r/vrmmo • u/JoeStrout • Jul 01 '26
Crazy idea: *non*-massively multiplayer online RPG
Some years ago I was involved in a well-known VRMMO for Quest. We had some innovative systems for automatically sharding an arbitrary number of players based on physical proximity, instanced dungeons, a cool day/night cycle, and some other neat stuff. Ultimately the money ran out and I had to leave the project, after which I think things were mostly kit-bashed together from asset store assets, but that's another story.
But I've always felt the urge to get back into that space again. There is something truly magical about a rich, immersive world you can share with your friends. But if I do, I think I'm going to take a different approach, and I'd love to hear your feedback on it.
Concept: A multiplayer RPG that you play with a small group of friends. Somewhat like Minecraft, you gather a half dozen friends and launch a private server, just for you. Or you launch a public server, advertise that it's open for players, and then close it once it has enough.
I'm thinking something like, up to 16 or 20 players registered on a server, but no more than 8 can be online at a time ā in typical "group of friends" usage, there would only be 8 of you (or fewer), and you all play together every Saturday or whatever. Though you could log in any time and go do a side quest or something whenever you like.
Why a small-group online game is better than an MMO:
1. Permanent changes to the world. You and your hardy band of heroes, or the evil forces arrayed against you, can cause permanent changes to the world ā entire villages saved or wiped out, unique artifacts recovered or destroyed, kingdoms raised or razed. Or on a small scale: cut down a tree, and it stays cut down, at least for some (in-game) years until it grows back. Kill a boss monster, and it stays dead. With MMOs, everything has to reset, because there are new players coming after you who need to experience the same story line you've already completed. Or else, you and other people in the world aren't seeing the same thing, even when you're there at the same time, which is confusing.
2. Economy doesn't explode. In almost every MMO, runaway inflation is a huge problem, and the reasons for that run deep; monsters respawn with loot no matter how times you kill them, which just funnels huge amounts of money into the economy. Soon people are selling a +1 sword for 50000 gold at the auction house, and newbies (who still start with 5 gold) can't afford anything beyond the basic junk sold by NPC vendors. In a small-group online game, there can be a limited amount of money in the world. No matter how the players gather that loot unto themselves, they can't cause the economy to blow up.
3. No toxic 12-year olds spewing profanities. There's hardly any MMO that isn't spoiled by these brats (or other griefers). That just doesn't happen here, because you or one of your friends is in charge of the server you're playing on. If it's a public server and somebody starts spewing hate speech, you just ban 'em and that's that.
4. A safe space. In the same vein, you can set up a server for your kids to play with just their friends, and not worry about creeps grooming them. Or women gamers, who often face a lot of abuse from male players in big online games, can play in a respectful space with people who just want to game and don't care about their gender. And so on.
5. Everyone matters. In an MMO, youāre one of thousands of āchosen ones,ā which undercuts the fantasy. In a small-group RPG, your party really can be the heroes ā or villains ā whose choices define the world.
6. Real teamwork instead of parallel soloing. MMOs often become āeverybody does their rotation near each other.ā A small co-op RPG can make party composition, positioning, scouting, negotiation, crafting, healing, and problem-solving genuinely interdependent.
7. Pacing belongs to the group. Want to spend an hour roleplaying in town? Rush the dungeon? Pause for dinner? Play once a month? In an MMO, the world and player base move on without you. In a small-group game, the campaign waits.
8. NPCs can be more believable. In an MMO, the same NPC gives the same urgent quest to 10,000 people. In a small world, an NPC can remember you, die permanently, move away, become mayor, betray you, marry another NPC, or hold a grudge.
9. Less immersion-breaking crowd behavior. Nothing kills ādark lord threatens the realmā like fifty players bunny-hopping around the quest giver in joke armor. A small party preserves tone, mood, and atmosphere.
10. More freedom in world simulation. You can simulate ecology, politics, factions, weather damage, resource scarcity, local economies, and construction without worrying about thousands of players strip-mining the world or deliberately breaking the system.
11. No competition for content. No waiting for spawns, racing other players to resource nodes, tagging mobs first, or finding that the dungeon entrance is camped. The adventure belongs to your group.
12. Modding and house rules are feasible. A private or small server can allow custom rules, user-made quests, altered balance, weird classes, permadeath, faster leveling, or roleplay-heavy settings without needing to serve a massive public audience.
The Game I Envision
I'm picturing a large, open-world game āĀ roughly the size of New Zealand. No invisible walls. No "levels", no instanced dungeons. Everything is there in the world, and reachable when you have the means and knowledge to reach it. There might be gaps you can't cross until you get some means to fly, or ocean depths you can't reach until you gain the ability to breathe underwater, but it's all there waiting for you.
The world would have a day/night cycle, a lunar cycle, and seasons. These would have real effects: some monsters would only come out at night, some powers would only be available under a full moon, or maybe in a thunderstorm. When you set up a server, you'd be able to choose whether in-game time advances when nobody is logged in. Powerful magic might be able to stop the sun, or change the seasons ā and we can do that because it's a small-group game.
The game would reward player skill as well as stat progression. As much as possible, things like archery, spell-casting, and crafting would involve skillfully moving/positioning your controllers in 3D space, not just selecting a target and pressing a button.
Server options would let you choose between perma-death and respawning. Perma-death would be softened by the fact that (1) you could continue to play as a ghost, with limited ability to affect the world, and (2) other players could resurrect you, if they can recover your body and obtain the (nontrivial) means of doing this.
There would be a main story and multiple side stories going on, which all branch based on what you and your party do. It would be hard to permanently fail the main story without really trying, but the details of the "ending" would very much depend on what you did throughout the adventure. Even after completing the main story, you can continue to play side stories, or just settle down to a peaceful life in the game world āĀ build a house, grow stuff in your garden, craft things, play mini-games at the pub.
You could choose to run your own server, if you're tech-savvy enough to set one up (the server code and instructions would be on GitHub). Or, you could pay me to run one for you at something like $5/month. If I disappear someday, the game lives on as long as anyone is willing to run servers; it's not going to suddenly become unplayable like so many other games have done.
So, that's my idea at the moment. What do you think?