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I want less grind, no reputation gameplay and a focus on exploring an interesting world with friends.
Tabula Rasa has a great idea in that they can introduce whole new worlds as content updates. I think the game fails in too many other ways but I hope this one element is a sign of future games.
I like a static world that is explorable but after max level they tend to turn boring. With the "new world" idea, you fix that problem.
I also think it would be interesting to change how leveling works and maybe stretch it across more than just a main level. Perhaps somewhat like Vanguard tried to do but failed at.
What are your ideas?
Comments
First thing i want in NEXT GEN is to bring back the FIRST GEN
Let it forget WOW was ever made. Let it bring back UO world. Classless and no levels.
But most of all a big living and breathing world where existance of your character mathers, where you have a reason to play beyond artificial "carrot" like raiding and epic gear.
Basically
Take AO,OU,SWG,EVE
now spice it with next gen combat gameplay - Tabula Rasa style , or AOC, TCOS (they got the clue)
Add some good story quests that could be instanced (but nothing else should be) TURBINE knows how to do that.
Put all this in huge world
And there you got it....
I'll take a serving of the 'Lobo Shaker Game' please
Yeah, basically here's my list, it's like Lobo's but more abstract.
1) Persistent Environment. That is to say, an environment where what I do or what I will do persist to some degree. If I kill *the dragon* the dragon stays dead. If I build a house, it stays there until someone or something burns it down. That's what made UO famous, and it's what drew the first tens of thousands to SWG (pre-NGE). Developers hate the idea, because it's hard to debug, but it's the future. We didn't get online to have the same experience, we got online to have our experience.
2) Emergent Gameplay. Crysis has it. Mass Effect, too. But MMOs for some damned reason don't. What is emergent gameplay? It is the type of gameplay that comes from *not* restricting how a player can resolve a challenge. Whether it's multiple ways to fulfill an assassination mission, or whether it's multiple ways to resolve a conflict between clans. If you can try it, and resolve the issue, then it's possible to do it. This would make MMOs more than just quests, instances, and raids. It would make them personal experiences, more fulfilling than TV, and just as important as reading a good book to expand your mind.
3) Player-driven Economies. Eve online has shown one thing, no matter how you cut, when players are allowed to build things, they will do it and with such a zeal that could rival a hardcore raid boi in a big time WoW guild. I've know two players of Eve that devoted almost all their time building stuff that players could use, even playing their own sort of PVP in the Eve economy by undercutting their competitors in massive price drops on all sorts of things (skill books, ships, and etc). One called it cartel smashing if I remember correctly. Anyways, player driven economies when given the proper tools, they are very stable and often give players who abhor PVP or typical PVE something else to do. It establishes many sorts of socializations that would otherwise never happen in your typical MMO.
4) Lateral/Non-linear combat (and progression). Levels are nice when you're focusing on close ended campaigns, where the beginning is clear and the end is final. MMOs by their nature are not very clear on their beginning as there are many ways to do with many skill sets and their end is never in sight as if it was then many MMOs would have closed their doors years ago. MMOs by their nature are suppose to be non-linear, so why should the combat be any different? Combat should be fluid, following an abridged conception of time, where events alway occur, but occur differently for each player according to their choices and not the highest roll.
In the end, to see these features in an MMO, it may just take a few of us to get off our bottoms and go and promote the ideas, possibly even develop the core sub-routines for game engines to see them implemented. I know I am.
-- Brede
AI
plus what the guys before said
Subscribtions: EVE, SWTOR WOW, WAR, DDO, VG, AOC, COV, FFXI, GW, RFO, Aion
+plenty of F2P, betas, trials
Female Dwarf player: WOW, VG, WAR, DDO
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Due to the recent economic crisis and spending cuts the light at the end of the tunnel was turned off. Sincerely, God.
What do I look forward to in the "Next Gen" MMO? FUN and not make the game feel like it is a job by making me grind non stop to advance like the OP said. I know it's a crazy idea, but I hope one day it will happen. Also, it would be nice if the next big mmo had a SWG (original) type economy where almost anything can be sold and almost everything breaks at some point.
Which Final Fantasy Character Are You?
Final Fantasy 7
Any MMO that makes other methods of advancement other then bashing monsters as equally rewarding and involved. And has a world that is persistent or semi-persisent at least, and allows players to build their own towns and siege each other or whatever. Basically a true next-gen MMO would stray away from EQ1 type grinding and endless raiding and find other ways of advancing characters.
Forget all these games you mentioned there not wurth it, take the superior ASHERON CALLS and bring that one to todays standard(next gen is just a stupid way of saying next step of technological in to future) with imporved gameplay and you have your perfect mmorpg:P
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77
CPU:Intell Icore7 3770k
GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 10 64bit
For me, i want something to return that for me hasnt been in an MMO in quite some time.......Community, i want people to work together, play together, group together, die together etc....
Seems like every MMO on the market is almost entirely solo based content nowadays. Why would i play an online game to be by myself? There are single player games out there with better story, better action, better advancement. I play MMO's to socialize as much as i do to play a game.
Dont get me wrong, i got no problem with solo content, but i remember playing WoW and around level 40 i told someone, "this is kinda boring soloing all the time" His reply was, "well, get to 60 and you can start having some fun". Why shouldnt I be having fun the entire ride?
Anyway, sorry about the mini-rant. I hope a game comes out that has a good community, with good reason to get to know other people.
If you had experience with open pvp mmos you know peeps play more in partys en solo less becouse its to dangerous to go out alone.
FFA PVP mmo's are for those who realy wanne have experience of grouping doing everything with clanmates!
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77
CPU:Intell Icore7 3770k
GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 10 64bit
I understand what your saying, but I cant wrap my brain around the pvp mentality. I would have zero fun being in a group of 5 people and raping one person after another, theres no challenge and the fights outcome is decided before its even started. I enjoy balanced pvp, but then thats hardly the kind of grouping/socializing im talking about.
Sure you will be ganked if you play solo but thats why on open pvp players more play in groups then alone and with more risk more chellenge more excitement how to survive, give alot more fun to a game then play it save, with no danger doing quests or killing mobs knowing you never have to look behind you for any danger is not only boring, but give you never that feeling and adraline you get when you play on a open pvp server.
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77
CPU:Intell Icore7 3770k
GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 10 64bit
And ive play alot of games over years sinds 1998 online and the most close nit clans with socializing and help you get in FFA PVP games is my experience.
Hope to build full AMD system RYZEN/VEGA/AM4!!!
MB:Asus V De Luxe z77
CPU:Intell Icore7 3770k
GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
PSU:Corsair AX1200i
OS:Windows 10 64bit
A polished sandbox MMO with a massive, living, breathing world. Thats my idea of "Next Gen". I think many people would be surprised at how well a game like this could do in the market if it was developed properly.
Are any of the forthcoming games out there pursuing anything like the ideas mentioned in this post? I'm talking even years away. Looks to me like its all about recreating WoW with a twist.
I think Curt Schilling's game company may be on to something but the details are sparse.
I also wonder if the announced 40k game will mimic WAR or try something new.
So far it looks like everyone is playing it safe and as a result not impressing people to play.
1) Skill based advancement system like Oblivion (which also has levels) + FFX/XII esque "grid" instead of rigid talent trees with TcoS focus on eliminating Holy Trinity of healer/dps/tank
2) Massive open world with lots of sandbox-like elements, but also including a large number and variety of quests, and also a instanced story-driven main "campaign" that allows you to make choices that matter like Mass Effect
3) Traditional MMO combat with added depth and multi-layered interactions to create a more fast paced combat while still keeping the non-twich principles of traditional MMO combat
4) More then just combat - fully developed social, political, economic, and exploratory options for advancement that are NOT just seperate advancement trees, but actual alternatives to the same advancement path offered by combat
5) Traditional instanced dungeons and raids with soft caps on player limits and dynamically altered conditions based off of group composition
6) Little to no focus on gear statistics and numerical values, fully customizable appearance. Focus on not what the "best" equipment is but rather what is best for your individual character/play style. No tiered equipment progression ladders
7) Varied and bountiful PvP options, from instanced battlegrounds and arena-like play, and open world siege/territorial control in multi-front factional warfare. PvP a choice not forced. Truly functional honor/morallity system to highly discourage ganking/griefing practices and encourage bring justice to those who do gank/grief
8) Variety in server types, some with above mentioned PvP options, others FFA, some servers "hardcore" with steeper leveling requirements and more difficult mobs, increased death penalties and reliance on grouping etc. but with greater rewards
9) No verticle expansion, ever. No increased level caps ever, instead focus on radial/horizontal expansion
10) Cutting edge graphics designed not simply for eye-candy and polygon count, but instead for truly massive scale and epic storytelling
Skills will replace levels.
Worlds will become transformable in some way. The terrain, buildings, everything.
Better exploration rewards (LOTRO does this well).
Combat will be skill-based, not click and attack.
MMO games played or tested: EQ, DAoC, Archlord, Auto Assault, CoH, CoV, EQ2, EVE, Guild Wars, Hellgate: London, Linneage II, LOTRO, MxO, Planetside, SWG, Sword of the New World, Tabula Rasa, Vanguard, WWIIOL, WOW, Age of Conan
Spore online.
I can see that game answering a lot of these requests. If only it were multiplayer all the way through!
Something that doesn't use hit points, and not by any other name.
How do you propose knowing if you are about to die or what it takes to kill something/someone then?
How do you propose knowing if you are about to die or what it takes to kill something/someone then?
By adding changing character animations, cuts and bleeding and something like the blur effect when you get drunk in WoW.
I'm still kinda waiting for a "Nex Gen MMO", since there clearly hasnt been any since the days of UO/EQ...
I don't count "updated gfx" as making games more next gen.
However, if I hadnt given up hope, I would have looked forward to a game that had more options of playstyle than "kill, loot, repeat"...
And by that I do mean things like having more roles to play in a game than "kill kill kill".
The last of the Trackers
I thoughts on the next generation of mmorpg mirror many of the previous replies:
1. Moving (far) away from the class/level based system (WoW for example) and adopting a wholly skill based system similar to that used in UO. It is both more interesting and more realistic.
2. A persistent world that changes with the players' actions. I despise quests, instanced or not, and anything resembling a linear approach. I would much prefer a more open sandbox-style layout, one that offers maximum freedom. I would rather give the players the tools to build and shape the world, and allow them to do the rest.
3. Pull the focus away from focusing purely on item acquisition and the need to become more powerful, and instead focus on player interaction, a more strategic approach to combat, and even peaceful alternatives to a purely combat-centric game.
4. 100% player driven economy with a complex, dynamic crafting system in which every item (or nearly every item) can be crafted by the players. Also, require that these skills take actual time to master, and even more difficult to master several skills at once. Create a true need for interaction. Also, hide the numbers, make players guess how well they are doing by what they are able to produce or achieve with their skills.
5. Permadeath- Though I put this near the end, for me it is the most important of them all. While I realize every game will not try it, I would love to see a sandbox oriented, skill based game with permadeath. Even with the negatives associated with permadeath, I think many players do not realize what this would add to the mmo experience. I suppose I might sound like a player killer here bucking for a system that caters to my taste, but actually I am not. The primary drawback is, of course, death due to lag or computer error, but I think that this is a minor issue when coupled with the excitement the threat of dying will add to the game, as well as the depth. It would add an entirely new level of intensity, and would change the way people play the game. The lack of severe consequence (or any consequence at all in games like WoW) has taken much of the fun away from mmorpgs.
6. No NPCs. Make all characters player characters.
7. Attempt to get away from the traditional player archetypes (tank, healer, etc). Create a different dynamic. Make death faster and more realistic. Remove the ability to know how much life you have left and instead include indicators as to your health and the health of your opponent. Try to keep the numbers vague and to hide health and mana bars.
8. Finally, my personal dream game: A game that combines the above elements, does away with magic, monsters, sci-fi gadgets, etc. All the usual cliched elements. A more realistic game, one in which every character is not some godlike character and in which each player is on the same playing field. I would like to see a game set in the modern world, perhaps a post-apocalypse setting. All players would be humans. Cities would be little more than overgrown ruins, wild animals would roam free. There would be none of the wild punk/goth/Road Warrior look so evident in similarly themed games. The physics of the game would be realistic. A world fraught with danger, in which players must band together to survive. Basically, if you live by the sword, prepare to die by it. I think an entirely open game, with no set goal, in which the players are equipped with the skills to actually change the world, and in which each action is plagued by the possibility of permanent death and losing all you have worked to build, would revolutionize the industry (not that it would need to be from the genre I mentioned).
Anyway, just my take, but I do think it is time to push the envelope and really take some drastic steps. These cookie cutter MMORPGs are growing tedious.
Next Gen MMOs
Most importantly: fun. Challenge is fun.
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WoW and fast food = commercial successes.
I neither play WoW nor eat fast food.
How do you propose knowing if you are about to die or what it takes to kill something/someone then?
By adding changing character animations, cuts and bleeding and something like the blur effect when you get drunk in WoW.
Considering pretty much any game that has combat of any sort also has hit points from MMO to FPS to strategy games, I really dont see how this is going to work. There needs to be some correlation from the damage dealt to the damage received.