ReWorld lets you build your own fantasy MMO world

    
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According to the developers, it’s “Ultima Online meets Gary’s Mod.”

This is ReWorld, an upcoming multiplayer game that uses procesurally generated worlds that players can modify and shape with the eventual goal to share with other players. Basically, if you’ve ever had the inclination to build World of MassivelyOP or somesuch, this is the game for you.

“Once your world is created, you can still modify the original game by adding races, classes, house designs, events or any other system you want to differentiate yourself from other worlds,” the team said.

ReWorld will eventually be a free-to-play title, but currently the only way into it is to pay into the founder’s program. It has a pleasantly light cel-shaded aesthetic, and the team reports that the combat and dungeon system has made it into the game.

Source: ReWorld

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Skoryy

MMOMaker? OK, I’m intrigued. Architect Entertainment and the Foundry produced some nifty ideas, let’s see how this works across an entire world.

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Michael Hawes

as a very creative person , who the last few days I have been imagining what systems races and story I would do if I could design my own MMORPG this fascinates me

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Maggie May

I like the idea behind this but not the iteration, at this point. Not a big fan of procedurally generated environments, too random for my tastes.

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Kheiroplays

You could mod your own world to use a preset map instead of a procedurally generated world. Even use a set map but keep the dungeons procedurally generated etc.

MilitiaMasterV
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MilitiaMasterV

Too cutesy for my tastes. And bright. Too bright. I prefer the dark, dark character types/criminal element. Mainly because I get light-sensitive migraines and playing dark games makes it easier on my brain. And because I’m slightly twisted as a person IRL.

At least they are giving people the ability to play what they want/make what they want. My problem with that idea, is that anything you create in their space effectively becomes ‘their property’ and so they are stealing your creativity/profiting off it…when you as the content creator should be getting paid for it. Yes, they should be getting a ‘cut’ because they are providing the engine/platform/whatever to build it with, but they shouldn’t be turning around and being able to use your work to make money. That’s just wrong.

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Cosmic Cleric

My problem with that idea, is that anything you create in their space effectively becomes ‘their property’ and so they are stealing your creativity/profiting off it…when you as the content creator should be getting paid for it. Yes, they should be getting a ‘cut’ because they are providing the engine/platform/whatever to build it with, but they shouldn’t be turning around and being able to use your work to make money. That’s just wrong.

Is this actually true, as in is it stated in their TOS as such?

If a fantasy/sci-fi author bought the game, and then put one of their novels characters/worlds into the game, who would own it then?

MilitiaMasterV
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MilitiaMasterV

I haven’t read this specific game’s TOS, but it’s usually stated in some legalese mumbo-jumbo that anything you do on their service/platform is their property.

I used to actually read those things all the way through before signing them. (My brain started to hurt after reading some of the worse ones…we’re talking like multiple page/small book affairs.)

Whether it would hold up in a actual court of law/you could contest it, is another matter entirely, but that’s often one of the things you’re agreeing to when you’re clicking ‘Yes, I agree.’ on those things.

It also may be a slightly different matter for example, with an established IP (Intellectual Property), that already had some previous court rulings (precedence) on the matter.

It’s one reason I’m very wary of doing things like handing out suggestions on game forums also…because any ideas you hand them essentially become ‘theirs’ (And they aren’t required to pay you anything for them, even if they institute them and profit off it.).

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Kheiroplays

Actually they will offer content creator to either make their content available for free or to sell it on the platform.

They are not stealing any content and/or property.

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Minimalistway

Correct me if i’m wrong, Minecraft is the only game allow people to create worlds and share them or put them on servers so other people can play in them, or Minecraft clones do that too but i’m not sure here.

I don’t remember any other game trying to do what ReWorld is showing here, so remind me if you know any, i think it’s a cool idea and someone have to do it, i remember reading about MUD games and how people create/program the world while they are playing it, alas i didn’t save any links for the articles.

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PanagiotisLial1

I think lots of games have tried something similar. The oldest that comes to mind is Graal

last time I checked years ago had even worlds towards both modern era and medieval fantasy

That said Graal had also an original large and actively worked official world to play back then apart from player worlds

miol
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miol

Boundless (formely Oort Online) just released last September…

Boundless.jpg
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Ken from Chicago

BOUNDLESS is waaaaaaaay better name than OORT ONLINE!
(Even if it the latter is more SEO-friendly.)

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Mr.McSleaz

Not if you know what the Oort Cloud is.

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Ken from Chicago

The interstellar cloud that basically defines the extent of the Solar system. But whether you know what “Oort” mean, it’s far less common than “Boundless”, thus more SEO-friendly.

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Dean Greenhoe

Cool! I love building things. May have to take a look at this once it is more developed. Last thing I want is to spend hours building something just to have it all deleted when they have a refactoring. Add to my watch-list.

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Utakata

I dunno. It’s an intriguing concept IMO. The question for me would how much control and creativity would I allow to have? And would that include creating my own art assets?

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Slim neb

Do you mean Procedurally generated worlds?

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NeoWolf

The concept is certainly appealing but it will live or die on its ease of use and availability of assets.

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Rheem Octuris

Let’s hope the combat is good enough or else no one will play it.

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Ken from Chicago

Ah, there we go, the age old question:

Can MMO’s be more than what Bree calls, “murder simulators”?

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Rheem Octuris

Sure they can. But its hard to have adventure without risk. And that risk must take skill to overcome, or else we would all just be playing Progress Quest still.

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Ken from Chicago

True but combat isn’t the only way to deal with risk. Trade or the lost thereof in crafted items is a way.

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Rheem Octuris

But then to what end are you trading for? There must be supply before there is demand.

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Ken from Chicago

Typically you gather resources: Mine them or harvest them or fish them, etc. Once you have enough resources, then you use your tools to assemble them together with the level of skill needed to craft the desired item.

As recompense for your time and effort, training, gathering and crafting the item, you come up with a price to sell it. But what if some upstart sells a similar or better item at half the price? Do you lower your price and take what you would consider a loss in order to get something to show for your effort? Do you travel to another region to escape your rival in order to get the proper reward but risk finding no one interested in your item and thus getting a total loss?

There are ways a game could be set up with combat is not the only way to assign and resolve risk.

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Rheem Octuris

But in order to have a thriving market you need some use for your products. If everyone is crafting everything and trading everything but no one is buying because there is no use (IE combat) So where is the use in this combat-less system?

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Ken from Chicago

Not everyone buys items for combat. Not everything in mmos is about combat.

People buy cosmetic items to look cool. People decorate homes for them to look cool. Every day in CITY OF HEROES and CHAMPIONS ONLINE, when I played, there were folks who gathered for costume contests. They used the pieces of costumes they had gathered to design costumes to show to audiences.

People build stuff in MINECRAFT because it’s fun. Some people like to make statues or paintings or architecture for the artistic value.

Some buy items so they can travel further, faster, higher than before, so they see farther, with greater clarity, with greater scope than before.

Some like to buy and trade for the money. There plenty of people in WoW, STO, SWG, CoH, etc. who loved to play their respective auction houses the way some people trade stocks and bonds.

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Rheem Octuris

I’m not denying all that. I used to be quite the decorator in Everquest 2. But all of those had solid combat foundations. I am asking how you would create a purely combatless system and have trade still be viable, enough that it can sustain a game’s playerbase?