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Hello! I have bit of a problem, and it sounds like you might be able to help!

I've been working on a turn-based, top-down online RPG (hesitate to use MMORPG, because the game aims to be tiny) for around six months now, and I've just started a big refactor/rewrite. I'm still enjoying making it, and I'm excited with what it is, but, it feels like it's missing something? A hook, a twist, a sort of je ne se quoi.

As far as keeping things fun long-term and encouraging community I think the game concept is strong as it is, and I have some good ideas for how to expand it. But what would make someone want to download this game? Why would someone booting it up for the first time - potentially to an empty server - want to get invested enough to engage with the game's community (if any) and the deeper systems? The game doesn't have a strong setting either - just generic fantasy by default - and no story to speak of.

Let me describe the game. I'll try to keep it brief:

The main loop revolves around gathering materials from harvest nodes / monster drops in randomly generated dungeons, alongside up to 4 other players, then returning to the town hub to craft/upgrade gear from the materials. A bit like Monster Hunter come to think of it, except the hub is multiplayer and the combat turn-based. The only other area is a home base unique to each player, which can be decorated, and crops can be grown for potions and other various purposes.

There are three main goals of development: first, a deep crafting system, with a variety of tweaks and subsystems to put each player in a unique position for progression and builds. There's also a heavy focus on encouraging player interaction, with cooperation and trading heavily incentivized. It also leverages some cheap mobile game engagement tactics - minus the aggressive microtransactions. For example, players can only initiate a limited number of dungeon runs per day (but may accompany others freely); crops are grown in real time, sometimes taking multiple real days to grow; there are daily rewards and exclusive time-locked items abound.

So that's the problem. I'm looking for a strong setting or driving force to make things pop (early on in particular) despite the small scale of the game. Story is tricky - since there aren't many different settings, and the world is shared - but if you have thoughts there, or for the setting, or a mechanical twist, I'd love to hear them. Since I'm doing some big rewrites, I'm open to big changes.

Thank for reaching out. I really like the concept and it sounds fun. I really like the idea of guiding players to be nice to one another so I leaned into that a lot with my ideas. I hope you will lean into it too, it's a fun way to run things!

1. Party diamonds. Sell for real world cash a diamond that throws a party and rewards all players in the area. Getting players to dance and party with you can help the user of the diamond in some ways. This will encourage players to organize a fun event in game with their friends or strangers.

2. The game is real and the real world is fake. (Or an evil wizard did it!) The story is that an evil wizard fragmented reality to make it look fake. All the people detach from reality and become like animals so that he can control them. In that way the player "is from Earth", but according to the story, Earth is just a fantasy and the game is the real world.

3. Players are monsters. All the monsters are actually people that are disassociating and you don't kill them, but suppress them until they wake up. Could be a fun mechanic if each player becomes a kind of monster of themselves like a werewolf when they are logged out. "Killing" or suppressing them could help them rest better when they come back online.

4. Players write the story for their friends. When each player finishes a quest, he is given the ability to write the dialog for that quest. When each player starts a quest, the dialogue is pulled at random from other users, with a heavy preference for friends. Might be hard to moderate this, but if you can pull it off, it would be super fun.

It kind of makes sense if a wizard has twisted reality, each person is trying to help find the truth of how reality works and make it real again. (Hint hint, immerse your friends!)

5. A friendship based skill tree that gives you abilities you wouldn't normally lock up like the ability to have a friend list or send mail or emojis and weird stuff. It would put the community stuff further at the core of the game. Also this can help with moderating spammers and ad bots.

6. Crafting/home building dynamic NPCs. You said you wanted a custom home for each player and deep crafting. I suggest you roll those into one thing and randomize NPC spawning at the players home depending on what stuff he has placed and if it's cozy and such. You can also tie the crafting into the player home as well to make it feel like a tight system.

I guess that was six, but I like your idea and wanted to explore it a bit for my own fun.

Let me know if you want to hire me for some more serious and thought out ideas. Right now I'm mostly doing this for fun and to build up a portfolio, but I can go as serious as you want. I can do a lot better with a deeper look into the actual game and getting to know you better so that I can make a cohesive whole rather than just these quick ideas.

Either way I hope this helps you get back on track!

Wow, those are some great ideas! You definitely picked up on the vibe I'm going for with the game, and each of those would fit in perfectly. I'm impressed.

I'm a long way from doing anything real with this project (or any other, for that matter), but I'd be interested in collaborating on something down the line. Do you have an email/discord/etc where I can reach out?

Thank you. Glad you like them. I have a discord with the same name: RootNeg1Reality

That's the easiest for me. Feel free to reach out.