I personally don't believe in the idea of 'completely original'
No one can ever design something that is 'completely orginal', since humans learn from experience which dictates us to an iterative design process, we create something base on our experiences, things around us. We can design a better product, but can never be 'completely original'.
If you are learning more toward the definiton of innovation, I think innovation isn't that great unless it really does improves from the precedent, if people are being innovative for just the sake of innovative, that I don't see the point.
To have a fun game, I don't we need anything outside of the box, but just something that is fresh and different from the rest of the scene. To provide a different experience than what current MMOs are doing, which isn't very hard honestly.
Oh, but you can. It requires a true genius, though. Not something you can command into existence.
I personally don't believe in the idea of 'completely original'
No one can ever design something that is 'completely orginal', since humans learn from experience which dictates us to an iterative design process, we create something base on our experiences, things around us. We can design a better product, but can never be 'completely original'.
If you are learning more toward the definiton of innovation, I think innovation isn't that great unless it really does improves from the precedent, if people are being innovative for just the sake of innovative, that I don't see the point.
To have a fun game, I don't we need anything outside of the box, but just something that is fresh and different from the rest of the scene. To provide a different experience than what current MMOs are doing, which isn't very hard honestly.
Oh, but you can. It requires a true genius, though. Not something you can command into existence.
Well all genius need to learn and practise as well, they need to first gain the knowledge to do such things, thats were the idea of iterative comes from. Sure they can make a bigger jump forward than others, but it is still a jump. Einstein was a genius, but without precedent work before him, he would never have achieved what he did now.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW? As much WoW as a WoWhater would, if a WoWhater could hate WoW.
Well all genius need to learn and practise as well, they need to first gain the knowledge to do such things, thats were the idea of iterative comes from. Sure they can make a bigger jump forward than others, but it is still a jump. Einstein was a genius, but without precedent work before him, he would never have achieved what he did now.
just like nature, progression is a mutation of the status quo. evolution is responsible for some huge changes in how we look, but they can all be traced back to something else. same thing with ideas. "original ideas" are simply a mutation of an existing idea. so saying that "new ideas" doesnt exist is wrong. awhile back, I came up with an "original idea" for a game. it's essentially a genre aggregation game with a MMORPG base. in that game you can play it like a FPS, or a RTS, and you level up/research technology like a RPG. the IDEA of a genre aggregation isnt new. but the implimentation is what makes it new.
The Conan stories are partly set in the Cthulu mythos, Howard was a great Lovecraft fan and the old gods were often hinted in the Conan stories (there are hints about them in AoC as well).
Salomon Kane was even more Lovecraft inspired.
I would not want a fantasy game more based on Lovecraft than that, it should be set in the 1920s and that is it. Base the game on the classic P&P "Call of Cthulu" by Chaosium, it would be the perfect MMO.
I'd like to play an MMO where the xp you get from a mob is based on the relative damage you do to the mob vs what it does to you, per class.
So say I'm a hunter and I kill mob A - if it does damage of 25% of my health to me while fighting it then I get 75% of the maximum xp.
mob B does 50% damage to me, I get 50% of the max xp
So the more skillfully I play the faster I level
Playing: Darkfall New Dawn (and planning to play Fallout 76) Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe
I'd like to play an MMO where the xp you get from a mob is based on the relative damage you do to the mob vs what it does to you, per class.
So say I'm a hunter and I kill mob A - if it does damage of 25% of my health to me while fighting it then I get 75% of the maximum xp.
mob B does 50% damage to me, I get 50% of the max xp
So the more skillfully I play the faster I level
/shout level 70 group looking for cleric!!!
oh wait, they dont do damage so they are all level 1:D
/group need a heal please
/cleric healing doesnt give me any xp.
Base the healers xp on how efficiently they heal the group i.e. % overheals = % lost xp from what the group fights.
Percentage of time the tank is under 25% health also affects it.
Next problem
Playing: Darkfall New Dawn (and planning to play Fallout 76) Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe
Base the healers xp on how efficiently they heal the group i.e. % overheals = % lost xp from what the group fights.
Percentage of time the tank is under 25% health also affects it.
Next problem
you cant base the cleric's xp on heal or dmg... based on your system the cleric would get double xp if he/she both heal AND dd.
as for percentage of time tank is under 25%, that MAY be done on purpose. depending on the game, some of the warrior's ability may depend on having low hp (berserker's rage, etc...) I have personally asked clerics NOT to heal me till i'm below 10% so i can boost my dps by a significant amount especially if i'm using some special active abilities.
there are ALOT of problems basing xp on dmg which you dont see because it sounds like you've never played any other class other then a DD. there are other classes which contributes MUCH more to the group's success even tho they do NO damage to the mob (CC'er/puller for examper). heck back in my enchanter days in EQ, i was proud that I did ZERO damage to the mob:D the more damage I do to the mob, the less efficent the group becomes and the slower we killed.
you MIGHT want to try playing ANY class other then DD and think about what you are talking about. why would ANYONE roll a tank if xp is based on damage? or why would ANYONE roll anything other then DD in YOUR formula?
I'd like to play an MMO where the xp you get from a mob is based on the relative damage you do to the mob vs what it does to you, per class.
So say I'm a hunter and I kill mob A - if it does damage of 25% of my health to me while fighting it then I get 75% of the maximum xp.
mob B does 50% damage to me, I get 50% of the max xp
So the more skillfully I play the faster I level
/shout level 70 group looking for cleric!!!
oh wait, they dont do damage so they are all level 1:D
/group need a heal please
/cleric healing doesnt give me any xp.
Base the healers xp on how efficiently they heal the group i.e. % overheals = % lost xp from what the group fights.
Percentage of time the tank is under 25% health also affects it.
Next problem
You need a combat system that enables you to play skillfully, pressing a rotation will be the same all the time in traditional combat since you cant physically dodge anything. You will still get the same amount of xp at pretty much the same pace.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW? As much WoW as a WoWhater would, if a WoWhater could hate WoW.
Well all genius need to learn and practise as well, they need to first gain the knowledge to do such things, thats were the idea of iterative comes from. Sure they can make a bigger jump forward than others, but it is still a jump. Einstein was a genius, but without precedent work before him, he would never have achieved what he did now.
just like nature, progression is a mutation of the status quo. evolution is responsible for some huge changes in how we look, but they can all be traced back to something else. same thing with ideas. "original ideas" are simply a mutation of an existing idea. so saying that "new ideas" doesnt exist is wrong. awhile back, I came up with an "original idea" for a game. it's essentially a genre aggregation game with a MMORPG base. in that game you can play it like a FPS, or a RTS, and you level up/research technology like a RPG. the IDEA of a genre aggregation isnt new. but the implimentation is what makes it new.
I was talking about how no idea can be "completely original", because that isn't how humans work. I agree ideas can be new and fresh, but it isn't technically original.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW? As much WoW as a WoWhater would, if a WoWhater could hate WoW.
I'd like to play an MMO where the xp you get from a mob is based on the relative damage you do to the mob vs what it does to you, per class.
So say I'm a hunter and I kill mob A - if it does damage of 25% of my health to me while fighting it then I get 75% of the maximum xp.
mob B does 50% damage to me, I get 50% of the max xp
So the more skillfully I play the faster I level
It already works like that in soloplaying since the more skillfully you play the more mobs do you kill and the more XP you get.
In group play that doesn't work since group playing is a team effort and buffing the DPS guys so they do more damage, tanking or healing is as important as doing a lot of damage without taking any yourself.
I think this system is even worse than the current one and will lead to even more grinding.
I like DDOs system when trashmobs don't give any XP at all, you get XP from quests and bosses only. It encourage smart behaviour instead of running in the hamsterwheel.
This would be a sandbox MMO. No classes (To choose from), the world would just simply be there and the player can decide what they want to be, and what they want to do. The world would consist of The area West of the Mississippi all the way to the Pacific Ocean. And areas down into Mexico, all the way up into Canada. It would be VERY large compared to what it sounds like. Here is the kicker...no set rules/laws. The players decide the laws..just like the real Old West!
Players could be (Not pre-determined classes, just possibilities there for the player to decide)...
- Cow Hands
- Cattle Ranchers
- Rustlers/Outlaws
- Gun Slingers
- Bankers
- Blacksmiths
-General Store Owner
- Barkeeps/Saloon Owner
- Bounty Hunter
- Sherriffs/Deputies
- Trader
- Gold Miner
- Member of the Sioux Nation/Cherokee/Blackfoot
- Union Cavalry/Soldier
Etc, etc, etc.....
When servers opened, some towns would pre-exist (Such as Dodge City, Tombstone, Carson City) and jobs postings would be displayed on the outside doors and walls of building in the towns. First players in have the option to take the jobs and run with it, or not. After a pre-determined amount of time, if jobs aren't occupied..NPC's acquire the jobs and run the businesses. If a player decides they want to try the job, they can pay off the NPC to take the job...or simply kill them (If you can get away with it without the law knowing). From there, players wil have the option (Eventually and when resources are acquired) to BUILD towns, homes, etc.
Players would govern themselves. It would play like any other MMO as far as optiosn for 3rd and 1st person views...but for shooting or showdowns..it would be best for 1st person view. So it WOULD most definitely have FPS elements heavily involved. I'd also want to keep it as cose to the actual period (Such as warped glass in buildings. Only really rich could afford smooth glass...plus, it was extremely rare in the west). Not only would I want it to be open and fun for the player to play, but educational as well as far as how the west evolved, have NPC's in the game that existed in the West and function independantly (as possible) (Billy the Kid, Pat Garrett, Josey Wales, Sitting Bull, Geranimo, etc, etc).
No real quests...although talking to some NPC's CAn bring about tasks they ask of you..adventures (Saving wagon trains from indian attacks, stopping a band of outlaws from robbing the banks/train, etc.)
I was talking about how no idea can be "completely original", because that isn't how humans work. I agree ideas can be new and fresh, but it isn't technically original.
well, technically speaking no human ideas are "original". we study nature and learn from it. eventually we formulate ideas based on those learning and mutate the ideas into "originals". however, just because an idea is based on other ideas, it doesnt mean it's not "original" because the implimentation can make it an original.
ps, thx for posting on my game idea and i posted some explaination on how the game works if you are interested.
Problem with original ideas, is no one can ever find investors for such a thing. If a independently wealthy billionare ever decided he loved sandbox/original MMOs then he might be able to change the market.
This would be a sandbox MMO. No classes (To choose from), the world would just simply be there and the player can decide what they want to be, and what they want to do. The world would consist of The area West of the Mississippi all the way to the Pacific Ocean. And areas down into Mexico, all the way up into Canada. It would be VERY large compared to what it sounds like. Here is the kicker...no set rules/laws. The players decide the laws..just like the real Old West!
Players could be (Not pre-determined classes, just possibilities there for the player to decide)...
- Cow Hands
- Cattle Ranchers
- Rustlers/Outlaws
- Gun Slingers
- Bankers
- Blacksmiths
-General Store Owner
- Barkeeps/Saloon Owner
- Bounty Hunter
- Sherriffs/Deputies
- Trader
- Gold Miner
- Member of the Sioux Nation/Cherokee/Blackfoot
- Union Cavalry/Soldier
Etc, etc, etc.....
When servers opened, some towns would pre-exist (Such as Dodge City, Tombstone, Carson City) and jobs postings would be displayed on the outside doors and walls of building in the towns. First players in have the option to take the jobs and run with it, or not. After a pre-determined amount of time, if jobs aren't occupied..NPC's acquire the jobs and run the businesses. If a player decides they want to try the job, they can pay off the NPC to take the job...or simply kill them (If you can get away with it without the law knowing). From there, players wil have the option (Eventually and when resources are acquired) to BUILD towns, homes, etc.
Players would govern themselves. It would play like any other MMO as far as optiosn for 3rd and 1st person views...but for shooting or showdowns..it would be best for 1st person view. So it WOULD most definitely have FPS elements heavily involved. I'd also want to keep it as cose to the actual period (Such as warped glass in buildings. Only really rich could afford smooth glass...plus, it was extremely rare in the west). Not only would I want it to be open and fun for the player to play, but educational as well as far as how the west evolved, have NPC's in the game that existed in the West and function independantly (as possible) (Billy the Kid, Pat Garrett, Josey Wales, Sitting Bull, Geranimo, etc, etc).
No real quests...although talking to some NPC's CAn bring about tasks they ask of you..adventures (Saving wagon trains from indian attacks, stopping a band of outlaws from robbing the banks/train, etc.)
If it have freedom like in Elder Scrolls serie yeh im all for this one open free world and NPC'S with there own dynamic life cycle.
Maybe a parasite MMORPG, where each player is basically the parasite of another, and thus each player is the world for many other players, and thus the way a player changes his character, so does the world change for the people living on him.
Or an MMORPG with intelligent NPCs, that don't stand around 24/7 like drooling idiots as in 99% of the other MMORPGs. And where each single NPC has a rating on how much he likes you, depending on what you do, and depending on how the factions that NPC is members of like you, and so on.
Or an MMORPG that consists of a galaxy of different kinds of water planets. And depending on your equipment you can access different planets, get into different depths and so on.
Ant MMO of territory control and full loot PVP in a seamless world in an human urban sprawl. Different races are the different ant species and different class or play styles are the different type of ants within a colony. Gathering,crafting, exploring, adventuring, and Open world PVP between 3 ant species full loot PVP/theme park. A territory control sandbox game in a seamless world.
This would be a sandbox MMO. No classes (To choose from), the world would just simply be there and the player can decide what they want to be, and what they want to do. The world would consist of The area West of the Mississippi all the way to the Pacific Ocean. And areas down into Mexico, all the way up into Canada. It would be VERY large compared to what it sounds like. Here is the kicker...no set rules/laws. The players decide the laws..just like the real Old West!
Players could be (Not pre-determined classes, just possibilities there for the player to decide)...
- Cow Hands
- Cattle Ranchers
- Rustlers/Outlaws
- Gun Slingers
- Bankers
- Blacksmiths
-General Store Owner
- Barkeeps/Saloon Owner
- Bounty Hunter
- Sherriffs/Deputies
- Trader
- Gold Miner
- Member of the Sioux Nation/Cherokee/Blackfoot
- Union Cavalry/Soldier
Etc, etc, etc.....
When servers opened, some towns would pre-exist (Such as Dodge City, Tombstone, Carson City) and jobs postings would be displayed on the outside doors and walls of building in the towns. First players in have the option to take the jobs and run with it, or not. After a pre-determined amount of time, if jobs aren't occupied..NPC's acquire the jobs and run the businesses. If a player decides they want to try the job, they can pay off the NPC to take the job...or simply kill them (If you can get away with it without the law knowing). From there, players wil have the option (Eventually and when resources are acquired) to BUILD towns, homes, etc.
Players would govern themselves. It would play like any other MMO as far as optiosn for 3rd and 1st person views...but for shooting or showdowns..it would be best for 1st person view. So it WOULD most definitely have FPS elements heavily involved. I'd also want to keep it as cose to the actual period (Such as warped glass in buildings. Only really rich could afford smooth glass...plus, it was extremely rare in the west). Not only would I want it to be open and fun for the player to play, but educational as well as far as how the west evolved, have NPC's in the game that existed in the West and function independantly (as possible) (Billy the Kid, Pat Garrett, Josey Wales, Sitting Bull, Geranimo, etc, etc).
No real quests...although talking to some NPC's CAn bring about tasks they ask of you..adventures (Saving wagon trains from indian attacks, stopping a band of outlaws from robbing the banks/train, etc.)
If it have freedom like in Elder Scrolls serie yeh im all for this one open free world and NPC'S with there own dynamic life cycle.
Also Wagon trains to robbed:) WellsFargo.
As I said. The game would start with a few known and pre-exsisting towns to sort of "kick off" an economy and basis for growth. From there, it is completely up to the player base where it went from there. Complete freedom and player governed system.
We all want something original, but you have to consider it from a viewpoint based in reality. It's not cheap to create a halfway decent game and that means you need somebody to fund your project so you can license all the modern technology, pay employees, etc. It all just boils down to these people not wanting to take risks with their considerable sum of money and want the closest thing to a guaranteed return on their investment as possible. You may be wondering how they get this kind of assurance? They take a look at what's been proven to be successful (profitable) in the past and roll with it. The problem isn't that the people working are sheep, retarded, or lack any kind of creativity, but rather that people hate losing both time/money and can't just go out on a whim when considerable amounts of both are at stake.
Edit: I'd just like to point out that the 'ideas' are the easy part, but shaping those ideas into reality and making them profitable is what's difficult. We can just sit here and talk about how everybody in the industry is completely incompetent and brainstorm interesting ideas, but will any of us invest the time and effort required to learn how to make a game? You can't bash the industry when you've never had the motivation or determination to attempt anything yourself.
On the advisement of my lawyer I had better not divulge this information.
There are 3 types of people in the world. 1.) Those who make things happen 2.) Those who watch things happen 3.) And those who wonder "What the %#*& just happened?!"
Comments
Oh, but you can. It requires a true genius, though. Not something you can command into existence.
I would love to see a fantasy based game entirely centered around a lovecraft based world, ancient orders, living gods.
http://www.yog-sothoth.com/wiki/index.php/H.P._Lovecraft
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
Well all genius need to learn and practise as well, they need to first gain the knowledge to do such things, thats were the idea of iterative comes from. Sure they can make a bigger jump forward than others, but it is still a jump. Einstein was a genius, but without precedent work before him, he would never have achieved what he did now.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
just like nature, progression is a mutation of the status quo. evolution is responsible for some huge changes in how we look, but they can all be traced back to something else. same thing with ideas. "original ideas" are simply a mutation of an existing idea. so saying that "new ideas" doesnt exist is wrong. awhile back, I came up with an "original idea" for a game. it's essentially a genre aggregation game with a MMORPG base. in that game you can play it like a FPS, or a RTS, and you level up/research technology like a RPG. the IDEA of a genre aggregation isnt new. but the implimentation is what makes it new.
The Conan stories are partly set in the Cthulu mythos, Howard was a great Lovecraft fan and the old gods were often hinted in the Conan stories (there are hints about them in AoC as well).
Salomon Kane was even more Lovecraft inspired.
I would not want a fantasy game more based on Lovecraft than that, it should be set in the 1920s and that is it. Base the game on the classic P&P "Call of Cthulu" by Chaosium, it would be the perfect MMO.
I'd like to play an MMO where the xp you get from a mob is based on the relative damage you do to the mob vs what it does to you, per class.
So say I'm a hunter and I kill mob A - if it does damage of 25% of my health to me while fighting it then I get 75% of the maximum xp.
mob B does 50% damage to me, I get 50% of the max xp
So the more skillfully I play the faster I level
Playing: Darkfall New Dawn (and planning to play Fallout 76)
Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe
/shout level 70 group looking for cleric!!!
oh wait, they dont do damage so they are all level 1:D
/group need a heal please
/cleric healing doesnt give me any xp.
Base the healers xp on how efficiently they heal the group i.e. % overheals = % lost xp from what the group fights.
Percentage of time the tank is under 25% health also affects it.
Next problem
Playing: Darkfall New Dawn (and planning to play Fallout 76)
Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe
you cant base the cleric's xp on heal or dmg... based on your system the cleric would get double xp if he/she both heal AND dd.
as for percentage of time tank is under 25%, that MAY be done on purpose. depending on the game, some of the warrior's ability may depend on having low hp (berserker's rage, etc...) I have personally asked clerics NOT to heal me till i'm below 10% so i can boost my dps by a significant amount especially if i'm using some special active abilities.
there are ALOT of problems basing xp on dmg which you dont see because it sounds like you've never played any other class other then a DD. there are other classes which contributes MUCH more to the group's success even tho they do NO damage to the mob (CC'er/puller for examper). heck back in my enchanter days in EQ, i was proud that I did ZERO damage to the mob:D the more damage I do to the mob, the less efficent the group becomes and the slower we killed.
you MIGHT want to try playing ANY class other then DD and think about what you are talking about. why would ANYONE roll a tank if xp is based on damage? or why would ANYONE roll anything other then DD in YOUR formula?
You need a combat system that enables you to play skillfully, pressing a rotation will be the same all the time in traditional combat since you cant physically dodge anything. You will still get the same amount of xp at pretty much the same pace.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
I was talking about how no idea can be "completely original", because that isn't how humans work. I agree ideas can be new and fresh, but it isn't technically original.
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
It already works like that in soloplaying since the more skillfully you play the more mobs do you kill and the more XP you get.
In group play that doesn't work since group playing is a team effort and buffing the DPS guys so they do more damage, tanking or healing is as important as doing a lot of damage without taking any yourself.
I think this system is even worse than the current one and will lead to even more grinding.
I like DDOs system when trashmobs don't give any XP at all, you get XP from quests and bosses only. It encourage smart behaviour instead of running in the hamsterwheel.
Ok, here we go..... Wild West MMO.
Name: Code of the West
This would be a sandbox MMO. No classes (To choose from), the world would just simply be there and the player can decide what they want to be, and what they want to do. The world would consist of The area West of the Mississippi all the way to the Pacific Ocean. And areas down into Mexico, all the way up into Canada. It would be VERY large compared to what it sounds like. Here is the kicker...no set rules/laws. The players decide the laws..just like the real Old West!
Players could be (Not pre-determined classes, just possibilities there for the player to decide)...
- Cow Hands
- Cattle Ranchers
- Rustlers/Outlaws
- Gun Slingers
- Bankers
- Blacksmiths
-General Store Owner
- Barkeeps/Saloon Owner
- Bounty Hunter
- Sherriffs/Deputies
- Trader
- Gold Miner
- Member of the Sioux Nation/Cherokee/Blackfoot
- Union Cavalry/Soldier
Etc, etc, etc.....
When servers opened, some towns would pre-exist (Such as Dodge City, Tombstone, Carson City) and jobs postings would be displayed on the outside doors and walls of building in the towns. First players in have the option to take the jobs and run with it, or not. After a pre-determined amount of time, if jobs aren't occupied..NPC's acquire the jobs and run the businesses. If a player decides they want to try the job, they can pay off the NPC to take the job...or simply kill them (If you can get away with it without the law knowing). From there, players wil have the option (Eventually and when resources are acquired) to BUILD towns, homes, etc.
Players would govern themselves. It would play like any other MMO as far as optiosn for 3rd and 1st person views...but for shooting or showdowns..it would be best for 1st person view. So it WOULD most definitely have FPS elements heavily involved. I'd also want to keep it as cose to the actual period (Such as warped glass in buildings. Only really rich could afford smooth glass...plus, it was extremely rare in the west). Not only would I want it to be open and fun for the player to play, but educational as well as far as how the west evolved, have NPC's in the game that existed in the West and function independantly (as possible) (Billy the Kid, Pat Garrett, Josey Wales, Sitting Bull, Geranimo, etc, etc).
No real quests...although talking to some NPC's CAn bring about tasks they ask of you..adventures (Saving wagon trains from indian attacks, stopping a band of outlaws from robbing the banks/train, etc.)
well, technically speaking no human ideas are "original". we study nature and learn from it. eventually we formulate ideas based on those learning and mutate the ideas into "originals". however, just because an idea is based on other ideas, it doesnt mean it's not "original" because the implimentation can make it an original.
ps, thx for posting on my game idea and i posted some explaination on how the game works if you are interested.
Humans are much better complaining about things they don't like than we are about inventing things that we do like.
Gamer: Hey developer, I don't like [Insert game mechanic]
Dev: Ok, what do you suggest we change?
Gamer: I don't know, you're the dev- you fix it!
_____
I can't really think of an original MMO idea
Zoids or front mission/armored core mmorpg.
Problem with original ideas, is no one can ever find investors for such a thing. If a independently wealthy billionare ever decided he loved sandbox/original MMOs then he might be able to change the market.
If it have freedom like in Elder Scrolls serie yeh im all for this one open free world and NPC'S with there own dynamic life cycle.
Also Wagon trains to robbed:) WellsFargo.
There are endless possibilities.
Maybe a parasite MMORPG, where each player is basically the parasite of another, and thus each player is the world for many other players, and thus the way a player changes his character, so does the world change for the people living on him.
Or an MMORPG with intelligent NPCs, that don't stand around 24/7 like drooling idiots as in 99% of the other MMORPGs. And where each single NPC has a rating on how much he likes you, depending on what you do, and depending on how the factions that NPC is members of like you, and so on.
Or an MMORPG that consists of a galaxy of different kinds of water planets. And depending on your equipment you can access different planets, get into different depths and so on.
*shrugs*
Let's play Fallen Earth (blind, 300 episodes)
Let's play Guild Wars 2 (blind, 45 episodes)
I would really like to see medeval japan mmorpg !
Ant MMO of territory control and full loot PVP in a seamless world in an human urban sprawl. Different races are the different ant species and different class or play styles are the different type of ants within a colony. Gathering,crafting, exploring, adventuring, and Open world PVP between 3 ant species full loot PVP/theme park. A territory control sandbox game in a seamless world.
As I said. The game would start with a few known and pre-exsisting towns to sort of "kick off" an economy and basis for growth. From there, it is completely up to the player base where it went from there. Complete freedom and player governed system.
"Completly original" is Age of Empires Online, and it's aweful.
We all want something original, but you have to consider it from a viewpoint based in reality. It's not cheap to create a halfway decent game and that means you need somebody to fund your project so you can license all the modern technology, pay employees, etc. It all just boils down to these people not wanting to take risks with their considerable sum of money and want the closest thing to a guaranteed return on their investment as possible. You may be wondering how they get this kind of assurance? They take a look at what's been proven to be successful (profitable) in the past and roll with it. The problem isn't that the people working are sheep, retarded, or lack any kind of creativity, but rather that people hate losing both time/money and can't just go out on a whim when considerable amounts of both are at stake.
Edit: I'd just like to point out that the 'ideas' are the easy part, but shaping those ideas into reality and making them profitable is what's difficult. We can just sit here and talk about how everybody in the industry is completely incompetent and brainstorm interesting ideas, but will any of us invest the time and effort required to learn how to make a game? You can't bash the industry when you've never had the motivation or determination to attempt anything yourself.
I have an idea for a completely original MMO!
What? You want me to tell everyone?!
*calls his lawyer and asks if he should...*
On the advisement of my lawyer I had better not divulge this information.
There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"