What would you think of a actual Oddworld online type game?
Ok, this thought occured to me late last night. What if there was a Oddworld online game? Like WoW, except of course better, because it's oddworld. What do you guys think about that? Any ideas on what classes there would be, jobs, armor, races....and so on.
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Wrong place. I think our new mod made something like that, anyway.
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That sounds like a nightmare to create, but I don't really think Oddworld should be a MMO. It doesn't make any sense. Why would Mudokons battle to continually upgrade armor/abilities? That's against their nature.
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Moved by moi. I have gold star for helping.
I have thought about that before. Not so much the gameplay, but the character customisation and creation. Even using only the designs in the games we've seen and the unused concepts from Hand of Odd, there is a great deal of variety available, as far as species, faction, skin colour, body paint, tattoos, hairstyle and clothes go. |
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I’m not against an Oddworld MMO at all, but it would have to be done well, not some hack series plug-in. |
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Not true. If it’s a genuinely enjoyable gameplay experience, then other gamers will enjoy playing it too. Assuming it’s marketed enough for them to hear about it, anyway.
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Or chat room?
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I enjoyed MO GBA, didn’t I? Although I suppose it was in an ironic and kitsch way.
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all that is true, but, the mudokons wouldn't be much of a fighting race. They would mostly be shaman and scouts, you know, to help the other good races out. Whatever good races there are. Possibly gabbits?
The sligs i could easily see there, upgrading there armor so they wouldn't be the weakest in their troops. Outlaws would be a great race to play as to, especially with all the diff classes and what not. |
Are slingshots, spoocebows and tomahawks suddenly unacceptable equipment? Or are Transformation Shrines only available inside the highest-level dungeons?
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Historically, the Mudokons have proven to be not at peaceful as we might first see them and wish them to be. The Mudanchee were a warrior tribe. Other Mudokons played advisor roles in the fights between other warlike races. And the modern Marching Mudokons don’t hold back in their uprising.
I used to be very worried by the apparent eager battle-readiness of the Mudokons in Munch’s Oddysee, thinking that as a peaceful race they should remain pacifist, and that any fighting they do must be a subversion of their character for the sake of action and violence. My views have become less naïve since then. Mudokons have a less than noble history that they’re going to rediscover, and their aggression now is justifiable. Mudokons are not ‘not much of a fighting race’. |
They still seem pretty naive. Just "naive but know how to get the job done." You know you're a resourceful race when you can use your flatulence to bring the economy to its knees.
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No no, there would still be spoocbows and the not, but i'm just saying it would cost a bigger amount of spooce, because depending on your class you may start out with just a club if your a tomahawker or a small little short bow if you are a spoocearcher, and eventually buy bigger and better weapons with your spooce. But i'm just saying that most people would probably be scouts and shamans, because they are agile, and the mudokons would naturally have a little bit lower health than other races, sense they aren't really very warlike and are a somewhat nice to other races that are nature faction races. And you are right in what you say, max. But i can't think of any gibbit classes, wanna help me out there?
But as for the sligs, the classes are pretty predictable already if they had one. I would think though that big bro sligs wouldn't be a class, more as a upgrade, like if you reach a certain level that you could use the steroid if you wish to become one. But I don't think that if glukkons were a playable race they wouldn't really be able to do much. Summon up a group of sligs to do dirty work for them, then maybe cut down trees? I mean glukkons can't really fight for themselves, unless they get some type of weapon attachments. The outlaws would probably be classes that they had in Stranger's wrath. I think it would be cool if they had like one way to start out as a outlaw and that would be as a shooter, and then take the path of the blade, the path of the gun, or the path of the mechanic. The path of the blade advancing to cutter and then a nailer, and the path of the shooter would advance to a semi-auto and then a sniper, and then after that they could choose a flamer or the rare hunter (Which is mostly in the mongo forest, where all the class quests for them would be), and the path of the mechanic going from mortar to suicide bomber, which his uberly awesome special attack would be him blowing up, while his minors would be throwing dynamite and planting mines. Or, you could just continue being a shooter until a high enough level, and be a boss, which would make you taller and straight-backed or stay a hunched over outlaw, and you could possibly summon one or two outlaws to help you out, like pets except minions. |
I can't think of any dolphin classes for the same reason. Except scout and clown, for captive specimens.
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yeah. Maybe you know have a gabbit class that was a Shocker, where he was like Munch because he has a little tracker-device in his head perhaps?
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WHAT??!?
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The Legend rule says you can't have loads of gabbits running around with sonar head ports.
You can't justify having any Gabbits at all in an Oddworld mumorpuger set in the contemporary age, except Munch, who would either be an NPC or an employed player(s). |
yeah I guess your right. But then we would have few good races. Mudokons, clakkerz would be somewhat neutral, and grubbs. And the few handful of gabbits would probably be scattered npcs like you say. And I think outlaws would actually make more sense as just like gangs of NPC hostiles, except that can wander around into clakker towns and shoot up the good npcs and players that are there.
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No, outlaws are a brilliant resource for playable characters, what with all the nameless races, variations and specialities within the faction.
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steef would be great!
can you imagine? steef wariors, archers, engineers? hell instead of having a mount, a steef could have a grub riding around on them with a gun! they could also get those crossbows from SW |
Flying slig would be a popular class.
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I would probably train my outlaw character as a sniper or a semi-auto. But a steef warrior would be so bad ass to play as.
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EDIT: I think that moderators could make a good Gabbit resource. Clakkerz would most likely end up being NPCs, or they could be a race that simply works in the industry buisiness, along with Glukkons and Vykkers, although, Vykkers could also be really good fighters; the weapons they use, like the Lil' Hacker? Anyway, this actually does sound like a good idea, but it would be a very complicated feel, Moolah would obviously be currency, Spooce points could be upgrade points when you level up, there would definetly be lots of different ammo, most of it living... I don't know, it sounds cool, amazing even, but it seems... practical, it could be disscussed, definetly, yeah it's a... it's a good topic for conversation... but it mught end up staying that way;a good thought... |
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Also, has anyone ever seen this software? looks promising (although 2D) |
Personally, I have a dislike for MMOs of roughly any kind. But I would definitley enjoy an Oddworld one. Mudokons, Sligs, Outlaws, Steef etc. Many different classes can be pictured for pretty much all these races with their own special little abilities.
Due to a lack of more species perhaps they can use some unused concepts, like Musklums(My personal fav), Luskans, Chroniclers, etc. |
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I'm sorry but a Steef Team online would Dominate every other race.
sick armour, amazing agility, if one treads on a slig its a gonner. |
Hey, what are those fat things that look like grubbs except short?
But, it's pretty obvious about what the pets would be: fuzzles, rats, meeches, baby scrabs, (Tamed) paramites, and, if your a glukkon, fleeches. There wouldn't be enough natural races against industrial races, you know, like with WoW with horde vs alliance. Natural would be mudokons, grubbs, MAYBE those fat things that look like grubbs but were cut out because there hands were to short to row the boat for stranger, possibly steefs, but there aren't that many left, gabbits would probably be NPCS, and then clakkers more or lessing being neutral, sense they are industrial but they could be somewhat nice to natural races. Industrial would be easy: sligs would be the mains, vykkers as docs and what not, interns, glukkon npcs, and outlaws I think would be their own category, not always following industrials, but possibly being a free-lance race. I seriosously wish the OWI prez would just come here and be like GREAT IDEA LETS MAKE IT...And then POW two to four years later...ODDWORLD ONLINE! |
Those short fat things are called "Scuba Toads". And yes, I would enjoy their appearance. I don't know/like World of Warcraft, but I don't think there has to be a real balance inbetween the two 'sides'. So if we include most of the known UNknown races, the PLAYABLE races would have:
Native: Mudokon Grubb Scuba Toad Steef Clakkerz (Let's face it, they're more native) Outlaws (Even they seem closer to nature) Industrial: Glukkon (Possibly playable) Slig Vykker Intern Luskan (Are they industrial?) Musklum (R they industrial?) I would say it's actually fair if you include those conceptual races. |
Clakkers and Outlaws are most certainly NOT native. Not only do they live wasteful lifestyles that are an antithesis to the native way of life but positively oppress and discriminate against native people they encounter.
The various outlaw species would be their own faction. Oddworld is not a two-dimensional world of nature versus industry. There are many groups and particular interests. Outlaws represent a forgotten underworld class of criminals and outcast dregs of society. We do not know enough about Luskans and Musklums to assign them a faction, and we don't know whether or not they were ever sufficientl developed as races to have forged a place on Oddworld. Luskans seem to be utterly untrustworthy and actively hostile towards everyone they meet, including each other, so regardless of their lifestyle they would seem to fit slightly bettter in the outlaw faction. You forgot about Wolvarks and Chroniclers (both industrial). Players may be able to find a role fillable by Octigi. :
I should also remind you that rather than fret about the existing races, any Oddworld MMO developer would probably create new species to fill empty niches. |
shaman to the rescue!
native: mudokon grubb gabbit steef weirdo (mudokon spirit from AE remember?) industrial: sligs interns vykers outlaw clakkers |
Playing as invulnerable, empowered spirits is a bit skewed, don't you think?
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Yes. I know that there's more to Oddworld than just the stereotypical Industrial vs Native. But that's honestly the most we know of it. In fact, ALL Oddworldians should be considered Native (Gluks, Sligs, they're all native to Mudos now. Whether their races actually first developed there or not). However, since the "industrial vs native" is a big thing to many OWI fans, I'll just keep following that idea around until we can get a better concept of Odd life.
Outlaws, okay, they won't be native and will merely form their own criminal underworld faction. I like the thought of Luskans joining up with the underworld as well. Seeing as how they would fit in the lines of Outlaws anyways. Personally, I don't see a big need for Wolvarks since they're somewhat similair to Outlaws, but it seems obvious they would be in the game as an industrial faction. And I just merely forgot about Chroniclers ..... I felt like I was jumped in that post for some reason ..... Pets would obviously be slogs, slegs, fuzzles, possibly fleeches, & possibly the ammo-type animals that were used by Stranger. But yes, seeing as how an MMO might require a large world to explore, there would have to be quite a number of new species, machines, philosophy, etc. |
I'd have thought that perhaps you can side with whichever side regardless of race really. Glukkons were once devoutly religious and perhaps had similar powers to Mudokons. Some Mudokons in industrial areas may side with them, eitehr through ignorance or through having worked their way up. Humans, as a lone species, include all the factions seen in Oddworld. Why can't they have that variation too?
Perhaps pets would vary for faction. Natives can control wild animals, all started with young so things like Scrabs are more likely (though perhaps take longer to grow...?). Slogs and Slegs would seem more industrial or outlaw/rebel or w/e type creatures, though these may equally be variable. Natives would seem advantageous in wildlife choice otherwise, perhaps (Scrabs, Paramites, Meeches, Meetles versus Fleeches and Slogs and Slegs [which are pretty similar], though industrial could also have the meat-eating Meetle variety, but then, why would diet be limited by native/industrial sidelining?). |
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Scubba Toads,i seen it on TOGG. |
Nah. An Oddworld MMO wouldn't work for the following reasons:
1. It would take ages to make and would regularly need to be patched, maintenance, ban people, and a whole lot more stuff. OI isn't a very big company and they would be way over their heads. 2. Theres to many mmos already out there and probably only odddworld-fans would be willing to pay 15-20 bucks a month for it. (and we are pretty small) A Oddworld RPG would probably work though (you know like oblivon) |