The "sand/sim" elements: gather resources from the ground and trees, fish, farm, crafting involves learning to play the relevant crafting minigame, not grinding XP by crafting useless crap. Craft mainly for yourself, not to sell to others - build your own house, storage, appliances that unlock branches of the crafting tech tree. Capture and breed monsters. Areas of the game which do not have monsters (mainly NPC towns, passage between them, and a semi-safe area around them) have no level restrictions.
The "park" elements: avatars with highly customizable appearances, world marketplace, minigames, story-rich NPC towns, instanced dungeons which scale from one player to a small group, tutorials to orient new players to the game, a user-friendly map, tons of achievements players can choose to pursue (which have rewards just like quests).
Basically an updated Runescape.
Yea me too.
I think of it as Tale In The Desert (or Wurm or Xsyon) plus good PvE monster hunting and NPCs/story aka themepark elements. But yes, there are some similarities with Runescape. If you are interested in the same type of game I am, I'm always interested in discussing details of a design for such a game.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Comments
I think of it as Tale In The Desert (or Wurm or Xsyon) plus good PvE monster hunting and NPCs/story aka themepark elements. But yes, there are some similarities with Runescape. If you are interested in the same type of game I am, I'm always interested in discussing details of a design for such a game.