Sorry to double post but I need some thoughts on a game concept, I'm not making a thread just yet because I have little more than sketches and am unsure whether to go through with it.
Never the less, here is the concept, TL;DR at the bottom
Wisp
Gameplay Concept
an in browser action mmorpg, many skills levelled through non-combat means (resource gathering, crafting, enchanting and denominations thereof), activities all reward currency which can either be used on combat levels, goods and services or crafting. combat revolves around your races combat tree, which you gain points for via combat levels, up to a cap which can only be raised by combat activities (to stop players buying their way to mastery) movement inspired by the likes of spyro and ratchet and clank, open platforming but nothing too precise, just enough to give challenge where due.
this all seems fairly standard so let me get to the ambitious part; content is split between 5 stages of the game, Hub Planets, Dungeons, Space Traversal, Rogue Planets, Warzones. I'll speak more in detail of these concepts shortly, but first I'll mention another ambition, significant persistent world events, what I mean is events triggered by player interaction which have a persistent effect on the game world, such as solving a puzzle, using an artefact in a special way, planting a banner on a comet, etc. this will require plenty of content development, so I dont imagine it being an early part of the game.
The 5 stages of the game;
Hub Planets, typical mmo world, some passive areas, some aggressive areas, some shops, some inns, some resources and ofc a fast means to travel from place to place, primarily used to introduce players or to host social interaction.
Dungeons, dungeons can be found just about anywhere, they are private instances for anywhere from 5 to 20 player teams, story mechanic I'll explain later makes canonical revisiting a possibility.
Space Traversal, after a great deal of story quests and dungeons and confidence that the player may understand their surroundings they are given access to a special mount allowing space travel, this involves visiting comets for resources, anomaly encounters akin to a rail shooter, discovery of secrets. visiting other planets and eventually (very end game) claiming a homely rock of your own.
Rogue Planets, for lore reasons I will explain later, some planets are a constant danger, some even in constant battle, these planets equate to high risk high reward survival areas, possibly a task for groups for taking on rogue world bosses.
Warzones, warzones affect areas depending on what side the players decide to fight and or help, eventually when a warzone ends, a victor is picked and they dominate the area, be it a faction or a race, this may affect the services offered, the quests available, the aesthetic, or in time of content updates, the story.
Story Concept
First there was a creator god, it created time, in it was put space, in it was put a set of gods (the elder gods), they were given power without restraint, this was a mistake and in time the creator god put the elder gods to rest and make lesser gods (the new gods) who received portions of the elder gods power and the restraint, that to use their power was to give part of themselves in the form of magical entities called wisp.
Time passed, the new gods had crafted beings and worlds, competing for efficiency and proficiency, pitting them in games against each other in the spirit of "survival of the fittest", eventually these games became sour, the new gods bickered and formed rivalries, eventually damaging each others creations in ways which the wisp could not be recovered (pretty much killing the gods bit by bit), a small faction of new gods banded together, creating an array of wisp wells and a control well, conspiring to use these wells to suck all the gods dry of their power and leave all their creations to do with the wisp as they see fit. They succeeded.
More time has passed, many gods have been forgotten in name, some are greatly praised or scorned, the wells have been used to extraordinary feats and wisp are no studied by scholars seeking knowledge and tyrants seeking power, used in any manor of ways their craft has birthed new magics, new beings and even new figures nearing to godhood. Most notable of which the dragons, created to outlast time itself they have forgotten more about the gods than will ever be learned.
For the intro to the first major story arch, the pale dragon is missing, beings of his god are turning undead and spreading the plague to others, rumours of a cult "the Wisperers" are circling, the believe if they find the long lost control well, they can restore the gods to original glory, at the sacrifice of all wisp kind.
TL;DR?
I want to make a browser based MMO with looping maps for planets, space travel, warring planets, grand storylines and persistent effects to the world, content being based on exploration, action RPG combat, race / class based systems and resource / craft / augmentation skills. the story involves magic created by the bodies of dead gods, magical undead curses (ghosts, wraiths, banshees, liches not just zombies) and occult mystery.
Its stupidly ambitious and at the very least would be a technical achievement to get 1 world running, would it be worth me trying? or should I just make something stupidly simple?... feel like I'm answering my own question
thanks to anyone reading, let me know any thoughts, I'll probably attempt this even if I just wind up making chat and some running characters.