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Harry Potter MMORPG



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  #1  
Old September 4th, 2011, 4:02 pm
HarryPotter911  Male.gif HarryPotter911 is offline
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Harry Potter MMORPG

I've been a fan of video games for a long time and I've been a fan of Harry Potter since i started reading the books way back,so naturally I've looked forward to HP games,but honestly i dont think they have lived up to the potential they had other than the lego games which who could hate those.I've never been a big fan of these MMORPG games that are out because having to pay to play a game you've already bought seemed pointless to me.Then I was thinking that if a HP mmorpg game were to release this is one that i would pay to play.I did do a tiny bit of research and found what I'm guessing is fan created screen shots from another game, even seeing this knowing they weren't real got me excited,but all I could find was rumors that there might be one kinda being talked about maybe.I was just wondering if anyone else had any information on this that wasn't just a rumor,and your thoughts about a game like this,do you think it would work,how successful do you think it would be, etc.

Thanks


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  #2  
Old January 18th, 2012, 4:42 pm
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Why the world is ready for a Harry Potter MMORPG, and what mine would look like.

This post will now be used for the updates on this topic, as I feel the following posts cover anything I said in here anyway. This is a thread on a fictional game I've written out and am posting here in chunks. There is no guarantee this game will ever see the light of day, but this is a way for the community to share their opinion on the game they've always dreamt of. You can find this topic on IGN and Screwattack too, or you could join the Facebook group, or stalk me on Twitter to find out when I update.

Here is a list of posts on this subject, as well as the page of this topic they're on.
Part 1: Outlines (page 1) The basic concept of this game, why it would work and what would make it different from all the other MMO's on the market.

Part 2: Start of the game/tutorial (page 1) How the game could possibly start, how new players could learn the controls and take their first dip into the magic world.

Part 3: The levelling process (page 1) How players could level up in a way that is nothing like what you've experienced before.

Part 4: Talents/specializations (Page 1) What you could specialize in during your advancement in ranks, how you can build your wizard to your own likings.

Part 5: Jobs (page 1) What can you do after Hogwarts? What does all the hard studying amount to?

Part 6: Orders (page 2) Since it's an MMO, there must be some form of forming a clan or guild or something similar. I chose the latter, and chose Orders, enjoy!

Part 7: Currency (Page 2) How does money work? How do you make money? All your questions answered here!

Part 8: House Points (Page 2) For any Hogwarts game, these have to be added, so how do they work in an MMO?

Part 9: Classes Can't graduate Hogwarts without passing those darn classes!

More coming soon.



Last edited by Jens_Ozz; February 2nd, 2012 at 9:34 pm.
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  #3  
Old January 20th, 2012, 11:24 pm
Jive  Male.gif Jive is offline
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Re: Harry Potter MMORPG

Personally I'd love to at least see a proper RPG. Imagine something along the lines of Skyrim, but set in the Harry Potter world...


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Old January 21st, 2012, 11:27 pm
gibbonarms  Male.gif gibbonarms is offline
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Re: Harry Potter MMORPG

Jenz Ozz, that sounds awesome. It would take a very long time to do well though. Everyone who didn't get to be a part of Pottermore Beta is getting very bored (me included), and I bet the same thing would happen with this. It sounds like it could be amazing though!


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  #5  
Old January 22nd, 2012, 9:34 pm
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

It could be if done right, by passionate developers who know what they're doing and have the budget and time to actually make it right. I'm actually a little surprised this hasn't been done yet. Glad to see some reactions, I posted this thing on IGN as well, where it got lost amidst a ton of other blogs so nobody saw it, same thing with google blogs.


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  #6  
Old January 23rd, 2012, 4:59 am
jag0324  Male.gif jag0324 is offline
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Re: Harry Potter MMORPG

jens_ozz it really seems like you have put a lot of thought into this. I would love to have a MMORPG based on the Harry Potter franchise and it seems that your idea would be right on track with what I would be looking for. I also am very surprised that it has not been attempted or at least put in the works at this point. It would definitely have to be taken on by a team that wanted to take the time and put in the effort to do it right because if not it could turn out as a huge, disappointing waste of time. I would really like to see a game like this and your idea sounds like a great foundation.


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  #7  
Old January 23rd, 2012, 12:58 pm
Dave4d  Undisclosed.gif Dave4d is offline
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Re: Harry Potter MMORPG

Don't get me wrong, I would absolutely love to have a Harry Potter MMORPG but I just don't see how it can be faithful to the series if the game is focused on Hogwarts.
First, I'm no expert but how many players would be playing at the same time on a server? Can you imagine Hogwarts crowded with thousands of students running in every corridors?

Secondly young wizards are not supposed to spend 75% of their time fighting. Sure there are duels but Player vs Environment is a huge part of MMORPG and having thousands of Hogwarts students trying to gain xp by fighting magical creatures outside the castle is not just very realistic. Would be fun though.

To me a game woud be better suited if it is focused on adult wizards.
Try to be an Auror or a Dark Wizard and fighting all the time becomes logical. Or if you want to become richer in order to buy rare magical object you could open your shop on Diagon Alley or elsewhere. There's so many specialties in the wizard trade industry (cauldrons, wands, magical clothes, potions, broomsticks). Off course being a Cauldron seller would be way more easy and accessible then being a wand maker for example. Those items would have to be created by collecting resources in wild territories. For example for a given wand you need to go find and beat that type of dragon + collect wood from a rare tree.

To follow on my previous post, here are more ideas.

The game should let politics to be ruled by players. For instance, we could have elections for Minister of Magic every two week for each server. The Minister gets to decide on taxes, justice and daily pay. It could be an efficient way to regulate population. If too many players choose to work for the Ministry as Aurors, let's lower their daily pay. The server is lacking Healers working at St Mungo, then the minister can raise their salaries.
Too many broomsticks sellers? Let's raise the tax for each broomstick put one sale.

Another good idea could be to implement a citizen points system like in other game. This would help to determine who is Dark Wizard and who is not.
- Attack another player = -10 citizen points
- Attack a NPC Muggle = - 20 points
- Use the word "mudblood" on public channel = - 5 points
- Kill protected creatures = - 30 points
- Use unforgivable spells = - 50 points

Once your balance reach - 50 points you become "wanted" and every player can see it (Dark Mark Icon above your character) and try to arrest you. If you are defeated while having -50 points or more you are sent to Azkaban for a period depending of the severity of your actions.
Once you leave Azkaban, your balance points is set to 0 but you have record which allows every one to see if you went to Azkaban before and which type of Wizard you are.

If people elect a Minister of Magic who has a record we could expect him to cancel certain rules like the one taking 2 points away from your balance when you say 'mudblood' or cancel muggle protective laws.

Also Dark Magic objects could require - 100 points to be equipped. On the other hand, some protective spells or object should require you to have a positive balance.

Dark Wizards could make their living by stealing gold from other people they attack. I see it as a skill you develop where you're able to steal a % of gold owned by the player you beat during an attack. That's why players should put their gold in Gringotts.


Professional Quidditch:

In order to implement Quidditch in the lives of adult wizards developers could add a system of 10 professionnal leagues for each server. The teams we already know (like the Chudley Cannons) would be part of the top league, the others would play in minor leagues.
Instead of seeking a career in the Ministry or being a successful entrepreneur why not try to be the owner of a Quidditch team?
This should be very expensive and require you to invest your own money in order to 1/ Buy a team 2/pay the players salaries.
Depending on the player's skills his salary would be more or less expensive.
In order to improve it's team each owner has the ability to make offers to buy players from other teams or improve their current player by sending them to Quidditch camp. Off course some players have more potential than the others.

If your team wins you earn money and being an owner is profitable.
If your team loose, the expenses could be too much for your Gringotts vault and you could be forced to sell your team and put it on the market.

All Quidditch players would be NPC. Games would occur every week with a ranking for each league. At the end of the season the three best teams go to the upper league and the three worst to the lower division. Statistics for every player should be available for every position. Some stubborn owner could very well buy the worst team of the server and invest his gold to make them rise to the best league season after season and be a force to be reckon with.

Sorry if my post and ideas are not structured at all



Last edited by Dave4d; January 23rd, 2012 at 5:48 pm.
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  #8  
Old January 24th, 2012, 2:00 am
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

Dave4d, you have some great ideas on this matter. I feel you misundertood me on the levelling thing though, I didn't want my post to be too long so I didn't elaborate on a few subjects.

First of all: The levelling wouldn't be combat based, not at first at least. Combat does help you advance, but there's no exp bar or anything like that during your school years. What matters is the year you're in, by progressing in the game, you advance in years. After you graduate, you have stats you can build up, and a variety of jobs you can do, depending on the classes you took in Hogwarts, I have it written out, but I wrote it like half a year ago, I'll re-read it, edit some parts, and add new posts from time to time for whatever topics I feel are worth discussing.

Here's the first part, I edited it a bit so as to fit more with my current ideas. Please discuss.


The game is set in the Harry Potter universe, more specifically, Hogwarts, the terrain around Hogwarts, Hogsmeade, more area's like the Ministry could be added later on.
The game is set right after the events of the books. Some familiar faces will show themselves over the course of the story, but players won't be interacting with the main characters, unless it fits into the story of the books and the game. (Example: the player works as an Auror and teams up with Harry, who's also an Auror, for certain missions.)

The game should be different from normal MMORPG's in a few ways, including:
-Players (start of/are) students at Hogwarts.

-Instead of classes, players get to choose a specific wand, giving them bonuses to some abilities, but giving out specific weaknesses as well. (Example: Dragon bane wand, bonus to fire magic, increases flight speed on broom, weak to water magic.)
-Houses (Gryffindor,...) could either be random, or be another step in selecting your attributes. (Example: Slytherin students have a bonus to making potions. Hufflepuff students have a bonus to herbology,...)

-Instead of the traditional Experience leveling system, players can advance in rank. Players would have to meet certain requirements to move up in rank. Once you reach a certain rank, you get the option to participate in exams/tests to move on to the next year.

(Example: A player has to attend 5 specific classes, and learn the spells taught in those classes, in order to move from rank 1 to rank 2, once they reach rank 2, they can move up to year 2 IF they wish to take the exam and pass it. If the player fails at the exam, that player has to wait 2 hours before taking it again.

-Spells are taught during classes, as are potion recipes,... However, there will be some other "fun spells" that can be taught by NPC if you do something for them. (Example: You do a few jobs for the Weasley Twins, and they teach you how to create a smoke bomb effect with your wand,...)

-Quests/jobs/missions will be handed out by both teachers/staff, other students, random people at Hogsmeade,...
-Players will get the chance to be prefects in their 5th year, giving them the power to report behavior to moderators, and temporarily mute players if necessary, until the moderator gets a chance to look at the case and decide what to do.

-Hogwarts rules from the books apply, curfew, no dueling outside of specific areas,...
-There will be a curfew, during which it'll be dark, and players aren't allowed outside of common rooms. This "night time" will only last for 1 hour, and only be once every 6 hours.
(Players can still risk going outside, but if they're caught, they can't move up to the next year for another 4 hours.

Sneaking out will of course be made worth the risk as there's certain quests that can only be completed during the night. Some rare plants that only bloom at night, used for herbology/potions,... If a player is sneaking out at night in the dark, and it's about to turn light, they do get the option to let it be dark (just for them) for a while longer, during which time other players that are playing during daytime won't be able to see them, and the other way around.)

Dueling arena's adjacent to common rooms will be open during curfew, as will a variety of other activities to perform with other players.
-Combat: Players will be able to duel other wizards, even real fights if the career path auror/death eater is opened.

Dying in a duel will not have any consequences, but you are allowed to place a bet beforehand. When you kill another player of the opposing faction in real combat, you get points relevant to your faction, which you can spend on certain rewards.
-Dungeons/instances/bosses: A few instances will be added to the game, a part of the forbidden forest, for example, perhaps even a way to get into the Chamber of Secrets, a book in the forbidden section of the library that teleports you and your group to an instance, a dungeon beneath Hogwarts, the shrieking shack,....


-Grouping: Up to 5 players can be in a group, each having to perform a specific role, one player will have to perform as a "tank", drawing harder enemies to him, while trying to use crowd control spells to keep it from touching him/her, others will be damage casters, healers, players can improve themselves in these roles with specializations.
-Specializations: Defense Against the dark arts (Tanking/DPS), Charms (Buffs/debuffs/Healing), Transfiguration (Crowd Control/DPS), Curses (Pure DPS)
-Gear: Of course there wouldn't be any reason to go into dungeons etc if there weren't rewards, so you can earn new robes, hats, boots, clothes, belts,... with better stats from the dungeons, or pieces that will let you craft improved versions of your wand, ingredients for skills, rare items (Partial invisibility cloak, Time Turner (allows you to change from day to night, has limited uses or a cool down, can't be used in combat, you can only see players that are in the same time zone as you, or were in your group when you changed time. Players in the group will be given the option to accept the time change or not.), Marauders map,....

-Exploration: Every nook and cranny of Hogwarts is filled with secrets, all leading up to rewards, some will lead to combat, so be careful!

I am in no way affiliated with Warner Brothers, J.K. Rowling or anything Harry Potter related, this is a work of fiction created by my obsessively fanboyish mind and am not employed by any company to do research of any kind, even though I would love if my ideas got made some day, there are no actual plans for a game of this kind at the time of this writing.



Last edited by Jens_Ozz; January 25th, 2012 at 7:25 pm.
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  #9  
Old January 24th, 2012, 3:32 am
Dave4d  Undisclosed.gif Dave4d is offline
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Re: Harry Potter MMORPG

Let's make this game already .

At least it shows that there is enough in the HP universe to make a sustainable MMORPG game.

I love the fact that the classes you took during your time in school determine what type of job/spell you can do later. Just like in the books in fact.


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Old January 24th, 2012, 11:47 am
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

I agree, that's why I put it in there, because otherwise, it would be yet another "grind to the finish line until you can kill big baddies" MMO, atleast this way, you get an honest Harry Potter experience. More coming soon, feel free to keep discussing

Meanwhile, here's part 2: The beginning of the game (tutorial for new players)

To really feel at home during their time at Hogwarts, players must get the feeling that this is their own story, right from the start.

Players are given the choice of their gender, bloodline, appearance and a few physical attributes. (Example: a really skinny person is better at sneaking, a broader person has more endurance in battle,...) and the game begins.
You are at your friend's house; doing regular kid stuff (running around, tossing a ball, punting gnomes, playing some quidditch), teaching the player how to control their character.

Suddenly your mom calls your friend's mom (or sends an owl, depending on whether you are muggle born or wizard born) that you have to go home.
You hop on your bike and start pedalling homewards. Along the way, you learn how to dodge or pass obstacles, like a tree branch blocking part of a path, or a careless car driver going too fast,...



At home, you are told you got mail from Hogwarts, and you and your parents visit Diagon Alley. Diagon Alley is a bit darker than it was during the novels, buildings are getting repaired, the streets aren't as full, some people are still scared to leave the house.

Some stores never re-opened, because their owners disappeared or left the country during the last war. You do meet a few fellow students here, and depending on the house you eventually choose, one of these will be your classmate and NPC companion for a while. You are also introduced to the fact that the adult wizards are split into 2 factions, one that still supports the ministry, and one that distrusts them after it was taken over by dark wizards.

Neither of these factions are evil per se, but they are each other's enemy in a lot of lights. More on this later (If anyone has an idea for a name, feel free to make suggestions.)

After buying everything and visiting Gringotts, you head back home.

The next scene is you on the Hogwarts express, meeting a few NPC's that will be important to your own story, while setting the mood through people telling you about the current new dangers to the magic world, snippets from the Daily Prophet,.. For the explorers, there's also some hidden treasures in the train, if they're willing to sneak around in the storage compartiments, pass some obstacle and solve some puzzles.



Then you're off to Hogwarts, after a cinematic where you're on the boats, after which you arrive in the great hall to get sorted.
The sorting hat asks you a few questions and your answers will determine his choice of house for you. You still get the option to pick another one if you wish.

McGonnagall, the new Hogwarts Headmaster, will give her speech; ensuring you that Hogwarts is once again a safe place, yet you still have to be on your guard because the dangers are not completely gone. There are still Death Eaters in the world, even if they are hiding, there are still werewolves, there are giant spiders, and giants. The forest is completely off limits until the spider problem is sorted. Part of the Hogwarts dungeons are also of limits, though you get no explanation for this.

You can hang around and talk to fellow students and teachers during the sorting ceremony, and when you wish, you can be escorted by your prefect to your common room.



You sleep, and when you wake up, it's time for your first Charms class, where you learn the basic concept of learning spells, attending a class, cooperation with fellow students,... after this, the world opens up.

This is ment to be a small tutorial for new players, explaining the controls, the factions, the concept, teaching them how to find hidden items, how to solve basic puzzles, how to talk to NPC's, how to trade,...
Overall, this should take about 45 minutes at most, slowly opening more and more parts of the setting to the newer player.

I am in no way affiliated with Warner Brothers, J.K. Rowling or anything Harry Potter related, this is a work of fiction created by my obsessively fanboyish mind and am not employed by any company to do research of any kind, even though I would love if my ideas got made some day, there are no actual plans for a game of this kind at the time of this writing.



Last edited by Jens_Ozz; January 25th, 2012 at 7:25 pm.
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  #11  
Old January 25th, 2012, 6:46 pm
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

I'll be updating again A.S.A.P. anything else you people want me to discuss, anything I've been unclear on? Let me know

EDIT:
And here is the new part:
Details about the levelling process


At this point, nearly every MMO goes about leveling the same way. You do quests/kill things/perform other tasks, you receive experience, an experience bar fills out, you level up and go at it again for about 50 more times.

Who says this is the only way? If done right, there could be countless other ways of upgrading your character without abandoning levels altogether.

Since Hogwarts is a school, it is the ideal setting for a more rank-based game, replacing the ranks with school years.
Every school year would have its own classes, quests, homework, spells, history, potions,... tons of content for the player to learn. Some (like the history classes) are optional, whereas others (spells etc.) are mandatory in order to get through the rest of the game.

Students who do attend history classes (and muggle studies and divination etc.) will have an advantage when it comes to classes, secrets, and just getting immersed into the game.

Classes are scripted events, where the player (and possibly the group the player is in) will be the only players, the rest will be NPC's. In some classes, the player will have to interact with these NPC's, who will also grow up with the player as he/she advances in years. A player also builds out his/her own relation with the NPC according to the actions he/she performs. If you help your classmate with his/her homework, that classmate will be more inclined to help you later on.
If you sabotage a potion your classmate is brewing so you can have the best potion in the class, that might come back to bite you later on as well.

In order to move up in ranking, the player will have to complete all the mandatory classes in his/her year, which should account for about 75% of the possible content in the first years, but only about 40% of the later years as more optional dungeons etc will be available.

If the player does meet all the requirements to advance, he/she will have to pass some tests. (Brew a specific potion, fly through an obstacle course, win a duel, answer the right questions on a quiz,...)

If a player passes a year, said player will get a few talent-point esque options, which will decide what kind of witch/wizard he/she desires to become.
Once a player passes the 7th and final year of Hogwarts, a series of professions will be available. Once again, certain professions will only be available to those who have completed certain classes (history etc.)

IF the player chooses not to take the classes, there will be no way to go back to do them anyway. However, during all your times in Hogwarts, as long as you're a student, you will get the chance to re-take classes from previous years, and if you choose to advance in years without doing everything, you will get a warning that you won't be able to do every job etc. later on.

Once the player takes a job, he/she will have a new advancement system like the school years in Hogwarts, but based around promotion.
Promotions will improve your skill needed to perform your job. Once you achieve the highest rank at your job, you can take another job, while still maintaining your primary job's benefits.
Jobs can go from auror to teacher to ministry official to healer,.... a whole world will unfold once you graduate Hogwarts. The player will have the complete ability to choose his/her own path.

Every time you do advance in years at Hogwarts, your character grows up, you will start at puberty, but will grow every year. At the start of the game, you get to choose what your character looks like at the age of 11, and every time you pass a year, you get a few new customization options to go along with the age difference. Your character will also grow each year. These options will focus mostly on your face etc, giving it a slightly older look each time. Once you graduate your final year, you choose your final look.

This rank-based system will do away completely with the mundane experience of "hit monster, kill, rinse, repeat." forcing the player to actually pay attention to what they're doing. Combat will still have its own advantages towards levelling, but more as a skill you can build up rather than the main focus of the game.

The big emphasis of a game like this should be letting the player choose his/her own path to be the wizard they always dreamt of being while reading the books or watching the movies. If you wish to spend your days doing only a minimum of combat (for example, some classes will require you to fight a little, like a duel), there will be plenty of content to keep you busy, while players who prefer a ton of action, can also enjoy that part of the game.


Please discuss

I am in no way affiliated with Warner Brothers, J.K. Rowling or anything Harry Potter related, this is a work of fiction created by my obsessively fanboyish mind and am not employed by any company to do research of any kind, even though I would love if my ideas got made some day, there are no actual plans for a game of this kind at the time of this writing.



Last edited by Jens_Ozz; January 25th, 2012 at 7:26 pm. Reason: Added the promised update.
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  #12  
Old January 26th, 2012, 5:46 am
Dave4d  Undisclosed.gif Dave4d is offline
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Re: Harry Potter MMORPG

I like your ideas overall.
In my mind I always imagined Hogwarts as a tutorial mode for an Harry Potter MMORPG. But the longer this part is the better. And I guess a game highlighting the Hogwarts years of your character would sell better since it is what the fans are the most familiar with.

One little thing though. Can you imagine if your character begin its first year and you bond with other human players, already imagining all your characters going through Hogwarts together. And then the next day your buddies who played all night without you are all in their 3rd year while you're still a 1st year. To me that is the main problem with any potential Harry Potter MMORPG.


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  #13  
Old January 26th, 2012, 10:46 am
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

Yup, that is a problem, sadly, I see no way of preventing that, aside from having each year offer so much content, that players will want to stick around for a bit before they advance. If you have any ideas that wouldn't break the game or limit the player, feel free to share though, I'd love it if it were possible.


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  #14  
Old January 27th, 2012, 1:03 am
Dave4d  Undisclosed.gif Dave4d is offline
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Re: Harry Potter MMORPG

The only way is mutual agreement between players to make their characters evolve at the same pace. Friendship is such an important part of Harry Potter that I could see people genuinely trying to find other players they can commit to and go through Hogwarts together.

What's the point of racing your character out of Hogwarts without making any friend? It would not be an experience faithful to the series. Sure some people would do it but most fans would try to find their Hermione/Ron or any group of friend.


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  #15  
Old January 28th, 2012, 1:15 pm
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

Another day, another post! Here's part 4!

Please note: of all the things I've written in this thing, this is probably the item I have the most doubts about because I feel it brings the game too close to the MMO standard. I'd love to hear your opinion on it, what changes would you like to see? Or is it fine as it is, should I not worry?

Now, get on with it!

At the end of each year, the player is given some points for completing the year. The Player receives both combat and skill points, which can be distributed amongst the various branches of what wizards will need. These will not make a difference on how much of the game world you can experience, just the way in which you desire to play. Combat specializations and skill specializations have no effect on each other, so players are given points for both, in order not to make a potions expert ineffective in combat.



Players can branch their specializations out over the various paths as much as they want. They are not stuck with 1 single path, it is completely up to the player to choose how to develop his/her character.



Both paths will branch out even more into (possibly) the following paths:



Defense Against the Dark Arts (Tank/DPS): Upgrading stamina, doing medium DPS, grabbing the enemy's attention so your group can kill said enemy faster. Specialized in stunning, shielding, blasting enemies away, getting to a distance from an enemy,... Mainly emphasizes on keeping melee hitting enemies at a distance, while still holding their attention.



Charms (Buffing, Debuffing, Healing): The charms path allows the player to put buffs (status enhancements) onto themselves or their group. Taking buffs away from their enemies, or even using their enemy's buffs to their own advantage. Also allows healing, curing poisons, clearing curses,...



The DPS of the charms specialization comes mainly from the debuffs.



While healing is perfectly possible, it takes a long time and the damaged subject must remain still, so healing isn't meant to happen during combat. Even though there will be other options to heal you during combat (potions etc.) combat is meant to be survival of the most skilled, not the one with the best healer. Bosses should also be designed with this in mind, as healing magic during combat was never a big part of the Harry Potter universe.



Transfiguration (Crowd Control/DPS): Transfiguring your enemies, the surroundings,... Transform that big bad ogre into a small adorable kitten (for a few seconds, or until damaged), or transform a tree into a giant who fights by your side, a ton of options open to play around with in the transfiguration specialization. There are of course limits. Players won't be able to transform an enemy into a cockroach, step on it and instantly kill it. Any damage will break the transfiguration, but it serves more as a form of crowd control, as transfigured enemies react to instinct, and no longer have control over what they do (they won't attack the player), allowing for a quick getaway, or a few more seconds to prepare for combat.



The player can also transform their surrounding (making rocks fall from the roof onto the enemy, barriers shooting out of the ground, the floor turning into water,...)



Curses (Pure DPS): This specialization's main focus is damaging the enemy. Both through Damage over time spells, as well as direct damage spells. Allowing the player access to spells that do high amounts of damage, but having no to little crowd control, making the player both necessary to the team, but also dependant of the team to be kept alive. Wizards happen to be pretty fragile in their robes, so a good damage wizard requires a good Defense wizard to back him/her up.



These specializations combined make it so each player has a role to fill in close combat, and each is viable on its own, yet they still need each other to complete dungeons and bosses. No matter what specialization you choose, there is still a standard set of spells every player gets. These standard spells cover the basics of every specialization, stuff every wizard needs no matter what. The specializations can teach you new spells to go along with those, or improve your existing spells.





I am in no way affiliated with Warner Brothers, J.K. Rowling or anything Harry Potter related, this is a work of fiction created by my obsessively fanboyish mind and am not employed by any company to do research of any kind, even though I would love if my ideas got made some day, there are no actual plans for a game of this kind at the time of this writing.

I'm having problems posting a new part, the forums seem to be cursed.



Last edited by Jens_Ozz; January 29th, 2012 at 12:17 pm.
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  #16  
Old January 29th, 2012, 2:58 pm
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

Part 5: Jobs

Hogwarts is only part of the game, there is an entire world out there once the player becomes an adult wizard. Adults need money to get by in the world, so a variety of jobs will be given to the players once they graduate. As mentioned above, some of these jobs will only be available to players who took certain classes during their school years.



Auror: The Path of an Auror is combat oriented. It mainly involves finding dark wizards and arresting them. Jobs will include espionage, retrieving data, blocking dark wizard operations, security,...

Ranks include: Magic Law Enforcer, Hit Wizard, Trainee Auror, Auror, Deputy Head Auror and Head Auror.



Achieving the highest rank will result in some permanent combat bonuses.



Historian: The Job of Historian is only available to those who took History of Magic at Hogwarts, and passed the tests.

Players get clue's about the whereabouts of certain artifacts. Some are in safe places, others will require a team to protect the historian by holding off enemies.

Once the historian reaches the location given in the clue, there will be a path leading the player to the artifact through a series of tests. Can be compared to Harry and Dumbledore finding the island in the middle of the water at the end of the 6th novel.



Muggle Relations: Only available to players who took Muggle Studies at Hogwarts. Muggle Relations requires the player to go into the Muggle world, remain undetected, gather information about the muggles,... Higher ranks will require the player to make deals between the muggle world and the wizard world, between the few muggles who are aware of the wizard world.



Ministry workers: A ministry job requires the player to work in the various departments of the ministry. Making decisions that will affect how strong the forces of the dark wizards are, how good the wizard world is secured,... Become an unspeakable and work at the Department of Mysteries, or even become the Minister's right hand! It's all up to the player's decisions.



Potioneer: Brewing potions that will definitely be needed by other players to survive the harder encounters in the game, or potions that players can have some fun with. The player will start off collecting ingredients for a potions master, but after a while they will have their own potions lab to provide for their customers, an ideal profession for making money.



Teacher: Players who aced every year for certain subject can try out for a teacher's position at Hogwarts. Start off doing the dirty work for another teacher, advance to Teacher's aide, eventually even teacher. Players will only be teaching to NPC's, won't be able to deduct house points, and will not be replacing the regular teacher (as to not meddle with the lore) but teaching along with them. For example, Professor McGonagall teaches transfiguration to year 1 and 2, the player teaches it to years 3 and 4.



Athlete: Of course Quidditch can't be left out of the game. Players can form a quidditch team from the moment they've taken a flying class, but they can only own a broom and join official Hogwarts teams once they hit year 2. Quidditch matches can be spectated by anyone who wishes to see it. Quidditch teams could be completely player-based, while still holding an NPC-substitute incase someone can't get online in time. NPC's won't be as skilled as real players, working more like the computer taking over a character that hits pause in Left4Dead: It'll try to do its job, but it might run into a few walls and get it's *** kicked by zombies along the way. (Disclaimer: Quidditch zombies may not exist) (PS: Dibs on Quidditch Zombies for band name)



Healer: Flying around in the world, messing with cauldrons, hunting trolls or fighting other wizards can often lead to wounds that need to be healed. This is where mediwizards/witches come in. Work in St. Mungo's, work at Hogwarts, work for emergency teams at big events like quidditch matches, or even go to battlefields to heal the wounded if a war should break out, there are countless possibilities.



Alchemist: Players might not have the abilities of Nicholas Flamel, but those willing to put a lot of time and money into their profession, can return with more money, more gadgets and more power. In the end will find alchemy to be a profession worth trying out.



Magizoologist: There are tons of unique magical creatures with their own abilities, strengths and weaknesses, a magizoologist works with these creatures; takes care of them, might even be able to keep some as his/her own pet, to aid in battle.



There are plenty of other jobs that can be performed in the wizard world, these are just a few of the prime examples. A player can perform more than 1 job, provided he/she has reached a certain rank in an older job. Some jobs will give permanent status bonuses, others will help you make money, but the focus will always be on giving the player new places to explore, more fun stuff to do and make the world feel more alive.

Every job will have its own story developing, for example a teacher will get involved in problems at Hogwarts, having a grand story developing where they eventually have to step up. No job will end up being a boring grindfest or time-filler.

I am in no way affiliated with Warner Brothers, J.K. Rowling or anything Harry Potter related, this is a work of fiction created by my obsessively fanboyish mind and am not employed by any company to do research of any kind, even though I would love if my ideas got made some day, there are no actual plans for a game of this kind at the time of this writing.



Last edited by Jens_Ozz; January 29th, 2012 at 3:01 pm.
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Old January 29th, 2012, 6:15 pm
Dave4d  Undisclosed.gif Dave4d is offline
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Re: Harry Potter MMORPG

I'm not very familiar with combat system since I must have played 2 MMOS in my entire life. All I can say is I'd like wizards who specialize in dark magic to be somehow less efficient in protective charms/light magic. Not that they would be totally inefficient but if we take two wizards with the same overall level, character A being a dark wizard and character B using strictly light magic then player A should not be as good as B when he uses light magic.

I like the jobs you described although I think you should elaborate on how working in relation with muggle brings a fun and useful aspect in the game.
For Quidditch, I cross my fingers that developpers will be able to give players opportunity to play it although it seems to be something difficult to add on a technical standpoint? I stand by my idea of having the opportunity to own a Quidditch team and make trade .

Also I think it is really important to let the Ministry of Magic in the hands of players so that they can rule the world the way they like, make it peaceful and start a war among wizards.


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Old January 29th, 2012, 6:57 pm
jag0324  Male.gif jag0324 is offline
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Re: Harry Potter MMORPG

I'm wondering how involved exactly the professions would be in the game, would they be a World of Warcraft style where they give you bonuses based on your profession and help you along the way or would more of the game be encompassed in the job that you choose? Would there be an end game for every job, and would the majority of your game time be used at your respective job once you leave hogwarts or would there be another end game, or any endgame at all?

overall i really like how the game sounds, I think you have done a great job at sorting out the plan, these are a couple of the questions that I have thought of so far.


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Old January 29th, 2012, 8:39 pm
Jens_Ozz  Undisclosed.gif Jens_Ozz is offline
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Re: Harry Potter MMORPG

Thanks for the replies guys!
First of all, while there should be access to dark magics, I don't think from a gameplay standpoint, any developer would want their players becoming Death Eaters. I agree there should be some sort of Dark Wizards, but I always envisioned Death Eaters as being one of the antagonist factions in the game. I like the tought of giving players a choice between the 2 though, I'll write about that later on.


As for the Muggle Studies part, the classes would bring a sort of comedy approach to how wizards view muggles, and will lead to a muggle relations carreer option. That, in turn, will expand the story in new ways, because the muggle world was severely damaged during Voldemort's reign and needs the help of the wizard world.

I will write more in-depth about Quidditch in the future, but if you have any ideas, feel free to share

I don't know if the ministry being completely player-run would be possible, but it is an interesting concept. I'll do some research, check if any other games have tried something similar.

As for the proffessions, they would be a big part of the endgame, as each and every one of them will require the player to go on adventures, explore the world and experience stories, but there will be more endgame, those remaining death eaters and werewolves etc. aren't just sitting on their thumbs. There's plenty of potential for threats and dangers with the story in its current state.

Next update will be about Orders (similar to WoW's guilds)


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Old January 29th, 2012, 8:56 pm
Dave4d  Undisclosed.gif Dave4d is offline
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Re: Harry Potter MMORPG

Quote:
Originally Posted by Jens_Ozz View Post

I don't know if the ministry being completely player-run would be possible, but it is an interesting concept. I'll do some research, check if any other games have tried something similar.
Wakfu does it. There are four nations. Governors are elected every two weeks by players. Each governor chooses it's staff and they decide on finance, justice, relation with other countries and even weather (it has an impact on how fast resources will grow).


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