Idea for world structure Part II: Communication

Post » Fri Oct 14, 2011 2:33 am

Hey guys, love the civil attitude of the community so far, and how everyone is supporting eachother. Be sure to check out my other thread on world structure for guilds/socialibility at:

http://gamesas.com/forums/viewtopic.php?f=7&t=22505

Now on to this new idea.

So when I think of the Fallout titles (the ones I love anyway), part 1 and 2, I think of a lot of things. But for sake of this thread, I'll say this one: I think of near isolation. You are traveling in the wastes, and, even with some party members you are mostly alone. And even then, there was load screens. In Fallout 3 and New Vegas you felt the rawness of being alone - simply because it was real time. It was isolation. Yes you had a pip boy but you would only pick up radio signals.

How would one translate that into an MMO realistically?

Hear me out completely. A LOT of people are going to immediately snap to, maybe even in some classical conditioning by other MMOs, that they don't like it and hate it. But after you read this next part, and if that jumps in your mind that you hate it, just stop and take 60 seconds to REALLY weigh it.

What if there was no chat channels at all? Except for in a major city? No zone channels. You could only talk to other players via 3 things:
1) You were in range via /say or /yell
2) Made by a profession, you obtained a radio that would work with the others you chose to communicate with.
3) When you entered cities, it was optional to go to a guard that gave you a shortwave radio that worked only in the city. And if you didn't, you just straight up didn't hear "trade" chat.

And that's it. What does everyone think? This is so insanely appropriate to the MMO of Fallout - and something else already popped in my head about how guilds could capitalize on this but I'll wait to get some responses.

This is immersion. This is realistic. This is fun.

So, what does everyone think?
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