1. How to create a real MMORPG where players are the content.

    The developers create all of the models, player/NPC animations, audio, provides a blank map with resource nodes; like an empty map in a Warcraft RTS game.

    Then the player enters and starts building near resource nodes, or as close to possible; like a Warcraft RTS game.

    The player mines resources, builds buildings, spawns workers and warriors to defend, build and patrol their territory; like a Warcraft RTS game.

    The player then decorates their buildings and NPC's to their own tastes, unlike a Warcraft RTS game, more like a Star Wars Galaxies housing/city system.

    And any other player which comes across what another player builds, or another player's NPC's, or another player themself; can vote on whether they think that player is a powergamer (bad roleplayer) or a good roleplayer. Each player will have their own total score, like how a youtube video has upvotes/downvotes ratio. The higher your roleplaying:powergamer ratio you get the more building slots you get (like Star Wars Galaxies limits you to 10 building slots per character), more population points (like how Warcraft 3 limits you to 200 population points), and more powerful and exotic NPCs.



    You come across a player settlement, and that settlement has 20 barracks right next to each other in a 4X5 grid like pattern to maximize NCP soldier production. The rest of the settlement is pretty spartan, and the NPC soldiers defending the area are on single patrol, for efficiency but it looks stupid. That is powergaming, not roleplaying. So you click on that player's buildings, find out what player built it, and you downvote that player (powergamer).

    You come across another player settlement. This player has placed their production and resource gathering buildings in a visually appealing manner, and has meticulously decorated them. Their NPC soldiers defending the place may not be placed at the most efficient positions to cover every single conceivable angle but they are placed in a visually appealing manner, has soldiers marching in formation, and even has an area which looks like soldiers are training. That is a roleplayer. You click on that player's buildings and NPC's, find out the what player built it, and you upvote that player (roleplayer).

    You are walking around one day and you come across a choke point, a bridge or a narrow valley. A high level NPC, a giant, has a scripted conversation with you. "To pass you have to pay a toll." You try to fight past it and die in 0.5 seconds. In your combat log you find out who it was, if you're in a good mood you upvote it, roleplaying.

    You are walking around one day, minding your own business, and suddenly you get killed in 0.5 seconds from nowhere. In your combat log you find out who it was, downvote them, powergamer.


    Abusing the system:

    Large player guilds will vote themselves high roleplayer scores even though they are powergamers, to gain access to more goodies. Other players will catch wind of their gaming the game and will bring it up on the forums. Usually people who frequent MMORPG forums are concerned about the state of the game and they will be the first to check it out.

    Large player guilds will also spam vote powergamer those they wish to weaken, say a neighbor who is a good roleplayer.

    Any player at any time can toggle their account to "holy site". This could offset large player guilds abusing the system and downvoting (powergaming) you. During this period you may not add anything additional to your base, and this allows other players to go on a "pilgrimage" to visit your base.

    Going on a pilgrimage: you flag your character you are "on a pilgrimage". While on a pilgrimage your powergamer/roleplayer votes have double the effect, so if you are concerned about your score you probably wouldn't want to waylay anyone on a pilgrimage to piss them off. While on a pilgrimage your character cannot be use any stealth skills.


    All powergamer/roleplayer votes are privately cast and entered into the total score on a random time delay between 1 and 7 days to prevent vote buying, or vote begging.
    Edited: November 6, 2017

  2. More examples:

    You come across a player's fortress. That player has night elf archers because night elves have the best archers, orc warriors because orcs have the best warriors, and human priests cause humans have the best priests. That is a bad roleplayer. Vote: powergamer.

    You come across a guild city. There are more NPC's and buildings than 5 Dalaran's side by side, and you're lagging like a MOFO. Sure they put some work into this but damn, it's lag city. If you're in a bad mood that day, vote bad roleplayer. Vote: powergamer.

    You're riding your horse across the plains one day, and you pass another player riding their horse. They are hitting the spacebar (boing boing boing boing boing). You're in a bad mood. Vote: bad roleplayer.

    An enemy with an army of 100 NPC's behind him comes marching up to your keep, see's you're not online and doesn't attack. Waits until you are online and then attacks and wipes you out. It was still a fun fight, you're in a good mood, and you vote: roleplayer.

    An ahole waits till you are offline, attacks and burns your base down. Find out who it was in combat log, vote: bad roleplayer.


    "But the roleplayer:powergamer ratio won't be accurate."

    Yes it will. Have you ever seen a 10:1 upvote:downvote youtube video that sucked? Have you ever seen a 1:10 upvote:downvote youtube video that didn't suck?

    "Nobody will care about their roleplayer:powergamer ratio."

    People are obsessed with their upvote:downvote ratio. Go to youtube, reddit, twitter, or any other social media site and you will see people bending over backwards to have that upvote:downvote ratio be as high as possible.

    "What's the goal of the game?"

    What's the goal of every RTS game? To secure the area around your resource nodes and acquire more resources, this is the role of the powergamer. Roleplayers need no goals.
    Edited: November 6, 2017

  3. How to create a bad mobile Facebook game.

  4. i rly cba reading all of this but it seems pretty much like garrisons to me

    that was the single worst possible decision Blizzard have made in the history of this game


  5. i rly cba reading all of this but it seems pretty much like garrisons to me

    that was the single worst possible decision Blizzard have made in the history of this game

    It's nothing like an instanced housing system.


  6. How to create a bad mobile Facebook game.

    how to not create a bad mobile facebook game.

  7. How to create a bad mobile Facebook game.
    even facebook wouldn't touch that kind of game.

    it sounds like the kind of game that sounds interesting, you play it for 5 minutes, realise it's stupid as hell, and delete it.

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