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ZOMBIE SURVIVAL MMOFPS!!!! i wish..

post #1 of 10
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How sick would this game be?

A realistic zombie MMO (third person or first person shooter) that spans across multiple cities on the east coast of the United States (just for example). Imagine NYC, you could roam anywhere in Manhattan. The inside of buildings (first few floors maybe), would all be accessible (they are procedurally generated when someone enters it). Players could "raid" these "semi-instances" for supplies.

Players can form a "guild" of some sort and then declare a building (or part of it) as their homebase. The homebase can be used/decorated as you please. You could use it to store food, weapons, etc. Once the home base is established, its location and contents are stored on the server permanently (remember, the insides of buildings are normally randomly generated). You must defend your homebase. Other players are able to break in and steal your stuff (even while you're offline!). Once your homebase has been broken in to, if you don't log in and "repair your base", it is wiped from the server (that space is randomly generated again).

Players will need to feed themselves by finding food scattered throughout the city. When their hunger level is too high, they are slowed down, accuracy decreased, etc

Then you add the zombies. Different kinds of zombies (a la Left 4 Dead) so you don't get bored of killing the same zombies over and over (what MMO have you played in which all the monsters are the same?!). They can spawn randomly throughout the city and are replenished as needed (typical MMO style).

Now let's get some transportation! Cars should be scattered everywhere (typical zombie apocalypse seen), some of which are actually driveable (let's face it, after a zombie apocalypese, not every car is going to be working). These cars don't have unlimited mileage though! Drive them too far and they run out of gas (and you'll have to find a new car, or find gasoline somewhere).

Now, let's throw in the multiple cities! Using your transportation, you can drive in between major cities (i.e. New York City and Philly). The drive between the cities would definitely be scaled down (10-15 minutes max). Zombies will be spawned randomly along the road so you have to be careful. Cars aren't the most reliable things though right? Especially after a zombie apocalypse. Cars can randomly break down while you're driving between cities (random number generator of some sort). If your car breaks down, you will have to walk. Once your car breaks down, the server generates a rest stop or gas station down the road. You'll have to walk there while fending off zombies in order to get a new car.

This game would be like combining the cities of GTA with the "gangs" of All Point Bulletin with Left 4 Dead and a hint of Minecraft (you build your own homebase)




tl;dr: Epic Zombie MMO shooter idea
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Needs More Red
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post #2 of 10
I would love to play an MMO with zombies I like survival games a lot
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post #3 of 10
I've always avoided MMOs but I would play this for sure.
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post #4 of 10
Get me a modeler, someone to do textures, another coder (to go with me), someone to make a load of sounds, pay me and all the others and then i think i could make that
    
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post #5 of 10
I would love this so much (assuming it was done right of course). the only thing i don't like is the "other players can mess with your base even when you're offline" idea. it'd pretty much force you to play everyday (i guess most people will be doing that anyway) but w/e. It just seems to favor the hardcore gamers. Otherwise... do want....
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post #6 of 10
Already one in development (unless it's been canned). Link

There's also Dead Frontier. Link
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post #7 of 10
Tried Dead Frontier, I got bored within 10 seconds. As far as I can tell, there are no good zombie MMO's to be released, ever. Those that try fail horribly with it's implementation. There are no TRUE survival games that offer nearly unlimited ways to interact with your environment, open worlds that span hundreds of miles and friends to play along with. If they made this, I would pay almost any amount a month to play it.
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post #8 of 10
Quote:
Originally Posted by jellis142 View Post
If they made this, I would pay almost any amount a month to play it.
I wouldn't. Not because of the concept, but because the reasons companies ask you to pay for a subscription.

Buy to play (cosmetic store purchases are fine) or ****, no matter what game it is.
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post #9 of 10
Quote:
Originally Posted by Lifeshield View Post
I wouldn't. Not because of the concept, but because the reasons companies ask you to pay for a subscription.
The tern "any amount" will max out to around $20 a month. Anything over i ridiculous. That would pay for constant updates to the gaming world and support.
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post #10 of 10
Quote:
Originally Posted by jellis142 View Post
The tern "any amount" will max out to around $20 a month. Anything over i ridiculous. That would pay for constant updates to the gaming world and support.
Which isn't really what you are paying for, hence my previous.

Here read this:

Quote:
Originally Posted by 4thVariety
We do not have to invent arguments as to why companies "need" to charge monthly fees. NCsoft is a publicly traded stock company, they have to publicly announce how they spend their money.

Let's see then, this is how NCsoft spends its money



You notice that there is a distinct lack of giant server and bandwidth costs. But look closely, they are hidden in a footnote. Right, an afterthought, something almost not worth mentioning. In a three month period, NCsoft spends $2.3 Million on bandwidth. That is for ALL games, ALL websites, ALL downloads they have, EVERYTHING. Next to it is "rent", which is "server rent" (dig up older reports, you'll see), another $1.8 Million. So in order to power all servers for Aion, GW, Lineage, Lineage 2, and City of Heroes, while also maintaining all official websites, NCsoft has to spend $1.3 Million per month.

If you take a look at NCsofts revenue, you notice that the quarterly earnings from Guild Wars alone are be sufficient to pay for all that. Still, NCsoft has high costs, because they have a lot of staff to pay. That's where the money goes. This is where your subscriptions end up, staff and earnings paid to investors. Running the servers has nothing to do with it. MMOs requiring $15 per user and month to keep the server running is nothing but a myth created by the players. No company will challenge this belief though, capitalism, you know. Why educate the user? What's to gain from that?

Just because you pay $15 a month does not mean you will get anything. No, the content the developers will crank out, will most likely be sold to you as an expansion. $40 please, and those $40 will pay for the development of the expansion, then $15 afterwards are just sugar topping, clearest of clear bottom line profit. That's why everybody wants to create an MMO. Why slave away for three years, struggle to make your money back on a market full of piracy, rentals and used sales, when you can charge monthly and basically have smooth sailing?

Guild Wars is a normal game in every respect. The developer ArenaNet found a publisher who gave them money to do a game. ArenaNet made the game and the publisher tries to get the development money back by selling it. Then the publisher fronts them some more money to do a new game and that is the cycle of life, cue Elton John.

The advantage of GW is that it cannot be pirated, it cannot be resold by an organized reseller such as Gamestop and it cannot be rented by the likes of Blockbuster. Sprinkle some microtransactions across for added revenue and you have a winner. You do not need to charge monthly at all for that business to remain viable.

But as long as people think that an MMO server costs trillions of Dollars to maintain, people will pay and companies will charge them for something that could be free.
It's already been shown that developers can offer a substantial amount with a buy to play model, like Guild Wars (with over 6 million copies sold). Guild Wars 2 will follow that model along with being a fully fledged MMORPG. I expect it to do much better.

I think you'll find alot of developers follow this model once they see how succesful Guild Wars 2 is without having to enforce a subscription.

If a company wants my money in the form of a subscription then they better start offering a hell of alot more for the money.

TLDR:

Give me the game in the OP, on a Guild Wars business model, and I'm sold.
Edited by Lifeshield - 6/15/11 at 4:10am
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