Constantly Evolving MMO Roleplay Answered
So I came up with an idea for a pretty awesome MMO game. Basically it's set in medieval times with swords and armor like your typical Elder Scrolls game. You play as an adventurer building wealth getting a house ect. like a survival server in minecraft. The only computer characters in the game are ones employed by a person to do work. In a minecraft role-play server the downfall is nobody wants to sit around in a shop all day. To solve this problem people employ workers in their shops. The cool thing is people get a lot and can basically take to building anything they can afford. The employed people come with various skills, wages, and levels. The shop keeper can set up trade routes and gather supplies for his shop. People who build better shops make more money by having better signs and better hospitality (more expensive to employ but happier customers). You can build as many shops as you can afford and they can do anything. To keep the virtual economy flowing people must eat food and consume a specified amount to be able to live. So you must have so many grams of food each day which you can buy from shops, get from your farm ect. and then every week you must flow money out which can be in the form of repairs or sickness, or theft. Now this all sounds pretty cool right, but wait for what comes next. Lets review first though
Join the game as adventurer
Choose a career: shopkeeper / warrior / thief / assassin / ect.
If the thief of criminal is caught the fate is decided by the king.
Gain power, prowice, friends
Keep the economy flowing
As I am typing this I realize the game would need to employ an economist to help prevent an in game depression or economic collapse.
Now its time for some fun. The game encourages the development of kingdoms. By making friends and gaining in-game recognition someone can become king and gain ownership over a kingdom. With enough wealth and land possession a king will be able to choose to build a kingdom. These kingdoms are pre-set with boundaries and costs already incorporated. As with all MMO games there are multiple worlds to log into and each one has multiple kingdoms within. This allows for kings to go to war ect. The whole game has very few limits on what can happen, however seeing as monopolies can ruin a game when someone becomes too powerful the game automatically sends bad things their way such as plague, fire, catastrophe ect. Also to prevent one king from keeping power for the whole existence of this game every week things get a little harder for the king and his subjects are manipulated to go against him more and more until the kingdom finally collapses and starts anew. This helps keep people hoping and wanting to try. This is the basic idea of the game and I will now go into more detail on the interworking details. Feel free to share your ideas to help with the development of this game.
Details in a completely random unorganized order:
King can collect taxes spend in various ways and do all that he can to maintain power. He can employ and army and select various people to go underneath him such as dukes and lords. The arm can be commanded by the king and at his expense be transported very quickly to a battlefield. Generals command groups and keep track of all their men which helps the king prevent deserting soldiers.
The game's currency is dealt out to new players in various ways. A quest may be formed, or a reward/bounty given to players so they can start making money. The money payed to computer controlled employees goes out of the game and is carefully monitored to help keep the economy balanced. The total currency in the game can be increased or decreased in additional balancing attempts. Thats what the full time economist is for.
Resources are out there and just like with the currency, their appearance is carefully regulated. Giant forests will exist making wood and endless resource, however from the start wood is fairly cheap. Stone can be mined all over, however it is difficult to collect, shape and transport making more expensive. Then there are gold diamonds iron ect. which are hard to find and appear in mines based on special algorithms. The game will constantly be improved and will launch with hundreds to thousands of items which people can make and purchase. Items can also be custom crafted either by the blacksmith or a painter which allows for unique items and helps create a competitive market. There are in game "easter eggs" which can be found through experimentation so when a blacksmith gets it just right he can have super strong and lightweight armor, bound to his name which can create a buz about how special so and so's armor is.
Your help: How do we develop this, how do we get it out to the public, is it a good idea? What is wrong, what is right? We were thinking kick-starter then employing a game development company. How much does one need to develop a game like this? Will it have public support? How should you get the game. Single purchase, monthly subscription, in game purchases, purchase a character when character dies he is gone or some other ideas?