I am glad to say that progress on Ambition is going smoothly. There is now a server that will allow users to log in. Most of the database has already been set up for most of the game's functions so far. The client has a login screen, and will request to login to the server using a username and encrypted password. I have also made a logo for the game, which I will display at the top of this page.
As far as the design of the game, I think I know what kind of skill system I want to use, which I'll explain in detail below. Something else I've been toying around with is the ability to learn techniques. These techniques can be learned by performing actions in the related skill. You can then use another skill to actually train other players on your techniques. Anyway, that is just a thought.
Skills (continued...)
The skills in the game will be similar to EVE Online in that you have many skills that derive from other skills that open up different abilities for you. A big difference is that in Ambition, you do not have to purchase those skills, they are opened up to you upon mastering their prerequisite skill(s).
Another difference is that the skills will not go up automatically over time. They will increase as you perform actions related to that skill. It is my hope that this method is not a burden on the server, because I would really rather not have the skills go up automatically, and I would like to have many, many skills that can potentially go on forever (or years).
As your skills increase, your abilities that depend on those skills will become stronger, depending on the skill. Each skill will unlock actions/spells for you to learn. Some of these skills will come naturally as the player progresses, but they may also be purchased from a trainer.
Goals (continued...)
When I am enjoying a game, there is a high chance that it is because I am aiming for something beyond what I've ever reached. Goals are a very important aspect of games. That is not to say that the game has to make the goals for the player. Take Minecraft for example, nowhere does that game give you a goal, and yet, it's enjoyable because you create your own goals that can become more and more elaborate over time. Let's look at some goals that can be found in MMOs:
Faster Traveling - I do not believe in this goal, and it is a huge goal in World of Warcraft. It is also my biggest frustration with the game. And the worst part is, it is not ever fulfilled. I was questing down in the new Southern Barrens with my Alliance character and reached a level where I should go back to my trainer. So I thought about it for a minute, and decided that the closest trainer was in Darnasus...which was 11 minutes away...11 minutes! That is completely unacceptable in my opinion, and is a huge design flaw in the game. In Ultima Online you can travel virtually anywhere instantly by using a spell, but you have to have reached that point first, which I think is just great. Nobody wants to waste their time running around not killing anything, or worse, watching a bird fly you around for 11 minutes. Needless to say, in this game, the majority of gameplay will most certainly not be running around.
Player Housing - I aim to have player housing in this game. Every player wants personal housing, and almost no games support it. It makes no sense to me, except that it is probably pretty hard to build. I have been thinking about how I want to do it for a pretty long time. At first I was thinking the player should start with a little apartment where he could keep his things, but housing is a hugely rewarding goal for a player to have throughout the first half of the progression of his character, which is a big reason for not allowing the player to reach that goal within the first few weeks of play time. I will talk about player housing in a more dedicated post.
Reaching End-Game - Oh yes, end-game content. The endless dungeon-run or PvP gankfest. The only MMO I can think of that does not have end-game is EVE. They do it very well because the corporation you are working for can expand virtually infinitely, and since it's all player driven, major events can happen. Just recently, a mega-corporation was the victim of a catastrophic betrayal that basically ended the entire corporation. And now, that corporation has to fight its way back to power. Thus, the cycle continues and there is never an end-game. I would like to steal this idea. I am thinking that players can start their own towns and expand in the same way. Now, as a fantasy game, Ambition can not expand infinitely, but I'm hoping that the world can be big enough to accommodate my player-bases needs. It will be a difficult task to perform, and it will not likely be in the game for a long time, but I feel it is necessary for the game's longevity.
Gear - I think this is a great goal, and it will certainly be in Ambition. There will be a deep and rich item system that will allow metal workers to create all sorts of combinations of gear that will not be bound to recipes like standard games. There will also be an enchanting skill that can further improve the gear.
To Live - While playing UO, I realized that a huge factor in why the grind was fun is because at any time, my character could die to a PK, or even a big bad monster, and lose everything I was carrying. I felt this possibility created a bond between me and my character, and I would love to recreate it.
Playing with your Friends
Trying to play with your friends in a typical MMO is a difficult task. You are forced to have characters dedicated to playing with those friends, and you can only play if your friends are also playing. This is because you have to gain your levels at the same pace as them. I suppose you could spend a lot of time crafting while they're not playing, but World of Warcraft isn't designed for that. It's designed to get ingredients and craft while you're leveling, and not in a sporadic fashion.
My solution for this is to make each increase in your character noticeable, but also smaller than average. This means that skills will only slightly make you more powerful than others. Another consideration is to make the skills progressively help you mostly at defending and attacking multiple targets at a time, encouraging you to fight more things simultaneously, but you can still hold your own in a one-on-one situation. I believe this will also shrink the gap of the tank-mage versus the noob. If the noob can get to the mage, the mage could still die by getting stabbed in the heart.