THE GAME...

MMO Game Development Diary (public edit)

Ingame Full Object Ownership / Realworld Activity Promotion integration MMO - codenamed 'Epoch'. Dynamic concepts from Summer 2008 meetings. Artwork and prototype elements underway.

 

TEMPORAL PERSISTENCE AND TOTAL GEOGRAPHIC EXTENSIBILITY
-No 'edges'. Intermediary 'instances' glue full mutiplayer environments together

GEOGRAPHIC MODULE EXPANDABILITY
-Constant development of new environments

ENVIRONMENTAL DESTRUCTABILITY
-Energy relative destruction and in-game rebuild strategy
-Character death/damage based around 'field hospital' strategy

REAL CURRENCY COMMERCIAL PLATFORM FOR EQUIPMENT AND VEHICLES
-Purchase of permanent and temporary game items
-Real world (retail) sale of game items
-Constant development of new items and vehicles
-Leverage public professional item designers via public contests and ip licensing schema

EXTENSIVE CHARACTER PERSONALISATION
-Focus on MMO gathering and social mechanisms
-Characters class/abilities developed by charskill-activity, equipment-activity and
environmental/social consequence
-RETROSPECTIVE FICTION FOCUS: Steampunk, Deco, Gothic/Industrial, Golden Age of Adventure

REAL WORLD EVENTS COORDINATION
-loading screen real world advertising model
-In Game promotion and coordination of real-world events such as concerts, gatherings and festivals

© 2008 www.baronmarcus.com All Rights Reserved

Site Created by Gunkan Productions