[WARNING LONG POST] [Yes I eschewed my hard returns…]
GODS
I originally came up with this idea by mulling over a few seemingly unrelated things: Buffy the Vampire Slayer season 5, the game Diplomacy, and why MMORPGs are often so deadly dull. First of all, why do MMORPGs suck? In my view due to 3 main reasons (YMMV of course):
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The game world is very static: it isn’t going to end, one side isn’t going to “win” completely & unconditionally, nothing you do seems to matter in terms of the wider world. Now I know that several games have started to implement a few changes here and there, such as an invasion by some new faction which everyone has to fight off, but it’s usually AI scripted and controlled and in no way is central to gameplay.
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Since everyone is a Hero, nobody really is. That is, because you might have hundreds of uber-level heroes running around, if each one was able to affect the game world significantly (at a magnitude similar to mythological-type heroes from Oddysseus to Buffy) well then the world would be in such constant flux
that your Hero’s efforts will invariably be “washed” out by the next Hero’s efforts. Frankly given the genre & game design conventions that developers have stuck with, I don’t blame them for keeping things static, as the alternative, given their other assumptions and design choices, would indeed result in chaos.
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Since the world can’t change significantly, even despite the efforts of the most powerful Heroes, plots and campaigns have a decidedly short-term, limited, & local flavor (in fact the entire point of an “instanced” dungeon is precisely that anything happening in it cannot affect the wider world, aside from indirect aftereffects of course, like getting an Uber-Weapon). The wider and longer-term context is typically missing, even if you have (in WoW) the Horde making a raid on an Alliance stronghold. The effects of such raids typically are short-lived and local.
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Another problem with MMORPGs is that role-playing (in the sense of actually playing and “being” your character) is not a requirement. Yes you can have a “RPG” server but role-playing itself is not central to gameplay. Now I don’t want to “force” anyone to role-play-but I think I have devised a middle ground (see below).
So what does Buffy & Diplomacy have in common with MMORPGs? Well in Buffy season 5 we had Glory, a powerful demigod, make an appearance as the Big Bad of the season, eventually defeated when a few of her vulnerabilities were discovered. In Diplomacy you have dealing and double-dealing as players attempt to gain an advantage over other players, whether by arms, subterfuge, or a combination of both. So I thought: what if you had various gods duking it out over a Diplomacy-type gameboard, with various superpowers and so on? My next thought was to apply this concept to a MMORPG-type arena, with a little bit of World War Two Online thrown in for good measure. Thus was born my concept, so here it is in a (very big) nutshell:
In GODS, you would have seven factions or so. The key difference between GODS and something like WoW is that the factions are not, in a sense, permanent on any given server (or they don’t have to be). Each faction is headed by a God, a poweful being who rules over his or her realm and is much more powerful than (most of) His underlings. Gods of course need these underlings (minions) to help Him keep His realm protected and in good working order (i.e. He can’t do it all Himself).
How does a God get started? In the beginning there could be a sort of a “scavenger hunt” by the members of each of the 7 factions: if one of their most powerful heroes finds a special object or completes a very rigourous quest he can “rebirth” Himself as the new God of His Realm (other possible options for choosing the first God might easily apply here as well). A lower-level hero which tried to become the God (in the very unlikely event that he somehow gained the means to do so) would be killed in the attempt, so he should ideally pass off the opportunity to someone worthy. This “natal” period would also allow players to increase their experience before phase 2 (below) starts.
Once all 7 Gods have been activated, realm vs. realm combat would then be allowed. The Gods (the smart ones) would choose capable minions to carry out their plans (diplomacy, infiltration, direct warfare, magical research, etc.). These minions would themselves necessarily then hire other individuals to further carry out necessary tasks. Right there you have a sort of hierarchy where even the “smallest” person can help out and be part of the team. The idea is that the “roles” in which the characters would find themselves (Manos the Arch-Wizard of the realm of Arthos), i.e. their position in the hierarchy and not necessarily their player class or abilities, would come to the fore and provide a basis for some actual role-playing, esp. as they negotiate with representatives of other realms.
Each God then would attempt to make alliances with some of the other Gods so as to “divide and conquer” common foes. Naturally (and this is where the boardgame Diplomacy comes in) there would (or should) be plenty of double-dealing and backstabs between realms, along with spying and perhaps even treachery by seemingly-trustworthy minions!
Each God would have a Seat of Power hidden in some heavily guarded and hard-to-reach room deep in His home stronghold (a huge gem, statue, or the like). It is from this Seat of Power (SoP) which the God (and his minions) draw his strength from and which keeps Him “anchored” on this plane of existence; destroy this item and He is no longer bound to the world and His essence passes on to the “afterlife” (wherever that is). The person who had been Chosen as the God now becomes a mere mortal again (maybe is killed). Destroying the SoP would typically involve discovering the God’s “mortal weakness” (a special item, unique spell, or other vulnerability) and using it to blow the SoP to bits.
What good does the SoP do, aside from safeguarding the God’s existence? It also (as the name implies) is a source of power from the Planes beyond, allowing the character who is playing the God to put on Her “battle” face. Normally the God would appear as a normal-sized (but glowing or otherwise intimidating) personage, but if She draws on her SoP She will assume her Battle Form, gaining huge stature and powers with which to smite enemies on the battlefield. But the SoP needs to be recharged every so often, such that the God can’t run around in her BF all the time kicking butt, and thus has to use discretion when
implementing her powers. The SoP would also allow her most trusted and powerful minions to also assume Battle Forms(Avatars) to assist her in combat. To kill a God and take over His Realm would require several things: first of all overwhelming military force, which typically would only happen if there was an alliance against one faction. Then the main enemy Stronghold would need to be breached and the SoP sought out for destruction. Once this has been carried out, that faction would cease to exist, their former homeland a ruin. Those who once fought for that faction (and survived) may hire themselves out as mercenaries (perhaps to inflict some measure of revenge). The fun starts once a major assault is commenced on say Faction X by Y & Z: Factions V & W may then take advantage of that as an opportunity to sneak up on Faction Y while their “big guns” are away at the other battle and conquer Y’s home territory!
Eventually one power may (or may not) gain total ascendancy: once that happens the world cycles again (Hinduist influence here) and is remade anew, and we go back to the beginning.
We could expand the above concept in various ways, none of which I’ll expound on too much because this is already too long: subsidiary keeps which add their power base to the main power base, and over which factions may fight for control; P vs. E would still be an option, but mainly as a means to boost minions up to higher levels and/or boost the energy level of the Power Base via artifacts or arcane means; you could have a sort of “Magic Crystal Ball” type of communication between realms; a new faction could come in at some point and “take over” the homeland of a previously eliminated faction, if the proper rituals are performed.
Possible Objections:
#1 is the apparent need for the God character to remain on station most of the time “just in case” something big happens, which kind of touches on the “MMO Player w/o a Life” concept. This could be handled in several ways: his designated high-level minions would still be able to draw on their Power Base to boost themselves into their Avatars in order to fend off enemies-as the PB doesn’t have an unlimited power source they could probably hold their own until He gets back (perhaps by being paged in real life or something). Maybe there would be a hiatus of X hours once an outpost has been conquered, letting the losing side catch their breath and call in the reinforcements before the next onslaught.
#2: Incomptency in the highest levels of the Realm. Sure-so what? If the Powers-That-Be consistently prove their incompetence I can see certain factions within their own power structure initiating coups and whatnot, perhaps even civil wars, perhaps with the “help” of outsiders. That is their right.
#3: Someone has to win, so someone has to lose, so we can’t afford to hurt anyone’s feelings. Live with it. Plus they (if they survive) can always hire on with someone else for some nicely-served revenge; this character history will add a nice flavoring to the proceedings (“Weren’t you with the FrostLords, long ago…?”). If you don’t like that winning and losing is a part of the game go play something else.
#4: With these demigods all stomping around, what good are the mere mortals? In my view they (even those without access to high-level Avatars) can still serve important roles. In battle they can protect their own Avatars (damage inflicted will usually serve to drain the enemy’s power base if nothing else) so that the Avatars don’t get swarmed and can concentrate on the most important targets. Information=power so spies should be very important in discovering intel and plots. Many other roles are possible.
Mind you I am just throwing this idea out there. There may very well be very sound reasons as to why something like the above wouldn’t be successful (either monetarily or gameplay-wise). But certainly the “mold” of the MMORPG I think needs to be broken-at the very least if every game company in existence continues to build on the EQ/WoW model, with minor tweaks here and there, I think that someone who attempts something completely different to differentiate themselves from the crowd has a chance to eke out some market share by appealing to those who are tired of the same old same old.