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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?"

7 of 57 comments (clear)

  1. 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.

  2. 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.

  3. 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]
  4. 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!"
  5. 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 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

  6. 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"?