UPDATED! 23rd Jan - Call of Cthulhu MMORPG: A Design Proposal

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Keyser_Soze

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SUPA FRANKY said:
Keyser_Soze said:
SUPA FRANKY said:
So what would the battle system be like? Turn based? Silent Hill/resident Evil-sy or something?
Well it wont be twitch click in that respect, I expect players to be more strategic in thier thinking and actually use the enviroment, for example - baricading doors, boobytrapping areas, sneaking past monsters that they know they cant take down, etc

When it comes to actual firefights, I envision a more or less standard [SELECT TARGET] > [AUTO-FIRE] > [SPECIAL ABILITIES]

However, positioning and manuever will matter, since your investigators wont be facing massive numbers of mobs, so someone hidden behind cover and who pops up at the monster's flank and fires a barrage from his tommy-gun will actually do more damage.

Stealth will play a more important role - hidding behind cover, low light conditions etc. Unfortunately that would work both ways, as Mythos mobs are generally better at hiding than the average human =]

the long and short of it is, that encounters will take on the nature of a puzzle - fire fights are always to be expected, but only in the context that other pre-conditions are met in order for firearms to be effective.
By Special Abilities, do you mean magic spells? The Investigators are supposed to be regular people,right?
Special Abilities doesnt necessarily mean magic spells. Rather they are talent that an investigator can select and hot key providing them meet level and skill requirements.

For example: Imagine you have an investigator that is a Gum Shoe / Hard Case. Lets say he is level five and he meets the skill requirement - Conditioning (Increasing his fatigue level).

He can then select an ability called "adrenaline rush" which boosts his HP, fatigue and attack bonuses for a short amount of time. All special abilities have cooldowns, so he cant keep spamming it.

Mythos Powers - Spells if you will - do exist and players can use them - but it is VERY VERY dangerous to do so. Everything in CoC comes with a price, and the greater the power the GREATER the price.

In the PnP COC, all Investigators have "Magic Points" i.e Mana, from which they can cast any spells they have. Unfortunately, casting a spell is not as easy as spamming a key in WoW.

For one thing a whole host of things can go wrong:
1. Spell fizzles out
2. Spell backfires
3. Summons malevonent beings (My personal favourite)
4. Effect is misdirected to wrong target
5. Increases Insanity
6. Anything you can think that can make the situation worse.

Now, the point here is that an expereinced investigator who has spent his points on Mythos skills will be a more effective caster than an amateur, and therefore can minimize the possibility of the above. UNFORTUNATELY The ability to be an effective caster correlates strongly with the degree of insanity.

This is why most cultists in the Mythos are bat-shit crazy. They may be able to cast horrific spells but they are no longer playing with a full deck (Or even a deck to begin with)
 

Keyser_Soze

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SUPA FRANKY said:
Hmm...i can see you really took some time to plan this out.
I plan on writing a full "Mock up" of an investigation from start to finish, so you can take a look see at how it should pan out.

Look for it in the next 24hours.
 

Clik

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Playing tabletop roleplaying games like Call of Cthulhu in the BRP and Trail of Cthulhu in the Gumshoe, as well as playing other horror games like Fear Itself (Which also uses the Gumshoe system) has made me realise that whenever a horror atmosphere is created, if it can be easily given a name, it's not horrible any more. A Shoggoth is a lot less scary than a Tentacled and Amebic lifeform that kills people, and it's far less scary than people going insane and doing that kind of thing.

However, Call of Cthulhu is an awesome thing to turn into a game, taking a very pulpish bent to the game would be advisable though, as the purist version would be a little infuriating. The investigative side should be incredibly strong, and the combat should be high tension and bloody scary.

Special abilities:
Good and bad idea, it puts investment in a particular character, which is good because it means losing the character is traumatic, but it puts power on the characters side, this correlates with a pulpish game, so roll with that I'd say.

I would probably play This Call of Cthulhu, but it probably would be best kept not MMO, or if it is, have a degree of separation between players. You shouldn't be able to chat like in WoW, because that loses the atmosphere.

All in all, Good Idea.
 

Phoenix Arrow

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I'm guessing you mean an MMO where it's basically a one player game, but you chat and share info with real people, right? Maybe do some of the missions co-op too.
This is as opposed to a traditional MMO with end game etc.
 

Clik

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Yes, particularly sharing information. Basically if it's too much of an MMO then there's too much chance for the community to break the feeling of the game
 

Clik

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I don't want to see hundreds of people running up and down the street spamming "Buy Shoggoth-beating armour cheapp!!!" or even just asking "Where's the nearest Shoggoth" It'd ruin the atmosphere
 

Yog Sothoth

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Keyser_Soze said:
Sounds great... Sign me up! I really like how you approached this concept - the idea of creating an entire investigative team is very appealing to me, and I think would open up a great deal of strategic options not available in other games.

You've obviously put a great deal of thought and effort into this, so it begs the question: Is this an early draft of a design document intended for proposal, or are you just doing this for your own amusement?

Tennou486 said:
Just license the Metallica song and its all good.
I hope that you're being facetious... The rights were never Metallica's in the first place, and all of Lovecraft's works recently entered the public domain...

saintchristopher said:
Am i the only one amused by the use of the phrase "HP" in this context?
Nope, not at all...
 
Feb 13, 2008
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I'd say to take a quick look at Requiem: Bloodymare, which is a horror based RPG.

There is actually a Cthulu MMOBG (Multiplayer Board Game) here: http://www.cthulhunation.co.uk/ as well as an MMO here: http://www.cthulhugame.it/ and here: http://www.cthulhureturns.com/
 

Clik

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blue_guy said:
This would be MUCH better as a singleplayer game.
I was thinking that, but then I thought about the idea of a group of guys teaming up for the final showdown, how awesome would that be?

Maybe just a co-op mode in a singleplayer game then.
 

Keyser_Soze

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Yog Sothoth said:
Keyser_Soze said:
Sounds great... Sign me up! I really like how you approached this concept - the idea of creating an entire investigative team is very appealing to me, and I think would open up a great deal of strategic options not available in other games.

You've obviously put a great deal of thought and effort into this, so it begs the question: Is this an early draft of a design document intended for proposal, or are you just doing this for your own amusement?
Well it was beating around my head for a while, so let's just say this is cathartic. If anything comes out from that would be cool, but hey, doubt many developers are reading the Escapist.

I am writing out the whole mock up as we speak, look for it by tommorow, stil fleshing out some of the concepts.
 

Keyser_Soze

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Clik said:
blue_guy said:
This would be MUCH better as a singleplayer game.
I was thinking that, but then I thought about the idea of a group of guys teaming up for the final showdown, how awesome would that be?

Maybe just a co-op mode in a singleplayer game then.
Maybe, but I mean I am approaching the whole thing from the point of well my old days running PnP CoC. Also, since the whole concept would be relatively modular, I dont think there would be too many issues to spin it out as an MMO.
 

psyconius

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Not too shabby for a design doc involving the best Horror author ever to grace this planet's seminal work.

However, I would just get irritated with the d-bags that would power game the crap out of it rather than enjoy the game.
 

electric discordian

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Had a similar idea a while back except in true MMO style one side was investigators and one was cultists. The game would run for as long as the investigators prevented the Cultists didn't summon a great old one!

So yeah it would be finite and the company that made it would need to be aware that the sever would eventually crash, hence the end of the world!
 

Keyser_Soze

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Phoenix Arrow said:
I'm guessing you mean an MMO where it's basically a one player game, but you chat and share info with real people, right? Maybe do some of the missions co-op too.
This is as opposed to a traditional MMO with end game etc.
Clik said:
Yes, particularly sharing information. Basically if it's too much of an MMO then there's too much chance for the community to break the feeling of the game
Actually I was thinking about that myself. Isolation is key component of terror, so what I had in mind is that while there is the ability to do a direct chat between players in the Hubs - the Non-encounter areas - within the investigation zone players are isolated from the rest of the world. Mind you they can use meta-game means to break through this, but then restrciting communications can only go so far.

Even in the game hubs however, your not going to have bloody trade channels and all that nonsense which encourages spam. Comunication will either be "targeted" LOS, mail, or bulletin boards. This will restrict spamming.

Economy wise, I am still thinking it through without having too much Munchkin feel to it. Primarily I see trade in Artifacts and the like rather than mundane items which would generally be bought from NPC vendors. Even then Agency Ratings, Investigator levels and Legacies would apply to curtail game breaking twinking.
 

Keyser_Soze

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psyconius said:
Not too shabby for a design doc involving the best Horror author ever to grace this planet's seminal work.

However, I would just get irritated with the d-bags that would power game the crap out of it rather than enjoy the game.
See post just above =]
 

ottenni

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That is a very very interesting concept. However the concept of the game ending with death is indeed very very harsh. Could it be possible instead that when you die you may resume playing as a descendant of your previous character? This would work very well with the concept of heirlooms and i think would add greatly to the feeling of time within the story, and perhaps even allow the player to in a sense create their own story.
 

psyconius

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Keyser_Soze said:
psyconius said:
Not too shabby for a design doc involving the best Horror author ever to grace this planet's seminal work.

However, I would just get irritated with the d-bags that would power game the crap out of it rather than enjoy the game.
See post just above =]
Actually I just meant people that would site on a website and mine data to find out the best starting stats, skill distribution, equipment, etc...

Definitely have randomness a major factor so nothing can be documented for others to ruin the sense of wonder =P