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What follows are various features I would like to lift from a number of MMORPG's and amalgamate into a composite MMO; a Frankenstein's monster of a game. Admittedly I realise that Frankenstein saw out the end of his days hunting down his creation and no doubt the game I am envisaging would be quite a hideous monstrosity as well, but here it goes: -
WOW (vanilla)
An open world with limited fast travel which occurs in real-time over a consistent, persistent landscape.
The world design for me was always the crowning glory of WOW; it managed to be sufficiently eclectic to remain interesting, large enough to give a sense of exploration (particularly that first time travelling between the NElf starter area and Ironforge), it felt consistently populated and it even incorporated hidden quests and other concealed areas to discover. It managed all of this without taking the more modern synthetic route of providing a checklist of features to 'discover' or tasks to complete.
GW1
There are many features I would like to take from GW1, but foremost is the fact that the levelling process was far from the only carrot to keep people playing. Once Factions was released the level cap could be reached in a few hours; but the game content continued long past this and remained interesting and immersive. There was the continuing story, skills to be captured, areas to be explored, aesthetic items to obtain and so on.
It made a pleasant change for there to be goals other than levelling and the resultant huge stat gains seen in most other mmo's.
DDO
I would take the dungeons, the traps, the puzzles, the hidden areas, and the fact that each player could bring some unique skill to the group that would enable these many features to be completed or defeated.
SWTOR
While I would not take the method of selling aesthetic items in gambling boxes (even if they can be sold afterwards on the Cartel Market), I would certainly take the rich variety of aesthetic items available in this game. That said I would temper this somewhat by reducing down the number of absurdly large and inappropriate mounts you see floating around the space stations.
TSW
My game would incorporate a similar variety of investigation missions.
Rift/ GW2
Dynamic events, although I do feel that these require some more development from those seen in both of the above games.
Path of Exile
The skill trees.
Firefall
The TPS combat.
Wildstar
The double jumping which is frankly just fun, and some elements of the housing system although it all felt too instanced and isolated from other players to be a fully realised feature.
All that remains is a jolt of electricity and my creation lives. What features would you choose to have in your composite mmo?
Comments
Philosophy of MMO Game Design
I don't really need a monster.
I just want a game with deep crafting, a solid economy that is tied to said crafting, and a way for players to interact with each other that does not require PvP.
So something like SWG.
And thats it.
FFA Nonconsentual Full Loot PvP ...You know you want it!!
Typo- I meant Path of Exile.
As far as I know this isn't a extant feature in many current MMORPG (And those that do it seem to just do a little bit). But, Finite resources. Some renewable, Some not. I would like a world that has a total mass. One that remains relatively the same. Nothing ever disappears or is created (crafted not being the same as created/manifested). Only changes form. there would have to be with this a system for no only construction of items, but deconstruction of items as well. A broken sword could have it's fittings stripped and be melted back down into new ingots. A broken bow can be cut down and re-shaped into crossbow limbs. Shattered arrows can be used as kindling for fires. Expended fires might end up being the spot on which new trees grow...That sort of thing.
I feel that limited or finite resources in an MMORPG (starting with the concept) would both force more dynamic content to be developed (in order to work around that kind of constraint) and help keep in game economies stable, longer.