December 2nd, 2011MMORTS Model

So I recently answered a question on the Game Development Stack Exchange site related to an MMORTS (Massively Multiplayer Online Real-Time Strategy) and why that had never come to fruition. And, a few years ago now, some friends and I tried to tackle this very problem and find out how we could do just that. This was before WOW became what it is today, and was more around the time of Everquest. None of us played Everquest, but we were familiar with the mechanics and loved to play Starcraft and Warcraft 3, so we set out at designing what it would look like to have an RTS in a persistent world.

The following are some of the issues we foresaw as being problems in translating the genre to an MMO and also listed are our ideas for solving these problems. By no means is this perfect, and it skips over a lot of the aspects we’d planned for story-wise as well. This is not a copy of the design document; I wouldn’t subject anyone to that. We were 14 at the time, and while we were okay at writing (for our age), and were inspired, looking back I can now say with absolute certainty our game never would have made it anywhere. Read More