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DancingShade
Jul 26, 2007

by Fluffdaddy

Frog Act posted:

I'm a huge MMORPG fan, or rather, have been in the past. I've been dissatisfied with genre for a long time, as modern MMORPGs all feature thempark style gameplay that only interests me so much. I also don't think many are very good. In any case, this is a pitch I have put together of my hypothetical, perfect MMORPG to be developed. I call it Throne Wars. It's a long read, and not altogether organized, as this is a rough draft, but if anyone gets through it all, please leave feedback. I'd like to hear other's thoughts.



Throne Wars is a fantasy-based MMORPG to revitalize the genre. It's focus is on player to player, faction to faction, guild to guild interaction. Unlike many copy-cat MMOs, attempting to reproduce the success of other games, Throne Wars is unique in scope and ambition, en-devouring to cause a paradigm shift in the MMORPG genre. The game features player-run cities, guilds and organizations, not quite sandbox, but managed within game mechanics, allowing players to foster and grow guilds, property, and entire cities in allotted place and assortment. Throne Wars is an MMORPG featuring gameplay akin to building simulators as well as many other exclusive game mechanics and systems, those being social and progression-based, that have yet to be demonstrated by other games of the genre, making it truly unique. Throne Wars feature combat modes similar to a strategy RPG. If you were to take IPs such as the Elder Scrolls, Romance of Three Kingdoms, the Sims, Suikoden, Game of Thrones, Divinity Origin Sin, Stardew Valley, Xcom, and EverQuest, mash them all into a game, you might come up with something like Throne Wars. It's like that, but so much more.



City-State vs City-State, Faction vs Faction, Guild vs Guild Players establish cities through quest lines upon allotted plots of land in the game, as guilds and subguilds. Most player settlements are ruled by a governing guild, while other functions may be delegated to sub-guilds, such as city defense and trade operations. Those guilds then compete for control and influence with rival guild factions. City-states will have incentive to compete with neighboring city-states, and may even siege or take control of neighboring cities, which could be destroyed or become vassal states, in the interest of control of resources and territory within the game. Empires will find increasing difficulty the greater their size and area of control. There may be subversive guilds that can be established within a city-state, such as thieves, necromancy, or assassin guilds, working in the dredges or surrounding area of a city-state, against the city-state's interest, existing outside and/or despite the governing guild's wishes and best effort to rid the area of such menace. It may even be possible for a city-state to fall due to internal pressure or conflict.



At various stages of guild development, primary guild quest-lines will require objectives to be achieve against rival player factions/guilds. For example, at Lv. 5 Templar Guild development, a quest may trigger to capture or kill NPCs belonging to the player-run Mage College. At Lv. 20 Templar Guild development, the guild quest-giver may task the templar player's party to kill the Archmage(NPC) of the Mage College and/or destroy the enemy guild outright. This would, of course, be a rare epic endgame type of quest. Generally, objectives achieved against an enemy guild won't destroy it, but may damage it in some way. Players associated with the Mage College will be able to defend their territory, NPCs, and properties, appropriately. In this fashion, full on guild wars take place in order to achieve and protect objectives, progressing or damaging the player-run guilds involved. Quests will trigger against rival factions of similar or equal level all the way through to endgame and beyond. If no rival guild exists to act against, some quests-lines may never trigger. Each server will have various different player-run guilds or factions in different locations across the game world creating an element of randomness and seemingly endless possibility in Faction vs Faction gameplay.



Player Grown/Managed Cities, Guilds, and Property Unlike true sandbox games, Throne Wars only allows players to build cities, guildhalls, shops, housing, and other structures at predetermined locations designated for player-run properties. Property will progress through levels of development with additional resources, funding, space, and maintenance costs required throughout the various stages of development. For example, a Lv. 3 tailor shop may require 1 plot of land, 50 wood, 100 metal ingots, while a Lv. 10 tailor shop may require ownership of 2 plots, 500 wood, 1000 metal ingots, and so on. Players and organizations can trade ownership of land/buildings, or it may deteriorate if not properly maintained. There will be player-run properties within and outside city-state locations, populating the game world as players continuously establish new properties. Each property, whether a governing-body's guildhall, sub-guild, or independent property, will generate NPCs, quests, and management features. For example, a governing guild may establish a city-state, and determine regional policy, while another player or organization may build a blacksmith shop within, while another may choose to build a farm on the outskirts, while yet another guild may run a regional militia, offering security within the city-state, and sending patrols to protect the farm property from bandits. In this fashion, Throne Wars en-devours to allow for a completely player-managed game world.



Additionally, players will have home locations that they are bound to within properties. Throne Wars features perma-death(more on this below), but player characters will return to their home-state when the player is no longer online. It may be possible to bind to a friendly player's property, within guidhalls, or the locale inn. As properties level-up they may house more and more players, NPC vendors, quest-givers, and other player companions. Throne Wars gives players citizenship, or freedom from it, as their character truly has a home within the game, whether guildleader, bandit, or lone-wolf ranger. Players can take pride in their home properties, city-states, and nations, allowing for a valuable player experience of immersion.



Citizenship and Free Agency As prescribed by governing guild policies, players may abide in city-states as citizens or free agents both. For example, a player may choose to reside at the inn of a nearby city-state for some time, taking a break from a long voyage, assuming the governing guild has not decided to close their city to outsiders. If so they'd possibly have to sneak in by some nefarious means. They might then encounter a recruiter of a city-state associated guild, choose to abandon their travels, and become an actual citizen of the city-state. Players may also establish independent property on allotted land outside of any governing guild's reach and never become a citizen of any city-state.



Crime & Justice System Throne Wars features a justice system, regulating certain types of PvP activity. If a governing guild sets law in the region, criminal activities may be punished by imprisonment and/or death. If a law-abiding player or NPC witnesses a crime, such as theft or murder, in the proximity, they may then report the crime to militia guards, or whatever authorities exist within the region. Recognizing theft, for example, would require a sufficient awareness stat. If successfully reported, NPC militia guardsmen become triggered to look for and apprehend the perpetrator. Additionally, players and NPCs post bounties on offending players. Player controlled militia-men and/or bounty hunters may be in pursuit. If successfully captured, the offender then has to face their sentence, which may be time in a prison cell and/or death. There will, of course, be the possibility of escape or rescue from captivity, by way of lockpicking and avoiding and/or otherwise subduing guardsmen, but it will not be easily achieved. Players, even the most egregious offenders, may not be imprisoned for more than a day game-world time, usually a matter of hours. Throne Wars is an Open World PvP game that regulates player conflict through game mechanics, and the Justice System is a key feature in doing so.



Class & Job System Player characters begin the game with a blank-slate, aside from stat assortment, traits, and other attributes, determined upon character creation. Within the game world, players then take up quests to establish or become associated with guilds, which determine character class or job. These jobs feature abilities, skillsets, and other functions, to be unlocked through progression. For example, a player that joins the assassin's guild may unlock sneak and backstab as a Lv. 1 assassin, and ambush at Lv. 5, a blacksmith may unlock the ability to work different ore and metals at varying levels, a mage may unlock fireball at Lv. 1, and napalm at Lv. 10, and so on. Player characters may take up multiple jobs, opening up several skill/ability trees to progress. How many jobs and skills a player character may acquire is yet to be determined.



Potential Classes Warrior, Thief/Bandit, Ranger/Archer, Knight, Assassin, Bounty Hunter, Mercenary, Militiamen, Diplomat, Spy, Beast-master, Priest, Necromancer, Shadowknight, Paladin/Templar, Berserker, Scholar/Maester, Mage, Battlemage, Architect, Summoner, Wizard, Enchanter, Bard, Farmer, Blacksmith, Tailor, Chef, Brewer, Innkeeper, Alchemist, Botanist, Witch, Fletcher, Fishermen, Miner, Lumberjack, Engineer, ect.



Potential Playable Races Human, Nord, Elf, High-elf, Half-elf, Dark Elf, Dwarf, Hobbit, Orc, Goblin, Troll/Ogre, Demora(demon), Lizardman, Catfolk, ect.



Social Systems, Companions, Relationships, Friendship, Rivalry Throne Wars features comprehensive social systems within the game. All player to player, player to NPC interaction garners positive or negative relationship points. Relationships in-game have a level progression system. If a player deals with a shop vender, they gain slight positive interaction points that may ad up overtime, resulting in better pricing, or the player might complete a quest for said shopkeeper and gain greater positive points. However, if the player is found stealing from the shopkeeper, this will have quite a negative effect on the relationship with the vendor. A higher relationship level with NPCs may trigger quests. NPCs that have a particularly negative opinion of a player, may also post bounties on the disfavored player, or even resort to assassination contracts. The player can use gift giving in an attempt to raise relationship points with NPCs.



Player to player interaction features a similar relationship system, though more extensive. The primary development of these relationships is by player grouping. As players group together with friends they gain positive relationship EXP. The relationship eventually levels up, granting the pairing players progression bonuses. For instance, a +5 EXP bonus for grouping with a friend may grow to a +20 EXP bonus, as the relationship progresses in levels. There may be stat enhancing bonuses or even new combat abilities unlocked or other synchronization between the characters. This is in representation of the bond that forms between player characters, as they become more familiar group partners. Furthermore, these bonds can eventually advance into special bonds. At a significant relationship level, quests trigger in story-mode allowing players to form these special bonds upon completion, such as becoming sworn brothers, or even romancing each other, leading to marriage, and potential offspring. Players may also give and receive gifts from one another, slightly strengthening the relationship. The relationship system is a key mechanic of Throne Wars gameplay. Certain quests and guild advancement opportunities may only trigger once a player has grown relationships... and perhaps even rivalries.



Likewise, players are able to form rivalry relationship with eachother and NPCs. This is usually done by successive negative interaction, such as being found stealing, failing attempts to persuade or intimidate NPCs, or of course, killing another player's friends and relatives. For instance, if an enemy player kills a player bonded to another, this may spark a quest to get revenge or bring them to justice, garnering a significant amount of rivalry between parties. Eventually, two might become sworn enemies or nemesis-es. Taking negative action against a player's faction or guild may also result in rivalry.



At a certain level of positive relationship, some NPCs can be recruited as companions. These companion characters can party up with PCs, assisting in combat, and/or may come to reside at the player's housing, or other properties. Likewise, a player's character may become companions for other players once they are no longer online, assuming they have given consent, of course. That is possible due to the feature of PC characters remaining in the game world after a player has logged offline. More on this below.



Player Character Offline Status and NPC Behavior When a player logs offline their PC character remains in the game, behaving similarly to all other NPCs. They will attempt to return to their home position(wherever the PC is bound) and resume activities there. All NPCs in the game have a daily routine. Shop vendors, for example, will have a work shift, managed by the owning player, but then go about other activities in their home city, and the surrounding area, on their own. NPCs and PCs alike have a sleep cycle. This might be an opportune time for a thief to sneak in and take advantage of the situation. Although PC characters may receive a well-rested bonus, sleep is not a requirement for PCs or NPCs to function. NPCs will defend the owning player's property and interest when a player is offline. If, for instance, a player's character is bound to their guildhall, and the guild becomes under attack, the player character will attempt to defend the guildhall while the player is offline, along with any other combat capable NPCs associated with the guild.



Progression Throne Wars features a progression system similar to other MMORPGs on the market, but with a significant twist. In addition to base EXP gained in order to level up characters through combat and questing, there are multiple EXP bonus mechanisms, awarding a greater % of EXP, within the game. One such bonus is that of the relationship bonus level between party members. Other bonuses include faction bonuses. For example, a full party of elves grouping together gain a race-only bonus. Furthermore, various guilds or factions in the game provide members EXP and stat bonuses, allowing guildmembers meeting the the prescribed requirements to take advantage of. More on guild bonuses below.



Guild Structure and Characteristics All guilds have actual in-game functions in Throne Wars. A player may decide to get together with others and form a guild, through a guild charter questline. Upon founding a guild, whether it be a governing guild, trade guild, or what-have-you, the founder will then make decisions about what type of guild it is. For example, the guildleader(or primary founder) will choose from a list of guild characteristics, such as an Elf Clan, a Noble House, a Thieve's Den, a Free Hold, an Assassin's Enclave, a Mage's College. These guilds, or factions, will then give bonuses to guildmembers meeting that guild's desired characteristics. An elf character may receive a stat or EXP bonus for joining an elf clan, while a human character joining the same organization would not. Any character may join any type of guild, assuming guild-leadership sets an open policy, but they may not take advantage of certain benefits and bonuses. Another example would be a player placing a character of only combat class in a trade guild. There might be no incentive to do so.



All guilds have in-game management tools and interface that guild-leadership is responsible for managing. This may include taxes, member status, governing laws, and other policies. A founder of one guild may choose to run a dictatorship, single guild-leader style, another an oligarchy, while others a more democratic organization. There is always one member that holds power to manage and change guild policy, while other guildmembers may be selected and awarded such powers.



Aging, Heir System, Perma-Death Throne Wars features a character aging system, where player characters have a natural life-span ranging from 1 to 3 years real world time. Upon a character's death, the player then chooses an heir, a child, spouse, or other NPC that the PC shares a special bond with, and can choose to continue playing as the heir. If the player has no suitable heir or chooses not to go on, their game is ended, and they may create a new character's game. Players can also relinquish control of their character at any time and begin playing as their heir or bonded NPC characters. This may be done for reasons such as imprisonment or other misfortune or simply because the player prefers to play a successor at that time. If this happens, the original character will remain in the game as a living NPC or deceased. It may possible to temporarily play an heir, then transfer control back to the original character. Players may only create one character/game, per-server, but they may have multiple heirs to choose from. Players can create games on as many servers as desired.



All untimely mortal demise results in the necessity of choosing an heir. Assuming property and assets are not lost, wealth and properties will transfer under the heir's control. Rank and position within a guild may be a different story, as other players may play a role in such decisions. For instance, if a ruler dies, another member of leadership in the hierarchy may take up the mantle. In such cases, the new ruler may choose to restore the player's rank, transferring the position to the deceased character's successor, or not.



If a desired heir is not yet of a certain age, the player may play as a youth, which will have some limitations to gameplay, but they may not play as a toddler. Players have the opportunity to customize offspring when their off-spring ages-up. Youth will age up to adulthood within a couple weeks.



Open World PvP, PvE Viability Throne Wars is predominately an open world PvP game, although in-game events may block PvP combat at certain times. Generally, the potential for PvP interaction to arise is ever present. That so, if a player wishes to avoid PvP combat, they may take precautions to try and do so. This might mean limiting their travels to areas secure and firmly within the control of a player's associated guild or faction. For instance, staying within city walls might be a pretty safe bet, while venturing to a neighboring city might carry some risk, especially if the city-state is not friendly towards a player's home state. Throne Wars features a variety of gameplay activity that has little or nothing to do with PvP and never engaging in PvP combat during a play-through may be a viable way to play the game, but there is always a risk of it occurring. In which case, attempted escape is always an option.



Quests are generated within the game as NPC quest-givers populate guilds and properties, interact with PCs, and certain conditions are met. There will be some starter quests available in starter towns or settlements, but the majority will take place in and through development of player-run properties.



For instance, a starter town may have a NPC quest-giver offering players the opportunity to found a city-state or class guild. The player then recruits a party of like-minded players and together they choose a location predetermined suitable for development and fulfill the requirements of the quest. NPCs will come to populate the guildhalls within the player- established property and generate new quests. Generally, as a player establishment levels up, more NPCs will spawn and perform various functions, one of them being quest-giving.



There are some quests that will require a single-player only, perhaps establishing a shop or gathering resources, but the vast majority of quests will require multi-player parties, and contribute greatly to how players progress both their individual character and factions/guilds.



The most common place to find quests will be a local player-run inn, whether in a starter town or player established city. The NPCs there generate many quests and have information that may help players complete such quest-lines. For example, a bounty hunter may take up a contract posted on a bulletin outside an inn, go inside, request further information from the barkeep, and be sent on his way to another city, where he/she questions the local barkeep, who might in turn be able to point out the location of the wanted man.



Another example would be that a party, sitting at a table in the back of an inn, may be approached by an NPC seeking help with bandit raiders attacking a caravan in route outside the city. The party leader can choose to accept the request, and potentially help the trader secure the goods.



Once a player has a quest open, they will usually need to seek out other players, assuming they are not already in a fully party, to sign on and assist with completing the quest. Once the requirements of a quest are complete, all participants will share in the rewards. Throne Wars is a game intended to be played primarily with others, therefor, most quests will be party quests.



Guild Types Noble House, Mercenary Company, Bandit Camp/Thieve's Den, Assassin Enclave, Mage College, Church, Necromancer's Tower, Free Hold, Citidal, Elf Tribe, Dwarven Hold, Horde,Trade Union, ect.



Guild Structures, Counsils, Alliances Guilds are varied in structure, but governing guild types, especially, have certain positions, ranks, and stations for players to assume and appoint others two. For instance, a Noble House may have court or special meetings, events that take place within the guildhall, where advisers give their input to the ruler, in story-mode fashion. Major decisions of state are mostly handled this way, as well as all official interaction with representative's of a neighboring city-state. For instance, an envoy may come to the guildhall from the neighboring state, and be received by the ruler or counsel at an appointed time. If a player ruler or officer is offline, NPC AI will take over the character's decision-making and station responsibilities, so it is important for high-ranking members of a counsel to be present during these times, if they wish to have %100 percent control of these decisions. That so, players will be able to set certain policy agenda to be acted upon in the occasion that matters come up when they are offline.



Governments can form alliances, treaties, annexation, even joint-attack war plans, with other sovereign player entities within the game. All such matters are handled by counsel deliberations. They may also spy on neighboring state's activities and plans, if they have a spymaster appointed, that is.



City Locations & Terrain Throne Wars features various types and levels of terrain. Most city and guild plots have underground levels, or they will be generated once structures are built, hidden beneath the surface. There there may be dungeons, sewers, or caverns that would serve as player established thieves dens, necromancer hideouts, or other nefarious organizations. Thieves or assassins might be able to gain access to certain buildings through the underground. Dwarve holds will be established in natural underground plots or within mountain sides, and wood elves might make their home in the trees. There is probably an underground dwarven road somewhere that might connect different dungeons and regions of the world. Some plots in the various terrain will only serve to establish certain types of guilds. Dwarves can't settle a dwarven hold in a tree, as it stands, but they may join a wood elf guild if they'd for some reason wish to should elves for some reason have them.



No Fast-travel, Proximity Chat, Relevance of Geography Throne Wars breaks with the norm of modern MMORPGs, and does not have any form of fast-travel, except maybe portals brought forth by high level magic users. This way the integrity of geography within the game maintains it's significance and value. Players may appreciate the mountains and trees. Travel to the deepest dungeons, and even neighboring cities, is an adventure to be taken only by those prepared for the voyage. Players cannot simply jump from one location to the next, so most long-distance travel should be planned ahead of time. This should be undertaken by a full party, or only in the company of a guarded NPC caravan. A character's home city, guild, or other property, is in fact that, a home territory, where they will spend the majority of their play.



Furthermore, Throne Wars features a proximity chat system, limited to a certain area. There are open chat channels, such as /whisper, /say, /yell, but no global /tell channel. Within the Throne Wars game world, players must be within a reasonable distance to maintain proper communication. Otherwise, their best option to communicate at long-distance is to leave a post on an in-game message board or write a letter to be delivered by NPC messenger to recipients abroad. This helps add immersion in the game world. Throne Wars is not an arcade/theme park style game and doesn't attempt to be so in anyway.



For those with limited play-time, certain activities within the game are simply out of question, but there are a plethora of activities, such as guild management, trade skill development, local quests, and other gameplay to take part in without ever leaving a PCs home territory. If a player wants to meet up with friends quickly in the game, they should plan ahead of time, look for them at commonplaces, such as the inn, auction house, or town-square, or in their home-state, such as guildhalls. It is not possible to instantly join friends in-game at all times. Fortunately, the world will be populated with many players and NPCs to interact with everywhere.



Player-interaction, Story-mode Although Throne Wars will feature open communication channels, such as /say, and /yell, much player to player, player to NPC, interaction is handled through story-mode. This goes for events such as quests, trade, and other scripted conversations. In this “story-mode” gameplay players choose from a variety of options, dialogue choices, and actions. For instance, during character interaction, a player may choose to pursuade, intimidate, change the subject, ignore or end the conversation, or even attack other participants. These discourses may also be overheard or interrupted by outside parties, as well. During “story-mode” dialogue sequences, characters are represented by an avatar artwork(or portrait) of their character's likeness that may show various expression or illustrate actions, similar to the style of certain single-player RPGs. In this fashion, Throne Wars will feel and play like an actual RPG, rather than a none story-driven MMO.



Combat It is currently envisioned that Throne Wars features a combat system similar to turn-based strategic RPG single-player games, such as Divity Original Sin, Xcom, or even Final Fantasy Tactics.



Party Combat(normal combat mode) Turn-based, the player will have an action timer, and when ready, may choose to relocate and/or perform combat actions. If the player takes too long to make a move, their turn will end, and the character next in line to act will be able to initiate their moves. The player only controls one character, their player character, throughout the engagement, regardless of having allies, such as party members or companions involved in the engagement. Party Combat gameplay will be a separate event with separate character control systems from regular gameplay, although both are envisioned to be point-and-click style. Escaping combat will return the player character to normal control mode. Combat can be initiated from the regular game mode, or through story-mode options, beginning the combat event. It is likely that third parties will be able to enter a combat event already taking place in their proximity. Players within a party will be represented in combat as friendlies, while others enemies, and still others potentially uncertain status. It may be possible to have multiple sides to a single engagement.



When a player or NPC is defeated in combat, they become incapacitated. They may then be revived or resurrected by a friendly character, assuming they have not yet expired. If all characters that are not currently aggro-ed are incapacitated, combat will end, and the victor may be able to loot, capture, or execute survivors, or leave them unmolested. Although some attack may result in instant death, it will not be common. This bodes true for both Campaign and Party Combat Modes. Throne Wars features perma-death, therefor, character death is not the usual result of defeat in combat, unless the victor takes deliberate action to terminate a character after combat events have unfolded. Assuming there are witnesses to the event, executing combatants may carry significant consequences, such as negative social hits with other characters that have friendly relationships with the victim, assuming the murderer becomes known through witness report. That so, it may be possible to eliminate all witnesses or witnesses may fail to report the incident to anyone for other reasons. Throne Wars is not a game for the squeamish.



Large-scale Raids, Campaigns Rather than large-scale raids, Throne Wars features large-scale quests, or campaigns, that involve combat to simulate castle sieges or other Guild vs Guild battles. Since only so many character entities may take the field at a certain time, and these events may be time-consuming, guild-leadership must be selective in choosing participants. Attacking players may have plans for a joint attack, involving several factions arriving to the battlefield at various times. Defending players may be assorted beforehand, through guild war policies. Defending forces can be made up of both player characters and NPCs, and reinforcement may even be possible. When all units are defeated or retreat from battle, player characters either escape or become captured. These events take place in a series of battles over various objectives. An initial battle may involve attackers attempting to breach city walls, while a consecutive battle may involve capturing the keep lord. Campaign battles play similar to normal turn-based combat mode. Unlike Party Combat mode, incapacitated player characters are removed from the battlefield and placed in neutral territory, perhaps nearby battle encampments.



Dueling, the Arena Throne Wars does not allow for players to duel in the open world. Instead, players compete, as full parties, or as solo combatants, within player-owned and run dueling arenas. Similar to other trades, owning a fighting arena is a business. Players register as combatants with the arena, and battle may shortly commence, provided there are opponents. Combatants may determine what level range they wish to fight at, how many combatants there are allowed, and other rules. Arenas may also feature PvE challenges, assisted by beast-masters, responsible for capturing various wild-life and monsters. During these events, spectators may place bets on who they presume the likely victor to be. The Arena owner sets a % of these bets that the house collects. In turn, the arena owner may award prizes, items or cash, to victors, as incentive to compete. Fully developed arenas can schedule tournament games, involving many registered combatants to fight at appointed times. PvP combat in the arena cannot result in capture or death, allowing players to challenge each other, without serious risk.



Story Throne Wars backstory has yet to be written, however, it should be extensive. The theme is that of a high-magic fantasy world, or rather, two or more worlds, full of powerful Gods, conflicting races, and history. As it turns out, the Throne Wars game world is largely empty at the start, allowing players to establish cities, kingdoms, and all other properties. This is so, where our game begins, as refugee races flee a homeworld largely destroyed by world cataclysmic events. They come to a new world to rebuild their empires and civilizations on the new, alien planet. Some races may be natives to the new world, perhaps wood elves, dwarves, or demora, but most races come to the new world as refugees. There they continue their story as they struggle to survive and rebuild what was lost.



In-game story will be told chiefly through the primary story/quest-lines of player established guilds. The types of factions and guilds players establish or join, and the choices they then make within, will determine their “story” throughout the game. Likewise, endgame story will unfold as guilds reach maximum level. Expansions may include venturing to yet unexplored continents or even returning to the home-world, which is in a state of ruin.

Why yes I would love to back your kickstarter person with no prior projects listed and a facebook with crayon drawings of Thundercats.

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Flavahbeast
Jul 21, 2001


I'm a 26 year old lady who's been developing a science-based, 100% dragon MMO for the last two years. I'm finally making my beta-website now, and using my 3D work as a base to create my 50+ concept images.

clone on the phone
Aug 5, 2003

Can I be the voice of Brooks Cracktackle?

Blast of Confetti
Apr 21, 2008

by Jeffrey of YOSPOS

Flavahbeast posted:

I'm a 26 year old lady who's been developing a science-based, 100% dragon MMO for the last two years. I'm finally making my beta-website now, and using my 3D work as a base to create my 50+ concept images.

only dragons are allowed to play? thats pretty hosed up

Null1fy
Sep 11, 2001

Blast of Confetti posted:

only dragons are allowed to play? thats pretty hosed up

im 90% dragon. there's some family controversy with a great grandparent getting it in with a sheep, and it's really tarnished the family name but here we are.

really hoping you'll consider the majority bloodline be good enough to play. its hard days for a (mostly) dragon.

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RagnarokZ
May 14, 2004

Emperor of the Internet

Glenn Quebec posted:

Alexander DeLarge

He's no fan, he's the mining canary of MMOs, if he likes it, RUN!

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