission or certain very specific missions.

      As for vehicular weapons, yeah I like Car Wars, too, but I don't think GTA's quite the right game for it (unless you add characteristics for armour on the cars that would permit them to be a little less fragile).

      --
      -PainKilleR-[CE]
    2. Re:The never-ending problem of content and MMORPGS by JavaLord · · Score: 1

      The problem with imagining online versions of games with cool worlds is that the online version will always suffer (and if history is any guide, usually fatally) from the fact that 95% of players are lazy and can't be bothered to participate in them. Huh? I don't think it's a matter of being lazy, it's a matter of being bored. Just because someone doesn't want to put in the million mouse clicks to level up doesn't make them lazy, it just means they aren't obsessive compulsive. The fact that Ultima Online, the MMORPG with perhaps the lowest-tech engine, survives and thrives is because it demands more from its players than just appreciative ooh-ing and aah-ing at the eye candy and content that the dev team has slaved to put together. Do you think UO also survives because it was the first big MMORPG, and it had 10 titles before it to provide a fanbase? Ultima has been around for more than 20 years, it's no suprise their MMO is still alive. Players are actually required to interact, transact, form social arrangements and the like, and are 'encouraged' to do so 'in-character' if for no other reason than the game mechanics make it easier to do that than to sit around an l33t-ch4t with yer h0m13z. At least, they make that relatively boring. I didn't see anything in UO that was radically different than SWG or EverQuest. One of the great things about GTA is the world that has been set up by the developers. Aren't all single player games like that ;) Player behavior is guided much more subtlely and much more pervasively by the use of single-player storylines and rewards/penalties than it first seems. Plenty of people I know, don't do any of the missions or follow the storylines, they just mindlessly blow stuff up and use the game as a sandbox. GTA Online would, in fact, make a decent game initially, but (IMNSHO) there would need to be some carefully thought out mechanisms that would provide for the formation of (and motivation for) player-to-player social structures, both dyadic and multiple-party (partners and gangs). People would form gangs on their own in GTA online, an in game mechanism would be nice but not needed. People would form them simply for protection and pooling resources. I think a GTA-MMO could draw in the mainstream crowd that MMO developers are always looking for. They shouldn't think in generic RPG terms though. They should make it more of a sandbox type world where the players will make the content/storylines. Forget leveling, let people just go play. Focus on creating new places, cars, and weapons and let the players (gangs?) make the stories themselves.

    3. Re:The never-ending problem of content and MMORPGS by JavaLord · · Score: 2, Interesting

      The problem with imagining online versions of games with cool worlds is that the online version will always suffer (and if history is any guide, usually fatally) from the fact that 95% of players are lazy and can't be bothered to participate in them.

      Huh? I don't think it's a matter of being lazy, it's a matter of being bored. Just because someone doesn't want to put in the million mouse clicks to level up doesn't make them lazy, it just means they aren't obsessive compulsive.

      The fact that Ultima Online, the MMORPG with perhaps the lowest-tech engine, survives and thrives is because it demands more from its players than just appreciative ooh-ing and aah-ing at the eye candy and content that the dev team has slaved to put together.


      Do you think UO also survives because it was the first big MMORPG, and it had 10 titles before it to provide a fanbase? Ultima has been around for more than 20 years, it's no suprise their MMO is still alive.

      Players are actually required to interact, transact, form social arrangements and the like, and are 'encouraged' to do so 'in-character' if for no other reason than the game mechanics make it easier to do that than to sit around an l33t-ch4t with yer h0m13z. At least, they make that relatively boring.

      I didn't see anything in UO that was radically different than SWG or EverQuest.

      One of the great things about GTA is the world that has been set up by the developers.

      Aren't all single player games like that ;)

      Player behavior is guided much more subtlely and much more pervasively by the use of single-player storylines and rewards/penalties than it first seems.

      Plenty of people I know, don't do any of the missions or follow the storylines, they just mindlessly blow stuff up and use the game as a sandbox.

      GTA Online would, in fact, make a decent game initially, but (IMNSHO) there would need to be some carefully thought out mechanisms that would provide for the formation of (and motivation for) player-to-player social structures, both dyadic and multiple-party (partners and gangs).

      People would form gangs on their own in GTA online, an in game mechanism would be nice but not needed. People would form them simply for protection and pooling resources.

      I think a GTA-MMO could draw in the mainstream crowd that MMO developers are always looking for. They shouldn't think in generic RPG terms though. They should make it more of a sandbox type world where the players will make the content/storylines. Forget leveling, let people just go play. Focus on creating new places, cars, and weapons and let the players (gangs?) make the stories themselves

    4. Re:The never-ending problem of content and MMORPGS by Sierran · · Score: 1

      Let me clarify. When I say 'too lazy to participate' I mean 'too lazy to role-play.' The mindless leveling-up is pretty much the lowest common denominator.

      Ref. your points about UO being a large existing fanbase, sure it is. However, I know a great number of UO players who never played single-player Ultima (anecdotal evidence, ignore at whim).

      In regards to the world GTA and its impact, I should have emphasized 'story.' Not in the sense of a gripping narrative, but in the sense of a continuous set of (sorta related) tasks. The problem is that as many games have found (Anarchy Online a big offender here) it's really hard to set up linear content in a MMORPG, because people (being lazy) will just share information and/or loot...reducing your fun-and-challenging-for-the-first-runner quest to a set of mindless button-clicks. While it's true that those who care could ignore the walkthroughs, more often than not either the quest has been made ridiculously hard to complete without help (ref. the Fixer Quests on AO) or gives out loot which, once in the hands of the buttonclickers, becomes not-so-fun to have. Or, worse, becomes a must-have and renders the quest more of an obstacle and work than a fun diversion.

      I must disagree with your contention that 'players will make the content/storylines.' If anything is true across the board of the current crop of MMORPGs, it's that the players *won't* or *can't* make 'story' and 'content' - and the game runners are hard-pressed to come up with enough to make anything interesting happen. Most of the prerequisites for user-generated content - like the ability to change the world structure - are hard to implement in a way that doesn't screw up the basic parameters of the system. AO's biggest problem was that it was a concrete sandbox - players couldn't in any way affect the environment. As a result, it got boring real fast.

      --
      A hero is someone who knows when to run away. I am a hero. -Trent the Uncatchable
    5. Re:The never-ending problem of content and MMORPGS by JavaLord · · Score: 1

      Let me clarify. When I say 'too lazy to participate' I mean 'too lazy to role-play.'

      Do you think it's that they are too lazy, or that they don't want to? Do you think they play MMORPG's for the roleplaying, or for the game itself. It sounds strange, but think about it. I think a lot of people play just for the game with little interest in Role Playing.

      I must disagree with your contention that 'players will make the content/storylines.' If anything is true across the board of the current crop of MMORPGs, it's that the players *won't* or *can't* make 'story' and 'content' - and the game runners are hard-pressed to come up with enough to make anything interesting happen.

      That is because most MMORPG's don't allow unrestricted PvP, if they did the people themselves would make the stories mostly based around combat.

      But who says you need a story? (No, seriously) I think people would play online for hours on end just to jack cars, try to rob people, and kill other thugs. I think casual players would pay $10-$15 a month for this.

      Letting some players play 'cops' would make things interesting as well...I think there is a lot of potential for a MMO that breaks the mold, because many of them nowadays are clones of each other.

    6. Re:The never-ending problem of content and MMORPGS by Sierran · · Score: 1

      Fair enough. If GTA Online was done more in the mode of, say, Battlefield 1942, then sure. Absolutely.

      I *still* want the Car Wars mod, though. :-)

      --
      A hero is someone who knows when to run away. I am a hero. -Trent the Uncatchable
    7. Re:The never-ending problem of content and MMORPGS by Anonymous Coward · · Score: 0

      I would love a game like this. but i think it would have to start with GM help or just a small user base and set factions (IE: safe zones for any gang for new players to do stuff)

      i think the best would be the blizzard approach but on a bigger scale where you could continue the game if youw anted and have only a few friends playing.

      You just have to make them worry about there decisions more. not as much rampant killing of players as there is NPC (maybe the cops notice players from a farther distance) and stars that dont drop as quickly (or maybe only if you goto a safe house or paint shop and pay cash) that would make more people work hard to be hidden/do less stuff just to piss people off. maybe make jail time a small chat room like place. meph... i go now... i gotta play GTA now

      i will have to try the GTA mod for multiplayer, and i will most likely have to try GTA-online if it comes out.

  13. Multi Theft Auto by GeorgeH · · Score: 2, Informative

    If you want to see what GTA3 would look like with more than one enterprising thug, check out Multi Theft Auto, the first (but not only) multi player mod for GTA. Only having the PS2 version, I can't speak for the quality but I've heard really good things.

    --
    Why can't I moderate something "Wrong" or at least "Grossly Misinformed"?
    1. Re:Multi Theft Auto by FileNotFound · · Score: 1

      MTA is fun as hell. The only problem is that it's still not fully stable, a bit laggy and some people still manage to cheat.

      Still weeks of fun for me so far.

      --
      In Soviet Russia, the television watches YOU!
  14. Worldbuilder by Anonymous Coward · · Score: 0

    ...since you didn't restrict yourself to free software, Worldbuilder by Turbine Entertainment is the toolset used in the creation of Asheron's Call. They've subsequently moved onto Worldbuilder 2.0. Not sure how that works, but the original suite was pretty good. It's basically what they presented to MS to get some developer cash and got it in exchange for a game that would use the tools. I believe it's what the ultimately doomed, Ultima Online 2 was to use.

  15. shadow run by BobMcGrae · · Score: 0

    mmorpg's are just an extention of the old d&g style rpgs. I just wish they'd base one on shadow run. Its cyber punk era is perfect for it with plenty of industrial espionage to be done and lots of cool gadgets.

  16. Sheeeit, let's play MMORPG cops 'n' robbers by CokoBWare · · Score: 1

    This GTA-Online type idea just extends the concept of playing cops and robbers that we used to play as kids. This would definitely play out well, where you can be either a criminal or a law-enforcement officer, and ala GTA-style, battle it out in a MMORPG environment.

    Talk about a nostalgia trip. I think above all MMORPGs, I might consider playing something like that... I wanna be a cop, so I can pop a cap in the ass of some badass dude for beatin' up an old granny walking down the street! Then I can be crooked and rob the criminal. Hell, why couldn't I be on the city's payroll AND the mob's payroll at the same time?

    This idea certainly could get insane... :D

    1. Re:Sheeeit, let's play MMORPG cops 'n' robbers by jjhlk · · Score: 1

      Sure it's like cops and robbers. Except in this case, it's turning kids into violent, non-feeling, isolated members of society!

    2. Re:Sheeeit, let's play MMORPG cops 'n' robbers by CokoBWare · · Score: 1

      Do you really think the games turn kids into this? If you bring the child up with the right values on how to respect and cherish society, then a little make-believe is not harmful. Since when did you know of any children kill other kids because they played cops'n'robbers or cowboys and indians?

  17. Newbies to do jobs? by Anonymous Coward · · Score: 0

    Why would you enlist newbies to do jobs for you? Isn't doing jobs the fun part of the game?

    1. Re:Newbies to do jobs? by Anonymous Coward · · Score: 0

      because as you level up, you'll need more equipment and more of a gang of support thugs to accomplish the higher level missions.

  18. Non Fantasy MM RPGs by Anm · · Score: 1

    Released:
    The Sims Online (not a traditional RPG, but definately 'role' playing)
    Star Wars Galaxies

    Incoming:
    The Matrix Online
    City of Heroes
    Tony Hawk Underground

    I'm sure there are more. This is just off the top of my head.

    It seems to me, the article author is already too narrow in his definition of what a RPG if he can't consider The Sims Online (which he must have heard of) or Tony Hawk Underground.

    1. Re:Non Fantasy MM RPGs by Lawbeefaroni · · Score: 1

      Well, if SWG and Matrix aren't fantasy than neither are Anarchy Online, Planetfall, and Neocron. All 3 are released.

      --
      "When it rains, it pours." --Morton's Salt
    2. Re:Non Fantasy MM RPGs by Quintin+Stone · · Score: 1

      I think you mean PlanetSide, not Planetfall (which was an Infocom text adventure).

      --

      "Prejudice is wrong; you should hate everyone the same."

    3. Re:Non Fantasy MM RPGs by axek · · Score: 1

      There's also World War II Online. More a simulation than arcade style though.

    4. Re:Non Fantasy MM RPGs by Lawbeefaroni · · Score: 1

      Correct. Planetside.

      --
      "When it rains, it pours." --Morton's Salt
    5. Re:Non Fantasy MM RPGs by Anonymous Coward · · Score: 0

      Planetfall MMORPG could be fun, a group of people stranded on an alien planet at the start, lets you work in a small group as you learn the systems mechanics, then once you get rescued/get offworld you can interact with the larger gameworlds and what not.

  19. This really could work by Anonymous Coward · · Score: 1, Interesting

    The more I think about it, the more I realize this really could work!

    I know the immediate thought is that you have everybody just shooting up everything and each other, and it would be crazy anarchy, but the thing is, like all well-balanced MMORPGs you have to have consequences to your actions.

    For example, you would still have police in the game, and in fact I would keep police as NPCs (though still give the option for player cops as well.) The idea here is that you DO NOT want to go to jail. You'd lose alot of what you have gained in the game (lose a level? lose inventory?). Perhaps the NPC cops would be stronger/smarter than in the single player GTA games. Perhaps weapons and ammo are limited. Or your aim and strength are something that levels up.

    So then you can also play as a good guy and rise through those ranks. cop, deputy, sherriff, captain, etc, on up into SWAT, FBI, CIA, DEA...

    In UO there are some forensics skills. You can examine a corpse and figure out who killed them. Imagine this kind of element in this game. Imagine incorporating the Wanted levels in a more lasting and accountable way. I would do away with the ability to make a wanted star go away just by touching a pickup. The idea is to make it more where you have to be careful about the crimes you commit.

    Then also, you CAN have safe zones just by joining syndicates who own large areas of land. There would be no PKing in these areas, unless you infiltrated a rival syndicate's property.

    anyways... ;-D "etc"

  20. We decide by Daddio · · Score: 1

    well maybe not you and I but as consumers we all buy into what we want. I am sick of everquest but still play. I tried Anarchy Online, Eve, MotorCity, Earth and Beyond. NO ONE PLAYS THEM...

    Why do movies suck, because we go to them.

  21. There is a simple answer.... by jimius · · Score: 1

    Would you pay 10 bucks a month to play MMOGTA?
    Would it be fun enough to spend significant time playing it?

    The reason why there so many MMORPGs is the fact that RPG players are used to long sittings with a game whilst the more casual player finds RPGs to be too long and tiring. MMORPGs are about almost infinite length and there is a lot of endurance nessecary to reach the higher levels of the game which casual gamers usually do not have.

    Also MMORPGs are social games as well, I imagine that wouldn't work well in a game where it's your objective to beat the shit out the other...

  22. The Matrix by Lord_Dweomer · · Score: 1
    Personally, I think the Matrix would be the ultimate killer app for MMORPGs. I'm not saying its possible to make.....but it would be interesting, especially if there were different servers with different "world rules". Such as a world where you could do whatever you wanted. I'd LOVE to do things in real life that I can't.....now I could in the game, and it would be realistic.

    Also, it would be a game where you could mimick other games if you want. Want to play a "fantasy" MMORPG? Grab a computer in the Matrix game and load it up.

    --
    Buy Steampunk Clothing Online!
    1. Re:The Matrix by Winterblink · · Score: 1

      Heh, kind of like the Animatrix. The one with the two people training in a feudal japan program.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
  23. Persistence and believability by Anonymous Coward · · Score: 0

    Given some of the single-player bodycounts, how are they going to handle persistence in the world when you put even just ten such players together? The carnage would be at the level of a major riot.

    My major problem with this GTA MMO idea is that its too much of a stretch. With the aforementioned fantasy (EQ, RoE, AC, Shadowbane...) and science-fiction themes (AO, Planetside, Neocron, SWG: hey, there _is_ more then fantasy!), you can assume the fictional nature of the world(s) makes suspension of disbelief easy.

    A game that crossed the wide range of actions in GTA with the multiplayer aspects of a less persistent game, like BF1942, sounds like a better idea, and a much more achievable one.

    Actually, that sounds like a great mod for BF1942...