Ixydhrien wiki

concept

Concepts

The main idea behind Ix is a conceptual prototype of an online environment which doesn't follow the current common ideas of mmorpgs of mandatory abundance.

The current state of the art of online worlds is that you need to invest a lot of time in them and that you need to involve yourself in the world so that it becomes one parallel to the real one. Some general symptoms are :

  • a complex gameplay
  • a vast set of elements which forms collections
  • the trend of the collection over the gameplay

Of course, the last trend isn't true of FPS games which are mostly oriented toward the discharge of violent tensions.

The culprits

The first trend of collection is a wrong aim. Having a deep history is far different from having a huge set of invalued object to collect.

Role play usually implies a need to involve in the game. But in case we do not care about a specific part of it, we are left aside without any interest in most games because they rely on it.

What about creativity ? People may just care about the work of creation

The ideas

Simplicity

First, get rid of the complexity and abundance as first aims. They are not what you want. They are a state of the value of what you have created. In that sense, they are great things, but you don't design the world for them, they appear by themself.

Thus the concept of a set of three objects which define the state of the player :

  • the primary tool
  • the secondary tool or complement
  • the clothe or wear

And that's all ! An action is valued because we use it and it has an impact on the game.

Creativity

We want the user to involve in the world, but without this involvement to be mandatory and too time-consuming. Creativity is the main point, so the world has to come from the user too. The world is expanding from the user.

We can change the world, and we can create regions of it and expand it as we wish.

/var/www/wox-xion.ch/xvoe/wiki/data/pages/concept.txt · Last modified: 2011/09/04 23:36 (external edit)