Ensis Ferrae wrote:
LordofHats wrote:
LunarSol wrote:Does it though? I mean what happens when the party encounters a Pokemon? Are they just essentially a loot roll or do you have to start having Pokemon herds so everyone has something to fight/catch.
If it were me? Generic "questing" and catching Pokemon would still be a primarily solo event. Someone could come along to help, but as in the Pokemon world, a player would need to catch their own mon. I see no reason to alter this from the basic formula. Contrary to the idiocy of some MMO developers, not everything in an MMO needs to be group-based. In fact, making everything in an MMO group based is generally detrimental to design. There are times where people just want to play alone, or who like being in a world full of other people they don't play with (cause some people are weird).
Really, the strength of an MMO set in Pokemon would be its ability to be "low system requirements" and "mechanically broad but simple." Like the handheld games themselves. I'd focus such a game heavily on seasonal events, a regular cycle of
PVP and
PVE world quests that present new and unique challenges for players that they can tackle on their own or in groups. You could have solo, team, and battle royal tournaments regularly, raids in the form of fighting a Team or dealing with angry Pokemon/legendaries who are upset or whatever. The potential is limitless.
It creates a basic and repeatable play cycle: catch mon and play story mode solo/in small groups with friends and engage in world events with large groups of players. The expansions practically write themselves. Make the system flexible enough, and you could do all kinds of things like capture the flag or king of the hill tournament (shuckle would finally be good at something), little league tournaments for unevolved pokemon.
I'd pay a subscription for that game if they did it right. Maybe even if they didn't.
I'd probably build a whole new battle system, cause the Pokemon battles of the Handhelds do not translate well into an MMO space, which I think is actually the biggest challenge (you probably wouldn't be able to include every mon on release).
To be sure, if you try to make "World of Pokemon" you're probably going to fail. A Pokemon MMO would need to adjust for the variety of audience it would draw, and for the unique expectations people would have of such a game. You can't just build it like WoW or Guild Wars (though Guild Wars' event system would probably work pretty well for it).
A couple of things. . . I for one love a lot of the single-player elements of STO. It isn't so much playing an MMO to "be alone" more like. . . playing a solo game where you're also chatting/BSing with a community (just the way the game is set up really lends itself to predominately single player activity).
I think a hurdle for any Pokemon MMO is indeed the pokemon and the battle system in itself. . . Every single MMO I've ever played has an item rarity system, and surely Pokemon would be no different. Would the
devs make the poke gear (balls, bait, repel, health pots, etc) rarity leveled, or do you make the mon themselves rarity locked? Or, do you create a bizarre system wherein your "in play" pokemon has gear slots with those gear items being rarity graded?
And then there's the battling system as well. As is rightly pointed out, the turn-based JRPG style combat typically doesn't translate well in an MMO, however the stadium-esque "thing" with trainers calling out attacks is a fairly important part of the world (I think the scene in Detective Pikachu may be a "decent" workaround). So, would players control a single Mon in real time so that its something more like a cross between WoW and Mortal Kombat?
Why would you need to follow what anyone else has done?
I have thought about a Pokemon MMO before. Here is what I would do.
-Character creation involves picking home region and "class".
--Home region decides your starting town, and the first pokemon league you need to beat before venturing out into the larger world.
--Your class is either one of the Pokemon types or a generic all encompassing type. Choosing a Type gives you a small bonus to
Exp when raising that specific type of Pokemon and a penalty to it's weakness types. I.E. If you pick Dragon Trainer you get a +10%
Exp for Dragon Types and a -5% to Faerie Types or some gak. It also grants you access to some TMs (thinking 3-5 and includes the ultimate moves of whatever type it is) that are otherwise not available. Which makes trading for a dragon type with a
TM that you can't get access to valuable and encourages the trading economy within the game. Choosing the Generic trainer type gives you a 5%
Exp bonus to all pokemon types and maybe a Bonus to breeding or a 2% chance for rarer pokemon to pop up in random battle or some gak but you get no access to the TMs the other trainer types get. The point being to get trainers reliant on other trainers to breed and raise the best possible pokemon. Nobody can do it all on their own.
-You then do the typical game of traveling around your region, getting 8 badges. Once you have earned your 8th badge you can fight the league/champion as per normal. Beating the elite 4 opens up the access to other regions. Beating the CHampion gets you access to new items or whatever in shops.
-The moment you leave your starting area and enter a new region your pokemons stats scale to your # of badges in the new area. You need to earn the badges again to scale them back up so you can face the next league. (At no badges they will be roughly equivalent to level 12ish, 1 badge up to 20 etc etc... until the 8th badge allows them to be full power again). You keep your moves and everything but the stats are those of a lower level version of your pokemon.
-Legendary Pokemon and rare pokemon will be location or region wide events that get trainers hunting all over the place for the fethers and more or less act as raid content.
-Different teams would make trouble in different parts of the world and the general story of that region would unfold as normal. But also OTHER teams could show up in different regions tied to events. Pokebucks, rare pokeballs/items are rewards and maybe even pokemon.
So, base line leveling up/game play involves a mix of completing Pokedexes, breeding, and raising and training pokemon. Earning badges and beating leagues.
Then, you have the side games of beauty contests, dress ups, battle towers,
pvp, whatever..
Then you get the end game of really breeding and raising the best teams which are inherently a group activity because of the way the class system works.
Then there is the difficulty of hunting down legendaries. No give aways. You gotta earn them.
Expansions add new regions which open up new areas with more Pokemons to get. - This could also include things like the portals and gak.