Thanks for replying. I'll try to explain a little further to make sure everyone understands what I was suggesting.
Is
PlaneShift treated as a fantasy setting or a story within a fantasy setting? An example of a major expansion could be
PlaneShift: Kadaikos, for example.
Just the Yliakum itself, however, is supposed to have eight grades/levels overall, which is quite a big task to implement. Is there any particular reason why it needs to have many grades, other than to be
"like Dante's Inferno"? Why not three levels instead of eight? Why not one level? You have to ask yourselves what other grades bring into the game? Do they enhance it at all? Are you planning a single or two capital cities per different race on each grade? That and some random villages maybe? Do you need eight grades for that? Do you need to implement twelve races at once?
Why not change the setting where only some races have entered Yliakum through portals, for example? The world can start with Lemurs and Kran plus a couple of races that were "lured" into the portals. Then the new races can be gradually introduced in the new expansions. New Yliakum grades can be created by deities through a progressive storyline. New deities can be implemented the same way. What good are five deities at once, if each is progressing slower than three? This would let you concentrate on fewer things at a time, and, therefore, put a better effort into each. This would get you a lot faster to 1.0.
This solves some major issues right away. Releasing a 1.0 sooner means no more character wipes. Every addition is simply an expansion of the game. If someone wants to try a new race or join a new faction, they'd have to roll a new character anyway but that is normal for MMORPGs and is not a big deal. Not having all 3D models for every race means that essential content is always missing. Compare this to new race or class introductions in commercial MMORPG expansions -- usually an exciting bonus. Point -- a better psychological effect. Suddenly, breaking the game into expansions makes all the sense in the world.
Trying to comfort players by advertising "friendships" despite character wipes doesn't work because they can get friendships in other MMORPGs, plus keep their characters. This isn't just about character wipes but about a better game management. Break it up into "bite-size" pieces and you can get there sooner, with better efficiency and less frustration for everyone.
I'm already on a game development team for a different project but I'm flattered that soneone is trying to recruit me. This is still a way to help and give feedback. Considering that I'm suggesting less, not more work, this is a good suggestion, which is for people already on the team, for those who chose to take that responsibility. Let's say I'm on the team, would I be able to change the project's management in the way that I suggested here as a first step? Even if I were to sign up for this team, I'd still look at the project's fundamentals, like management, first before applying my skill. Without a good project management, any skill would be a waste of time.
Thanks.
PS Illysia, are you the team's official recruiter or contributor/developer?
