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What is the Marvel Universe Online?

Mtheumer

The Marvel Maniac
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First of all, it's not Marvel Heroes.

The Marvel Universe Online is my take on the game that Marvel should make. It is a "Superhero / Supervillain simulator" that spans the ENTIRE Marvel Universe.

It is an open-world action MMORPG where you design design aspect of your character and send them out into a world to fight alongside the greatest heroes and villains Marvel has to offer.

What is the Marvel Universe Online?

Check out my humble concept and let me know what you think?

http://www.themarveluniverseonline.com/
 
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yeah there's a reason marvel dropped the "MU" part after it's fallow with crytic studio's on the type of game they wanted another game beside champions online was mas with the words MU online was taken.



MU Online - MMORPG.com








Oct 4, 2016 ... MU Online is a free-to-play medieval fantasy MMORPG from Webzen. The game features fast-paced combat, quests, dungeons, PvP, castle ...

Read more at http://www.mmorpg.com/search#GTmXyoHOEs6yU5sJ.99





there's a nother game with that name and it can't be used over license issue and more
 
Well, everything is a work-in-progress even the title.
 
Well, everything is a work-in-progress even the title.
so I've been running into this since marvel heroes came about . this issue about wanting to create a character you self like what city of heroes did am I correct?

Cause there was reason marvel chose the other way with marvel but gaz stated they might allow players to have their created character some day . and they usually keep their promises even if it takes them long to get there.

Now the only I'm worried about is the people planning to make this might be sue by marvel next to the license thing . they didn't give permission and marvel tend's to be not nice about that unless you went up to them trying make deal on making game from the start . plus they have marvel heroes while there are people that don't like chose cause you can't create you own character for now (among other reasons). the reason they chose is the people at marvel kinda over obsess over thing's.


they stated on youtube during Ny comic con 2014 that they chose what chose cause X-men legends and marvel ultmate alliance to them were like the diablo game series and they went out of their way to make game similar to the three series one's that popular for them already and one that was made by mr. Danial Brevik which they did get and it's worked out for them since he made gazillion and left .


And Danial Brevik k does make fun game and the X-men legend games and ultimate alliance games were fun. They may have taken the Astectic of wow and Diablo at the start. But it cause cost less compared to some other's over high definition looks of game uslly nearly sink going the rout they do or don't last as long wow has.

Marvel has alot of say with that game and Disney isn't involved with that game. cause this was made pre Disney buying them.

anyway what i'm saying is I hope these guys that making this game are careful cause this is likely to be shut down.
 
Here's the thing, this is actually a proposal to Marvel. Marvel won't enter into discussions without there being significant public interest in the idea, so the plan is to get the details in place, generate interest through social media, and present it to Marvel. I want to get people involved in development of the site, from there, I have plans for faux commercials to run on YouTube, and finally have a business model (which I already have outlined) to present to them.
 
As far as character creation, as a Marvel game, all characters and their narratives become property of Marvel. I even had the idea of having a contest every six months where a selected player character gets a cameo in the comics. That motivates players to come up with unique characters.
 
That's an interesting experiment, to see if you can get someone else to make the video game you want, or hand off a video game idea, you may want to look into how that may have been done in the past for ideas, which will also help you gain more interest if the idea seems more possible.

I personally would love to see a Marvel MMO that has a more third person action game controls, like a Spider-Man game, or that Cap game, or that Wolverine game, with a number of characters all with different types and scales of abilities. Something that captures the spirit of these different superheroes, the way the Arkham games captured Batman in terms of a breadth of abilities, maybe approach each 'class' in the Marvel Universe the same way.

I also am a bit meh on custom characters in established universes for the most part, but perhaps the ability to create a custom could be earned and unlocked the same as canon characters, or perhaps different custom classes could be more accessible than others, that is, you can make a custom vigilante-type right off the bat, and a custom mutant or inhuman soon after, but a custom super soldier or super scientist would require time to unlock.

I agree, it'd be nice to see more non-combat activities, including just saving people, but also there are some cool things that happen when uncostumed, and having access to the tiniest events in the MU as well as the biggest ones would be really cool, at least to me.
 
With an expansive world, even with several narratives going on, the player never feels locked into a set script. City of Heroes had added a feature that let player log out at certain locations that let them gain point toward their "secret identities". I want to take that a step further and let player actually create a custom secret identity, for non-combat activities. Some missions you get from contacts will require you to follow clues as a regular person to be inconspicuous.
 
I realized the one aspect of being a superhero that gets lost in the details of creating a flashy game and that is saving lives. I wanted a game that boils down to a "rescue simulator" and for villains, a "chaos simulator". I want to create a game world that, thanks to the current roster of heroes and villains, is in a state of balance that is upset by the advent of the new player-created super humans. Your career as a hero starts as you are learning control of your powers against "street-level" thugs preventing muggings, assaults, arsons, etc. Your goal is not only becoming more skilled, but to establish a reputation with the population. Skill and reputation will determine the type of missions you can discover, but every mission will be measured by the amount of people that will be saved. Unlike other superhero games, I want to introduce new ways to save lives as your character progresses. Two of my favorite staples of superhero saves is the runaway train and the airplane rescue. Of course these are for your "Paragon" level superheroes, but rescues likes the suicide jumper and the runaway car rescues are ideal for lower level characters. The fun comes in the way players approach the rescue with their particular power sets. With every rescue, I want there to be numerous ways to achieve the same goal. For villains, generating fear in the population is the goal. Robbing banks is beneath a real villain, but doing so and getting away with it in a city full of heroes give the villain the infamy that shapes the missions he will have access to. The more elaborate the schemes, the more chaos you can cause and more you get noticed by well-known super villains. In both cases, heroes and villains will have access to more temp powers and unique costume pieces to help them stand out. In the end, the way you effect the population as either a savior or scourge, will effect how successful your character will become.
 
I realized the one aspect of being a superhero that gets lost in the details of creating a flashy game and that is saving lives. I wanted a game that boils down to a "rescue simulator" and for villains, a "chaos simulator". I want to create a game world that, thanks to the current roster of heroes and villains, is in a state of balance that is upset by the advent of the new player-created super humans. Your career as a hero starts as you are learning control of your powers against "street-level" thugs preventing muggings, assaults, arsons, etc. Your goal is not only becoming more skilled, but to establish a reputation with the population. Skill and reputation will determine the type of missions you can discover, but every mission will be measured by the amount of people that will be saved. Unlike other superhero games, I want to introduce new ways to save lives as your character progresses. Two of my favorite staples of superhero saves is the runaway train and the airplane rescue. Of course these are for your "Paragon" level superheroes, but rescues likes the suicide jumper and the runaway car rescues are ideal for lower level characters. The fun comes in the way players approach the rescue with their particular power sets. With every rescue, I want there to be numerous ways to achieve the same goal. For villains, generating fear in the population is the goal. Robbing banks is beneath a real villain, but doing so and getting away with it in a city full of heroes give the villain the infamy that shapes the missions he will have access to. The more elaborate the schemes, the more chaos you can cause and more you get noticed by well-known super villains. In both cases, heroes and villains will have access to more temp powers and unique costume pieces to help them stand out. In the end, the way you effect the population as either a savior or scourge, will effect how successful your character will become.


well we have some thing as saveing civilain's in marvel heroes omega from being kept hostage in banks or other location in doom stad doom's Ruled country and in hell's kitchen and in mutant town from burning bulding in doors being save from venom's symbiot's in locations . I wanted to know this will you as the hero have something like of saving them from natural disasters ? that's some thing that will be different?
 
Changing the course of mighty rivers? Saving the city from killer tidal waves? It's all part of the "superhero / rescue simulator". Shooting the bad guys or punching each other in the face doesn't make the central feature of the great comics and that's what i'm going for. Your character's career starts when you create your entry in the "Official Handbook of the Marvel Universe Online" and it grows as you play.
capa1.jpg
 
I want new York City in the MUO to feel like a real city like GTA V but with all the landmarks that are familiar to fans. It's why i'm leaning toward CryEngine (if i'm ever asked).

crysis-2-wide-wallpaper-26027.jpg


https://www.youtube.com/watch?v=uOXzofM2PdQ


yeah that's the part I'm thinking I'm not sure marvel will fully go for. it almost sank square enix and and alot other MMo's that do this don't survive . . the task is expensive and too costly at times. my old self would have been for this, if I didn't see some studios die from this .

I do like what you said about the secret identity thing though. but it would have to be really deep and what can you do in your secret ID in game has been something that most dev's have figured out yet? where can we go with that in game?
 
Since the game is persistent, when you log out, your character can continue in the world as an NPC. The job you select for your secret identify comes with the ability to gain clues for specific activities around the city. Say, for example, your character is a Firefighter, when not a superhero, he will be able to go to a fire station and get information on arson cases. String enough clues and it may lead you to a villain starting fires for the local mob. The more clues you need, the bigger the plot. This gives an opportunity for detective skills to come into play. Some clues may seem like dead-ends, but in reality need to either be looked at closer, or you can use a passive skill I call "Wisdom" to allow the details of a clue path to become a little more apparent.

Nearly every NPC you meet or ever pass on the street may have clues that may start an investigation arc and I want a system where players can even trade arcs with each other if a specific arc isn't narratively what their character would be interested in.

You could potentially, never put on spandex if you didn't want to, by simply going through non-combat investigation arcs, getting the XP for it, but trade it out before the end battle. The best part is no two characters will ever experienced an arc the same way. Persistence allows the NPC clue givers to drop different clues to different characters based on that players stats, missions he already has, or missions he's had in the past. They will even recognize if you have already done a specific arc before and change some variables. This all adds up to dynamic gameplay that creates it's own content.
 
Since the game is persistent, when you log out, your character can continue in the world as an NPC. The job you select for your secret identify comes with the ability to gain clues for specific activities around the city. Say, for example, your character is a Firefighter, when not a superhero, he will be able to go to a fire station and get information on arson cases. String enough clues and it may lead you to a villain starting fires for the local mob. The more clues you need, the bigger the plot. This gives an opportunity for detective skills to come into play. Some clues may seem like dead-ends, but in reality need to either be looked at closer, or you can use a passive skill I call "Wisdom" to allow the details of a clue path to become a little more apparent.

Nearly every NPC you meet or ever pass on the street may have clues that may start an investigation arc and I want a system where players can even trade arcs with each other if a specific arc isn't narratively what their character would be interested in.

You could potentially, never put on spandex if you didn't want to, by simply going through non-combat investigation arcs, getting the XP for it, but trade it out before the end battle. The best part is no two characters will ever experienced an arc the same way. Persistence allows the NPC clue givers to drop different clues to different characters based on that players stats, missions he already has, or missions he's had in the past. They will even recognize if you have already done a specific arc before and change some variables. This all adds up to dynamic gameplay that creates it's own content.


hmm that does sound awesome so basically your doing detective work which I do like .

how ever, what happen's if the player secret identity that they have selected isn't related to detective workb at all or more which i'm more interest intelligence / espionage work ?


like what the current thor who female jane foster used to have a day job where she a nurse or medical tech? how will the game make up for those job's in your secret identity's life's job to progress?



what happens with those jobs in your secret identity that aren't law enforcement or intelligence gathering or military (the latter of which is farthest getting know what the villain's or criminal's are up but is just about combat) related how will those secret identity be worked into the game?


I'm sorry if it looks like I'm giving you grief . but there are going to be alot of other Super hero MMO or On line Action RPG games which is the semi new thing coming up soon with the number of city of heroes replacements as well.


That will have some of these thing's and there 's gonna be need for distinction and what separates and makes them stand out & apart from each other .



So what will make your game stand out from those ones with these features ?

This is why I'm ask how deep does the secret identity aspect of the game goes?


Beside that both DCUO and the current game marvel has with their online ARPG Marvel Heroes Omega, which when they are done with certain things they will be moving on to residential area things / content like team HQ's and personal safe house's of for heroes & former villains criminal hide hideout's ? are there plans for AI champion's ?

what are the plan for pvp?

Are there plans for personal single player content next to playing with others on line?
 
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Some great questions!

Firstly, ever job will have clues available to them that are specific to your job. I used the Firefighter example, but a nurse or doctor would also have clues in the form of patients with strange conditions or rumors among NPCs in the hospital.

I follow all the City of Heroes successor projects and what makes this stand out is not only the added features, but the notion of not starting where City of Heroes left off, but taking the basic tenants of that game and realizing it's ultimate expression.

City of Heroes had Supergroup HQs years ago and they were great, but if you are building an entire universe, why not give players lairs anywhere they want? Single-player Appartements? Why not? You start off in either Manhattan or Laveria so tagging a door that spawns a instance for your place isn't hard. As for teams, you can create an instance you can travel to that is your HQ with custom transports that can take you to and from your base.

Every hero and villain in the Marvel Universe can be an AI champion. If you are not engaged with other players it's these NPCs that you will be going up against and teaming up with. The best part is that no NPC has powers that the player can't access as well. More powerful NPCs will force the player to be more tactical in their approach to fighting them. Everyone has strengths and weaknesses and the NPCs are no different. You will have to find out what an NPCs weakness is to plan to be successful.
 
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Open-World PvP

I think I have cracked the code of open-world PvP. Particularly in a superhero game, open-world PvP can either not exist, or be relegated to zoned events.The idea that "Dr. Death" could be walking down the street and not be attacked by "Hero Man" because he hasn't put his "Open for PvP" flag just seems ridiculous. There will be missions where heroes will have to infiltrate villain zones and vise-versa, but these missions will put them as close to the objective as is narratively possible and the PvP aspect will be limited to a set number of player opponents who will be injected into the mission. In the open-world, PvP should be equally objective-based, but allow villains to move into position in a hero city without being defeated instantly. The solution is tied to another staple of superhero comics, the Secret Identity.

When you create you character, you will be given the choice to create a secret identity for that character and give him or her an occupation from a list of standard jobs. These occupations will give the player street-level access to information on the goings-on in the city. For example, a hero whose secret identity is a firefighter, he may hear on the streets that there is a building that may be a fire trap. That hero may use that information themselves to investigate, or trade that info to a water-based hero to let them put out a potential fire. For villains, they can move through a hero zone undetected, hanging out in "seedy" areas looking out for potential jobs or where the heaviest hero activity is, to minimize opposition. With that information they can "case" a location, planning their approach and their escape.

Lets look at a bank robbery in Midtown Manhattan. The villain "Slow-Burn", posing as a cab driver, heard chatter at a bar in Hell's Kitchen that the Midtown bank security will be augmented by the newbie hero "Speed". Knowing he can easily defeat this (NPC) hero, Slow-Burn makes his way to the bank, checks the general hero activity in the area, then enters than bank. Inside the bank he sheds his secret identity, causing a panic with people running and hiding. (Note: once inside a location, revealing intent caused the location to spawn an instance of that location, disassociated with the open world.) While battling Speed, an alarm is triggered that sends up a PvP flag to the open world. This flag is passed to any hero nearby, or using a police scanner. The police will surround the flagged area identifying the need for help. The flag is on a timer, based on how long it takes Slow-Burn to defeat Speed, crack the safe, and escape. The flag is also first-come-first-serve, so the first hero on the scene to interact with the police officer on the scene will get a shot at Slow-Burn.

In this scenario, the villain has three opportunities for infamy. The first is defeating any NPC heroes on the scene, the second is winning the PvP battle that may or may not ensue, and the third is making his escape with the objective. Once the flag is raised, if the villain can rob the bank and there is no NPC hero to fight, he can revert to his secret identity, slip out the back and disappear. If a player enters before the flag drops, the villain will have to engage in the PvP fight. If the fight is going against the villain, he may attempt to loose line-of-sight with the hero, change to his secret identity and flee. Although the villain avoids apprehension, he looses his loot, his potential infamy, and takes a hit to his reputation as people may think twice about giving jobs to someone who ran away.

True open-world PvP will also be flag-based, but using the reputation system, Gangs and villain organizations will put bounties on certain heroes who have meddled in their affairs. The police and hero groups will have "most wanted" villains. A hero can access the most wanted list from a police station or their organizations crime computer and select a villain to go after. Once selected, no one else may engage that villain in PvP battle and the heroes mission log will be inaccessible until he has finished his PvP. With PvP flag, the villain will have difficulty finding jobs until he can hack a police computer and clear his name. Upon selecting a PvP contract, the hero receives a clue to the villains location along the lines of "Your target is somewhere in a four block area of Midtown posing as a cab driver". The hero goes to the target area and searches for a cabbie. If he approaches the right cabbie, the flag will reveal the villain's true identity and PvP is engaged. If the hero wins, the villain spends a "timed-cycle" in jail, the hero gets a reputation bonus and the flag is cleared. If the villain wins, He gets a reputation bonus and the search criteria to find him becomes more difficult. The more difficult the challenge, the higher the reputation bonus for the hero or villain.

This is a truly integrated form of PvP that put heroes and villains on even footing letting skill and strategy be the deciding factor of any engagement. Let me know what you think. Is there anything that can be changed or improved?
 
One of the things I want to do, once my page is more polished, is get a faux commercial on YouTube to create buzz for the idea.

This is my animated introduction pitch to Marvel Games.

The scene opens on a typical midday in Manhattan, a businessman leaving a cafe in a rush, a woman trying to catch a cab, a family in Central Park taking a stroll. Suddenly there is an explosion off in the distance, fire and rescue rushing to the scene, and in the air Iron Man and Thor flying over head, followed by Spiderman and Captain America. The scene turn back to each of the average people where the businessman whips out a card with the Avengers logo on it flashing "Avenger Assemble"! The businessman body turns to pure energy and he flies off, the woman misses her cab because she has received a telepathic alert saying "To me my X-Men"! The woman pushes a button on her watch to reveal a body cover in steel-hard scales as she leaps over the cab and onto a traffic light and off toward the explosion. The father and mother in the park look up into the air to see a flaming "4", the mother looks at her husband and says, "Bring home a carton of milk". The wife kisses him as his body converts to smoke the rises in the air, forming the bold letters, THE MARVEL UNIVERSE ONLINE, WHERE YOU ARE THE HERO!
 
The Premise

On Earth 619, the Civil War between those in support of and those against the Superhero Registration Act, have laid down their arms and a truce has been negotiated between Tony Stark (Iron Man) and Steve Rogers (Captain America). There would be an all-volunteer force created that spanned all groups of superheroes. This force, known as “The Initiative” would work in conjunction with all the governments of the world and be headed by Iron Man, Captain America, Professor Xavier, Dr. Strange, Black Bolt, Black Panther, Reed Richards, Namor, and Maria Hill as a SHIELD representative and liaison between the superhuman community and world governments.

The Initiatives first act was to establish training facilities, based on establish a hero’s origin type, to help guide them in the use of their abilities, coordination in forming groups, and all the threats that they may encounter . These facilities are as follows:

The Xavier Institute for Mutant Studies – Mutant

The Sanctum of Mystical Mastery – Magic

The Enclave - Technology

Camp Hammond Field Training Institute – Natural

The Four Freedoms Foundation – Science

Heroes who join one of the five institutes are granted access to a network of resources from all facilities as well as S.H.I.E.L.D. While performing hero work outside the Initiative is not prohibited, doing so outside the law may get you branded a vigilante.

Upon hearing of the formation of the Initiative and fearing a unified hero front, villain organizations and key players gathered to form their own version, The Cabal. Like the Initiative, the Cabal would seek out new super powered beings twist their perceptions and turn them to a life of crime whose profits would funnel up to the founding members, Dr. Doom, The Mandarin, Mr. Sinister, Baron Zemo, the High Evolutionary, Magneto and Taskmaster acting as the head of training and representative of the Cabal to all the other gangs and organizations set to profit from their involvement. The Cabal too established special facilities across the globe to funnel resources to create an endless stream of super villains of all types, but like the Initiative, separated into four facilities:

The Latverian Metahuman Acadamy – Technology, Magic

New Genosha School for Mutant Excellence – Mutant

The Hydra Advanced Combat Institute – Natural

A.I.M. Facility One - Science
 
What is the Marvel Universe Online?

What is the Marvel Universe Online? In 1979 the movie Superman made the world believe a man could fly. It made the comic book character feel alive, real for the first time. In 1998, a video game called City of Heroes made the world believe they could all fly, leap tall buildings, or run faster than a speeding bullet. It's was a game that for the first time let us be the Paragons of justice that we only read about in comics. The Marvel Universe Online hopes to put that sense of wonder back in the hands on everyone who had a taste of the life of a superhero.

Why Marvel? Marvel was built on the idea of the everyday man or woman becoming greater than they ever thought possible. No perfect alien savior's, no Amazon goddesses, no billionaire vigilantes, just ordinary people becoming the extraordinary. Sure, Marvel has those things, but at its core, it's the common man's struggling to fight the good fight against the forces of evil. Whether bitten by a radioactive insect, exposed to cosmic rays, or just discover you were born different, it's still you. The Marvel Universe Online asks the question, "What do you do now?"

There are efforts underway to create a "spiritual successor" to City of Heroes. They are making great strides, with limited resources and I wish them all the best, they are truly doing good work, but I'm affraid they are building their games through the eyes of 2008, the year CoH was sunsetted. This industry advances exponentially every year and I fear their game with only appeal to the nostalgic. The Marvel Universe Online will be a game with an eye to the future, using the most advanced gaming engine and development technologies that builds a world that feels real and gameplay that feels natural. To call the Marvel Universe Online an MMO, is to only see a fraction of its potential.

What can it be? At its core, the Marvel Universe Online is a superhero or supervillain simulator. A persistent universe with NPC that have independent routines that are altered by the existence and interactions of the players. Mugging, robberies, shooting, are all happening and the NPC heroes that we are all familiar with maintain a tenuous balance, but when the players tip the scales, everything changes and things begin to escalate. As your character builds a reputation in the world, you will have the option to create an actual Marvel comic based on your exploits. There will even be an online repository of all the greatest heroes and villains in the world to form an "Official Handbook of the Marvel Universe Online" that is published every year. Features like custom action figures or wall art are just some of the ways to not only make the player feel like a part of the world, but are a good source of revenue.

The devil is in the details. Pie in the sky ideas don't make a game, knowing what it takes and making the right moves does. This is why it's important to get honest opinions, professional advice, even if that advice is to quit. The details will never really solidify into a solid pitch without input from as many sources as possible and even then there is no guarantee of success. There are no dillusions about the odds of Marvel even talking notice, but something this great is worth the effort. So, what is the Marvel Universe Online? If you've even loved comic books, it will be the greatest experience you've ever played.
 
yeah man I saw the article .it's weard they used the marvel strike force image . beside that congrats fort being recognized.. I don't know what gooona happen it'sbeen stated the the DMCA might bring marvel heroes omega back in some way .
I won't get my hopes up too high but if this get the game back and away for the that messed up CEO and the shareholders the ran Gaz Into the ground all the better. and as I said on the hype and the MHo forums some time back in the day marvel need to make their own Gaming studio's publisher house after all this. No excuses.

A DMCA exemption could bring 'dead' games back to life





21 hours ago
Comments 1

The U.S. Copyright Office will consider whether to update DMCA rules to make an exemption for abandoned online games. If an exemption were...Read more


source: PCGN

but if your thing goes through as well I'll support it. but mwhat more important is that marvel support it and we(gamers) have model similar to DCUO for all plat forms for all gamer audince.
 
yeah man I saw the article .it's weard they used the marvel strike force image . beside that congrats fort being recognized.. I don't know what gooona happen it'sbeen stated the the DMCA might bring marvel heroes omega back in some way .


but if your thing goes through as well I'll support it. but mwhat more important is that marvel support it and we(gamers) have model similar to DCUO for all plat forms for all gamer audince.

You know it's more about getting their attention at this point and articles like this help. Any Joe can have a good idea, but I want a polished pitch with enough internet buzz to back it up. It's like Ryan Reynolds and Thomas Jane. They both pitched their movie through independent trailers, but only one got picked up.
 
A little bit of what going on at the Marvel Universe Online.

26168132_2065178820382090_840056505875861512_n.jpg
 

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