Palandian Majica

Majik4, the fourth incarnation of Majik MURPE

[ introduction | screenshots | latest news | faq | conventions | mailing lists | art gallery | bug tracking ]
[ www statistics | download | project status | ideas | the team | register ]

Ideas

  • 3-dimensional gridmap with a behind & above -view. This means that there will be real differences in altitude that will affect visibility among other things, and it is intended that the players do not see behind them, making surprise attacks possible.
  • Permanent death. When a character dies, it is removed and ceases to exist. The same goes for Non-Player Characters (NPCs) as well. This feature has received much criticism for obvious reasons: people don't like to lose their characters. However, we want death to be serious. We don't want a world where players run around attacking dragons blindly or acting against common sense in general. Thus, permanent death is the best choice.
  • Language system. Many races, cultures etc have their own language and it can only be understood by other people who know the language. An orc player might not be able to interact with an elf player at all. What this means in practice is that the says, shouts etc will be scrambled according to the language characteristics, ie. an orc says "Hello World" in orcish. Since the orcish language emphasizes rough consonants such as r's, z's etc, an elf character, who doesn't know orcish, might see the say as "Frrzag Wgold!". Some real languages have been developed for certain races but their purpose is only to provide words for some concepts and place names since we unfortunately cannot rely on players to learn new languages.
  • Very good battle system. Things such as hitlocs, exhaustion, stuns, different combat styles, ranged combat (missile weapons and throwing weapons) etc are all supported fully. The battle system is rather realistic: getting into a swordfight is likely to get you either killed, crippled or otherwise severely hurt and assaulting a greater demon will get you killed, chopped to pieces and trampled into a bloody pulp within 2 seconds.
  • All "guilds" are binded to cities and some other manifestations of culture. There are no "guilds" whose only purpose is to train players.
  • Learning things takes time and patience, you can't learn skills by just stepping in a guild and typing "train ". The actual skill is always developed by using the skill (with a few exceptions). Players can also teach skills to each other but being taught only improves your theory in a skill, never your practice (which is the part of the skill you use). Learning theory improves your chances in learning practice and vice versa.
  • No experience. There are no universal experience points. You can't become a good farmer by killing monsters. The characters' abilities are measured in their skills mostly. This also means there is no reincarnation, ie. you cannot just get a reinc and re-assign all your fighter experience into mage skills. The only way to become a good mage is by casting spells and the only way to become a good fighter is by fighting.
  • No levels. It is foolish to think that all living things can share some sort of universal power-standard. A master magician cannot be compared in power with a master martial artist since they use different types of skills and manifest their powers differently.
  • Multiplaying. It is allowed to have more than one character, however playing multiple characters at the same time is NOT allowed (even though denying that is probably needless since there is no sensible way of playing several characters at the same time). This feature exists because of variety, players can play different types of characters depending on their mood etc.
  • Very good skill system. Skills are arranged in a skill tree. They are dependant on each other, for example evolving in "1-handed swords" will also improve your prowess in "2-handed swords".
  • Real economy (money circulates). The players can own shops, farm and things like that. The point here is that the money really circulates, no code will create money or remove money artificially.
  • Gods are really the coders of the game and they roleplay just as much (if not more) than the players. They can interfere, in their divine role, in just about everything. They form their own churches (these are much like "guilds") and rival among each other in power and in numbers of mortal worshippers.
  • Divine point system for the gods. The gods gain divine points from mortals who worship them and they must use their divine points in case they want to interact with the mortals.
  • There is no "main" city, there are many cities, villages, etc.
  • No channels, no tells, only says, whispers and shouts.
  • Uniform worldmap. Everything is portrayed on the same 1m x 1m scale, there is no difference between "wilderness" and "area", it's all the same.
  • Several types of magic. You can be anything from a necromancer to an elementalist. The spells aren't used with a simple "cast" -command, some spell systems might require chanting of words while others may require the use of special ingredients.
  • An event driven AI (Artificial Intelligence) for NPCs. NPCs receive events and then do something. For example, a guard can receive a "help needed" event from an innkeeper whose under attack which causes the guard to arrive and whack the assaulter. Races will also have morale modifiers and things like that, allowing them to behave differently depending on whether they are poor or rich, weak or strong etc.
  • Offline players. When the player quits the "game", he doesn't just disappear but remains in the game as an AI-driven NPC. Thus, quitting the game is not a way of escaping dangerous situations. The players should quit only in some safe location such as an inn or their own home, otherwise there is a chance of getting killed.
  • Players run the game. If there is a player who should be removed for inappropriate behavior, the players can handle the problem by collecting a mob and killing the player together, the coders will not interfere. The players don't have rules, they will make their own rules if necessary.
  • Strict theme, there will be no areas such as "moomin valley" or "smurf village". All areas will be unique Majik areas created exclusively for Majik and not copied from anything. To be more precise, there will be no separate "areas", all will be cities, villages, caves etc., not some "newbie zoo"-areas full of exp-monsters.
  • You don't play Majik, you live there!

Tommi Leino