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The Next Generation of an Online Game. Developer: Jojishi Productions(Solo Dev) Type Of Game: Medieval, Futuristic, Action, Adventure, Online. Game Name: Tarania Wars Online. Release of the game: Beta will be released in June TBD. The original the game will be released in June TBD. Platform: Compatible with Virtual Reality, Windows PC (DX11 and DX12), Playstation, XBOX. Engine's Name: Unreal Engine 5. Languages that will be added for the first release: English, German, Korean, Japanese and Turkish. (For Now..) Gameplay: Virtual Reality - Massive Multiplayer Online Role Playing Game(VR-MMORPG). Camera View: 1st and 3rd Person. Participated in GIST 2017 and GIST 2018 Fairs.

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Aug 8 2015 Anchor

Hello Everybody,

I'm the creator of Tarania Wars Online VR-MMORPG. If you want to say anything about game i can answer it. And i can put your ideas in to this game. Just you need to say it. :)

See you Later.

Best Regards,

Kayaba Akihiko.(HiDRoKeSH)

Edited by: ofarukishida

Jun 19 2016 Anchor

I know there are a ton of obvious aspects for a game like this, however, dragons (as bosses) and maybe even pets that actually do something rather than follow you around. Lol. Just want to say this game looks and sounds great. I can't wait to see more. I would love to give some input if it is something you are looking for as well.

Edited by: Fatal_Shotgun13

Jun 20 2016 Anchor

Fatal_Shotgun13 Thank you for your comment. It is important for me. :) I'm going to add more System :)

Feb 15 2017 Anchor

Hello. First I wanted to say that the game looks great and TRO looks beautiful so far. My ideas are basically what I think are critical components to making a successful MMO and I hope to see them implemented in TRO.

1) The player always has to have purpose in the game, and is always working towards a more than a vaguely defined goal. The pacing in this regard ensures that the player is never bored and constantly reinforces a feeling of accomplishment.

2) The Feedback loop in the game must be there. i.e. "I can't log out now, I have to try out these new spells and stuff; just finish this quest gotta try out this new armor/weapon/item/ability/spell first".

3) The world must be immersive, art jaw dropping, stories and quests need to be interesting and engaging.

4) The end game must be excellent, which keeps players paying their subscription fee (if applicable) and also dramatically improves the amount of players that will stick around to the max level in anticipation of the end game. I'd pay a sub fee if the game was mind blowing and I felt that it was borderline life changing which I think a VRMMO has the potential to be if developed correctly.

5) The game has to be accessible to as many gamers/potential gamers as possible without degrading other critical components of the game. If you have the perfect game but only 100 players are able to play it, then there was basically no point.

6) The foundation of the game should foster and encourage meaningful social interaction, which is what often times will keep players sticking around even if they don't like the core game. MMOs should make players feel like they are in a massive world with a massive amount of other players. There should be an environment that makes players want to interact with other players rather than make it mandatory. If you make it viable to never interact with other players then many players may do just that. Make it profitable and effecient to level with other players but not necessarily mandatory. Most players know what they're signing up for when getting into a Massive Multiplayer Online Game.

7) And by far the most critical prerequisite for a successful game THE CORE GAME HAS TO BE FUN. That means the game mechanics and design for the most part, on the first play through, the second play through, the third play through, the 10th, the 100th, the 1,000th and so on. It should never get old and therefore be timeless. For example: Tetris at its core was fun when it first came out in 1984 and it is fun now in 2017. It's fun in the first 10 seconds, in a 10 minute game session, or even in a 10 hour marathon. It should be fun the first time you play your first character, and on your second character and your 3rd character, and your 10th, and your 100th, and so on. No matter how much and or how long you play the game, the core gameplay should and must be fun for all eternity no matter what changes, this must be keep intact or else risk failure.

In Conclusion I want to say good luck to the game devs, you have a monumental task before you, but the glory awaiting success will be proportional. MMOs are known for their grand worlds, environment, player interaction, world interaction, raiding, pvp among other things. VR amplifies most of those 10 fold. And as far as I'm aware there are no successful meaningful rewarding VRMMOs on the market as of today (Feb 2017).

Sincerely,

JMaximus



Feb 20 2017 Anchor
Jmaximus7 wrote:

Hello. First I wanted to say that the game looks great and TRO looks beautiful so far. My ideas are basically what I think are critical components to making a successful MMO and I hope to see them implemented in TRO.

1) The player always has to have purpose in the game, and is always working towards a more than a vaguely defined goal. The pacing in this regard ensures that the player is never bored and constantly reinforces a feeling of accomplishment.

2) The Feedback loop in the game must be there. i.e. "I can't log out now, I have to try out these new spells and stuff; just finish this quest gotta try out this new armor/weapon/item/ability/spell first".

3) The world must be immersive, art jaw dropping, stories and quests need to be interesting and engaging.

4) The end game must be excellent, which keeps players paying their subscription fee (if applicable) and also dramatically improves the amount of players that will stick around to the max level in anticipation of the end game. I'd pay a sub fee if the game was mind blowing and I felt that it was borderline life changing which I think a VRMMO has the potential to be if developed correctly.

5) The game has to be accessible to as many gamers/potential gamers as possible without degrading other critical components of the game. If you have the perfect game but only 100 players are able to play it, then there was basically no point.

6) The foundation of the game should foster and encourage meaningful social interaction, which is what often times will keep players sticking around even if they don't like the core game. MMOs should make players feel like they are in a massive world with a massive amount of other players. There should be an environment that makes players want to interact with other players rather than make it mandatory. If you make it viable to never interact with other players then many players may do just that. Make it profitable and effecient to level with other players but not necessarily mandatory. Most players know what they're signing up for when getting into a Massive Multiplayer Online Game.

7) And by far the most critical prerequisite for a successful game THE CORE GAME HAS TO BE FUN. That means the game mechanics and design for the most part, on the first play through, the second play through, the third play through, the 10th, the 100th, the 1,000th and so on. It should never get old and therefore be timeless. For example: Tetris at its core was fun when it first came out in 1984 and it is fun now in 2017. It's fun in the first 10 seconds, in a 10 minute game session, or even in a 10 hour marathon. It should be fun the first time you play your first character, and on your second character and your 3rd character, and your 10th, and your 100th, and so on. No matter how much and or how long you play the game, the core gameplay should and must be fun for all eternity no matter what changes, this must be keep intact or else risk failure.

In Conclusion I want to say good luck to the game devs, you have a monumental task before you, but the glory awaiting success will be proportional. MMOs are known for their grand worlds, environment, player interaction, world interaction, raiding, pvp among other things. VR amplifies most of those 10 fold. And as far as I'm aware there are no successful meaningful rewarding VRMMOs on the market as of today (Feb 2017).

Sincerely,

JMaximus



Wow. Thank you. We are going to do it. :)

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