2. It would contain the npc trading both intra and inter continental trading of ArcheAge with its farming systems. Housing would be controlled more like an RTS and Sim City.
3. There would be a region conquer system like the boardgame Risk or other strategy games.
4. Interdependency with pvp and pve - gameplay would be based around nations and nation pride. How so?
a. PVE players would be the crafters and would clear out monsters from wild unconquered territories
b. PVP players would be the military and escorts for PVE players of the same nation while in hostile territory
c. Both groups can defect to other nations if the other side is not fulfilling their part of the bargain - there would be a "morale meter" to gage this. This meter would not be based on players but on situational requirements based on the nation itself. ie: Too many invasions without successful defenses? PVP players would incur a penalty to the "morale" of the nation. Terrible resource management? The PVE'rs would incur a penalty to the "morale" of the nation. Morale meter too high on either side - the ability to defect to another nation is enabled.
5. Skill based system - classes would be custom builds akin to the skill build class system of Morrowind where you could create a class based on your collection of skills.
6. You would have to declare yourself a "PVP/PVE/BOTH" player right after character creation. This designation gives better percentages to skills of your playstyle of choice. +10% to pve/pvp skills. Players that choose "Both" get skill boosts of +5% to both sets of skills.
7. World lore would be a combination of High Fantasy and Sword and Planet. Continent would be separated into regions that can be conquered piece by piece. World would start off with 3 nations.
8. Paid GM storylines within continents
9. RTS sub game aspects available for those that wish for them - building cities, managing resources, etc.
10. Extensive Crafting system - A mixture of the system in Vanguard and FFXIV. Portable Crafting Equipment and Group Crafting equipment - Group crafting projects give bonuses - these are mainly utilized by guilds at guild headquarters.
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
1. I would make a 'The Highlander' MMO. "There can be only one."
2. I would make an MMO like TSW, but players could be Hunters, Werewolves, or Vampires.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
First option: buy Istaria, update graphic, introduce another 1 million quests, all wise proposals made by players and enjoy the best PvE themepark.
If Istaria is not for sale/another billionaire bought it...Well, then a game that is:
pure PvE themepark
free to play, Istaria type model
if I am ever forced to have cashs shop - I would sell ONLY fluff items. Cool dress of the Morning Sun for some $ that gives zero advabtage, just cool look. Or War Pig of Gendalf the Noob for some $ - no combat use, no status, just pig you can ride.
easy mode
player-created content, from cosmetic shoes to some nice quest or story,. of course, after developers approve
solo friendly: each quest could be soloed. Irt may happen that lvl.30-40 quest is soloable only at lbvl.85, but it's still soloable
Hardcore server for those Screamers who want to enjoy permadeath and other things. You want it, you got it (though no PvP)
soft, bright scenery, Istaria/Lotro type
possibly - many fantasy races (of course, for paying members)
Random Number Generator is not crucial anymore: while it could work deciding what would lvl.7 Grulet drop, it won't stop players from obtaining end-game items
fantasy game, but without adult themes (no bikini armour) or anime-style (no pandas holding 50 meters high and 5 meters tall swords)
player housing and plots. Buy/rend land, plan buildings, build them and enjoy
each class is clearly defined and does what it is destined for. Ranged tank nukes from afar, but is weak at melee; melee tank smashes anything that is near, but has very poor ranged attacks etc. No "support" or "second tank" roles since they are worthless
player-owned market. No "Superb Shiny Combat Armour" that drops from spider or grulet
developers/all staff would have to create new toons every now and then, see how things look from single player's point of view - so that my stuff would get non-biased experience
many random events that happen now and then, from "kill 1,5 rats" to "craft me a candy, plz"
i would take my own project into completion, as long as i had the manpower, money and time and the fanbase doesnt become hyped with the thing.... would post the features but its so complicated that would require several wall of text for it
Western theme.. Very similar to SWG, meaning you can play a fighting class, or be uncle Owen the farmer (rancher).. One twist I would love to throw in tho.. A player can have the option to be a villain..
"Dune" theme.. NO.. not everyone can become the Kwisatz Haderach..
Sc-fi post apocalyptic theme.. multi-race w/ mutants and add in some futuristic weapons..
Originally posted by Foomerang I'd make an ecosystem from the ground up. The entire food chain, migrations, seasons. No combat. Id have players as aliens exploring a new world. Non gendered. Non humanoid. The goal is to understand how this new world works and create ways to celebrate its indigenous lifeforms.
And then.... kill them?All joking aside - I'd play this in a heartbeat
A breeding system Creating new live forms, and what not. But i dont like the No Combat part. I prefer when there is always a good and evil side.
And there should be more than one planet. Few planets so we can travel between them. And planets with no life at all, where we can bring life from other planets and cross breed.
But yeah, i repeat again, there are always dangers. Dangerous animals. if we can fight they will just kill us. There should be a way for us to kill those pesky animals. And the consequences that if we destroy them fully, there will be no more of the species.
For that part the planets should be big, with thousends of secret places and underground caverns and what not, so we can constanly discover new species and cross breed.
And ways to make dangerous mutant animals to attack any city that we can get to and pronounce war against the entire world, and total planetary anihilation of every single player by any means necesery.
There could be ways of escaping danger without killing. Think ranger in swg. Mask scent, camouflage, traps, tranquilizers. I would make it so if you needed hide, meat bone, other animal resources, you could capture young or unhatched wild animals and breed them. I also think it would be cool to study primitive tribes like day learn about some murloc type creatures, be able to morph into one, infiltrate their society. Learn their language, culture, history, know their enemies and help their cause. Take with you unique food recipes or clothing patterns or games that they like to play and share them in the main city floating above the planet.
2. Destructible environments for pvp and raids/pve
3. Make gold easy to make and also many ways to spend - building houses, forts, defenses, bounty hunting, gambling, buying favor with npcs
4. Day/night cycles - multiples moons and suns
5. In depth character creation - many races
6. Short high quality story
7. No side qusting - but mini games (card games, and pvp instances), dynamic events, and puzzles including platforming
8. racing
9. mounted combat
10. player created content - dungeon creator as defenses, arenas
11. bounty hunting
12. Intelligent and alive mmo systems that create a sense of a universe with working systems that change with large dynamic events with npc moving to different locations
13. Choice matters for story and npc alignment - and make characters multi class systems
14. different gear for different classes but can be loaded on one class - and high drop rates so grinding content does not matter
15. dynamic dungeons with completionist rewards for beating times - best time on server etc
17. open world pvp / seiges
18. crafting - player created economy. BiS from players
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
- Player skill and user interaction over level grinding and button mashing
- Very low level-cap, but death brings you back to level 1
- Players would define politics, economy and social aspects of the game, as well as create new organizations
- Every job would be meaningful, a blacksmith wouldn't just know how to mix a silver bar and a grinding stone, he would be skilled at his art
- It would have a well balanced PvP and PvE system, where the safety of the population would reside upon the territory rulers and yet, it would be possible for assassinations, thefts and flat out war
- Questing would be meaningful, what the players decide to do while questing will have long-lasting consequences in the world
- Itemization would be important, but not so important that it trumps over every other aspect such a player skill, positioning and numbers
I would make one of two games... Either a transformers-esq (non-license... because let´s face it... Transformers doe not fr some odd reason do well in game form) themepark game.
Or
I´d do "the Crew" the right way... Start off with a smaller state... modell it.. the entire IT... From the smallest gas stop to the biggest metropolitan. Things does not have to be exactly 1:1 when it comes to brands and exact locations of stores and stuff.. but layout wise. Then Build out from said state.. Sure it would never get to all states but it would be awesome.
In my game you'd be controller of a city in fantasy world, and have to build and upgrade your city in real-time like all the browser MMORTS games do.
In this game there wouldn't be any real battle mechanics. Instead the game would have several short stories about your kingdom and its residents, and you'd need to build buildings, recruit armies, etc. for the heroes of stories to use in order to progress with the short story you've chosen.
It would likely be a failure, but I wouldn't have the skills to compete with professional developers so I think I'd need to think outside the box to have any chance of success.
I would probably do an mmo with very low focus on pvp. Only 1 playable faction, or at least with all factions working towards the same goal. Ex. if we consider the armed forces. We could say it was just one "faction" but on the other hand you could say it's 3 "factions" fleet, ground and airforces.
I know loads of people love pvp and would never consider a game with no or very little focus on pvp, but I prefer working together with other players, not against them. So in my game the focus would be somewhere else.
The setting... I was thinking halflife. Ofc that's impossible if I couldn't get Valve in on the idea, but it just might work.
If not how about a Termnator setting. Game starts of the day the computers rebel against the humans. Humans still control a fair bit of land and resourses but are definedtly in the defensive position and driven backwards.
It wold be a rolespecific game, most likely trinity based, but maybe with more focus on control and less on tanking. More slowing blocking and kiting than tanking. Would have to be tested in a basic version to see what it feels like. Might very well just end up with a more standard trinity game if it doesn't work.
World would consist of the entire USA. Eventually maybe branching it t the UK, Mexico & Canada if it got big enough.
Create a character from tons of customization options, then the game would randomly drop you into the world. No set starting points.
No levels. Just the ability to acquire skills to help you survive. Although there would be a survival timer to allow players to boast, as well as give perks based on survival time (nothing crazy).
Players who get bitten will turn. They have 2 choices...restart from zero, or play as a zombie and hunt players until they die.....again.
Zombies would be varied. From slow shamblers, to full on runners, feral zombies, zombie packs, etc.
Full use of any world items...full access to buildings, cars (As you can acquire gas, parts to get them running. Outfit them with armor, etc.).
Players could also kill other players for their goods much like DayZ, etc. Build communities, make gangs to survive better, try to re-establish civilization, etc.
The Captain/Leader/Commander would be a buffing type class, who gave 'commands' that work as buffs that players would then be encouraged to choose.
The Helm class would be, effectively, a tank, flying the ship in a way as to mitigate damage, or draw fire from other ships. They'd be able to switch from high-output twitch mode to more sustainable 'Maneuver Queue' mode.
The Engineer class would be, effectively, the support class, healing the ship by various means while also creating useful items and buffs for other classes/positions.
The Science/Technology class would be the mage/caster of the group, creating and handling scientific shenanigans and anomalies and stuff.
The Weapons/Tactical class would be the DPS of the group, basically shooting up a storm, also alternating between high output twitch mode and 'Attack Queue' mode.
There'd be a number of secondary classes, with Communications as summoner, things like that. That's the intermediate version. The Star Trek version. The Star Wars/SWG JTL version with just pilot-gunner-engineer is another option.
Gameworld:
A galaxy with FTL travel, capital ships of various sizes as crews/guilds acquire and upgrade and customize them. Much of the play is 'soft instanced' where you have a specific coordinate you are 'warping' to, but it's not really in a full map, and you can only go to where someone else is if you have their exact coordinates, because space is just soooooo huge.
Solo Play:
All players have their own personal shuttle/fighter craft they can pilot as needed.
Enemies:
Various gimme factions. The hive mind alien faction, the animalistic brutal throwback alien faction, the we're-better-than-you high tech alien faction. Galactus. Hooluvoo (sp?) just, y'know, go crazy with it.
PvP:
There are tons of instanced PvP events, both large and small scale. If your crew is set to open PvP you can be intercepted mid-warp/jump by others. Fun times.
If I really had the money and time (which would mean winning a HUGE amount at the lottery), I'd make a sandbox following the spirit of Trammel UO, with totally optional PvP and so many things to do beside mindless PvP ganking that most won't care about it anyway, but with modern 3D graphics, animations, sound and world size. And I would laugh at the inevitable few trolls on my official forums who would still whine for hardcore full loot death penalties and FFA PvP.
Actually, I'd create a sandbox exactly the opposite way all the indie failures (darkfail, mortal online, etc...) did it. I'd create it for players, and not for no life nerds and/or for griefers.
Jean-Luc stop reading my mind!
I recently put a fair amount of thought into this very topic...
Nothing but stereotypical tripe on a grand scale, if money was no object.
Worlds within worlds and MMOs within MMOs. Different technology levels per "factions" or "worlds". Similar to the Star Ocean: Til the end of Time (perhaps with a mix of Chrono Trigger). Start on a different world and or on the Galactic level, living in that world's level of technology (if any) with galactic laws prohibiting showing technology to undeveloped worlds (thus even galactic players need to use their technology to hide their technology when on these worlds).
Each world has its own ecosystem and or level of technology similar to the real world, but in fantasy setting. Each world could be a game or MMO in of itself (meaning, if someone wants to stay in a Fantasy World with knights, they could do so as it's fully fledged as a MMO or game in its own right, with perhaps patches and updates on different schedules from other worlds or galactic times). Each world has it's own lore and storyline and systems. You may aspire to the stars in various ways, if you wish, had you started on a low technology planet.
Pre-historic world
Ancient Times
Low Fantasy World
High Fantasy World
Modern World
Futuristic Worlds
Galactic Stages and Political intrigues (also politics in other worlds in some way) and large sci-fi space ships.
Each world could have it's own expansions as well -- as they do patches. But overall the same universe. Own villains with each world, as well as a Galactic menace that the Galactic stage wages war against to protect undeveloped worlds and keep them in the dark about the dangers as they develop their societies (granted, staying relatively similar in terms of technology as that's the core feature of the Mega MMO or MMMORPG).
Obviously there will be customizable housing and plenty of sandbox elements. Sitting in chairs, laying in beds, vast amounts of idle emotes, including laying against walls, sitting on rooftops with feet dangling down, etc. Much immersion. Kind've like how FFXIV and Black Desert do it.
Due to frequent travel in my youth, English isn't something I consider my primary language (and thus I obtained quirky ways of writing). German and French were always easier for me despite my family being U.S. citizens for over a century. Spanish I learned as a requirement in school, Japanese and Korean I acquired for my youthful desire of anime and gaming (and also work now). I only debate in English to help me work with it (and limit things). In addition, I'm not smart enough to remain fluent in everything and typically need exposure to get in the groove of things again if I haven't heard it in a while. If you understand Mandarin, I know a little, but it has actually been a challenge and could use some help.
Also, I thoroughly enjoy debates and have accounts on over a dozen sites for this. If you wish to engage in such, please put effort in a post and provide sources -- I will then do the same with what I already wrote (if I didn't) as well as with my responses to your own. Expanding my information on a subject makes my stance either change or strengthen the next time I speak of it or write a thesis. Allow me to thank you sincerely for your time.
Comments
1. It would be a TRUE intertwined pvp and pve mix
2. It would contain the npc trading both intra and inter continental trading of ArcheAge with its farming systems. Housing would be controlled more like an RTS and Sim City.
3. There would be a region conquer system like the boardgame Risk or other strategy games.
4. Interdependency with pvp and pve - gameplay would be based around nations and nation pride. How so?
a. PVE players would be the crafters and would clear out monsters from wild unconquered territories
b. PVP players would be the military and escorts for PVE players of the same nation while in hostile territory
c. Both groups can defect to other nations if the other side is not fulfilling their part of the bargain - there would be a "morale meter" to gage this. This meter would not be based on players but on situational requirements based on the nation itself. ie: Too many invasions without successful defenses? PVP players would incur a penalty to the "morale" of the nation. Terrible resource management? The PVE'rs would incur a penalty to the "morale" of the nation. Morale meter too high on either side - the ability to defect to another nation is enabled.
5. Skill based system - classes would be custom builds akin to the skill build class system of Morrowind where you could create a class based on your collection of skills.
6. You would have to declare yourself a "PVP/PVE/BOTH" player right after character creation. This designation gives better percentages to skills of your playstyle of choice. +10% to pve/pvp skills. Players that choose "Both" get skill boosts of +5% to both sets of skills.
7. World lore would be a combination of High Fantasy and Sword and Planet. Continent would be separated into regions that can be conquered piece by piece. World would start off with 3 nations.
8. Paid GM storylines within continents
9. RTS sub game aspects available for those that wish for them - building cities, managing resources, etc.
10. Extensive Crafting system - A mixture of the system in Vanguard and FFXIV. Portable Crafting Equipment and Group Crafting equipment - Group crafting projects give bonuses - these are mainly utilized by guilds at guild headquarters.
Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!
My Ideal MMO
1. I would make a 'The Highlander' MMO. "There can be only one."
2. I would make an MMO like TSW, but players could be Hunters, Werewolves, or Vampires.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
If i had money i would buy fallen earth and invest in making that game better.
I would also say there is a huge potential in a wild west mmo if done properly, and by properly i mean in a red dead skin for mass market appeal.
A water world mmo might be cool to with players building most of the settlements and content.
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
First option: buy Istaria, update graphic, introduce another 1 million quests, all wise proposals made by players and enjoy the best PvE themepark.
If Istaria is not for sale/another billionaire bought it...Well, then a game that is:
http://www.mmoblogg.wordpress.com
i would take my own project into completion, as long as i had the manpower, money and time and the fanbase doesnt become hyped with the thing.... would post the features but its so complicated that would require several wall of text for it
Mine would be a toss up between 3 types..
Vanguard with the prettiness, optimisation, and production quality of FFXIV.
I would want mine in either of these:
1.Shadowrun mmo
2.FFXI-2
3.Dark Souls mmo
4. Mmo where you control character and mechs/robots in the land,sea, and air.
Are we talking about Spore?
1. Sci fi focus MMO
2. Destructible environments for pvp and raids/pve
3. Make gold easy to make and also many ways to spend - building houses, forts, defenses, bounty hunting, gambling, buying favor with npcs
4. Day/night cycles - multiples moons and suns
5. In depth character creation - many races
6. Short high quality story
7. No side qusting - but mini games (card games, and pvp instances), dynamic events, and puzzles including platforming
8. racing
9. mounted combat
10. player created content - dungeon creator as defenses, arenas
11. bounty hunting
12. Intelligent and alive mmo systems that create a sense of a universe with working systems that change with large dynamic events with npc moving to different locations
13. Choice matters for story and npc alignment - and make characters multi class systems
14. different gear for different classes but can be loaded on one class - and high drop rates so grinding content does not matter
15. dynamic dungeons with completionist rewards for beating times - best time on server etc
17. open world pvp / seiges
18. crafting - player created economy. BiS from players
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
This is the main points of what I would make:
- Medieval based
- Player skill and user interaction over level grinding and button mashing
- Very low level-cap, but death brings you back to level 1
- Players would define politics, economy and social aspects of the game, as well as create new organizations
- Every job would be meaningful, a blacksmith wouldn't just know how to mix a silver bar and a grinding stone, he would be skilled at his art
- It would have a well balanced PvP and PvE system, where the safety of the population would reside upon the territory rulers and yet, it would be possible for assassinations, thefts and flat out war
- Questing would be meaningful, what the players decide to do while questing will have long-lasting consequences in the world
- Itemization would be important, but not so important that it trumps over every other aspect such a player skill, positioning and numbers
See the full concept here:
http://www.mmorpg.com/discussion2.cfm/thread/424481/A-Living-MMORPG.html
I would make one of two games... Either a transformers-esq (non-license... because let´s face it... Transformers doe not fr some odd reason do well in game form) themepark game.
Or
I´d do "the Crew" the right way... Start off with a smaller state... modell it.. the entire IT... From the smallest gas stop to the biggest metropolitan. Things does not have to be exactly 1:1 when it comes to brands and exact locations of stores and stuff.. but layout wise. Then Build out from said state.. Sure it would never get to all states but it would be awesome.
This have been a good conversation
The Book Online
In my game you'd be controller of a city in fantasy world, and have to build and upgrade your city in real-time like all the browser MMORTS games do.
In this game there wouldn't be any real battle mechanics. Instead the game would have several short stories about your kingdom and its residents, and you'd need to build buildings, recruit armies, etc. for the heroes of stories to use in order to progress with the short story you've chosen.
It would likely be a failure, but I wouldn't have the skills to compete with professional developers so I think I'd need to think outside the box to have any chance of success.
I would probably do an mmo with very low focus on pvp. Only 1 playable faction, or at least with all factions working towards the same goal. Ex. if we consider the armed forces. We could say it was just one "faction" but on the other hand you could say it's 3 "factions" fleet, ground and airforces.
I know loads of people love pvp and would never consider a game with no or very little focus on pvp, but I prefer working together with other players, not against them. So in my game the focus would be somewhere else.
The setting... I was thinking halflife. Ofc that's impossible if I couldn't get Valve in on the idea, but it just might work.
If not how about a Termnator setting. Game starts of the day the computers rebel against the humans. Humans still control a fair bit of land and resourses but are definedtly in the defensive position and driven backwards.
It wold be a rolespecific game, most likely trinity based, but maybe with more focus on control and less on tanking. More slowing blocking and kiting than tanking. Would have to be tested in a basic version to see what it feels like. Might very well just end up with a more standard trinity game if it doesn't work.
Zombie Apocalypse MMO
World would consist of the entire USA. Eventually maybe branching it t the UK, Mexico & Canada if it got big enough.
Create a character from tons of customization options, then the game would randomly drop you into the world. No set starting points.
No levels. Just the ability to acquire skills to help you survive. Although there would be a survival timer to allow players to boast, as well as give perks based on survival time (nothing crazy).
Players who get bitten will turn. They have 2 choices...restart from zero, or play as a zombie and hunt players until they die.....again.
Zombies would be varied. From slow shamblers, to full on runners, feral zombies, zombie packs, etc.
Full use of any world items...full access to buildings, cars (As you can acquire gas, parts to get them running. Outfit them with armor, etc.).
Players could also kill other players for their goods much like DayZ, etc. Build communities, make gangs to survive better, try to re-establish civilization, etc.
Old Wild West Sandbox
and no Red Dead is not even close to what I am talking about
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
A Sci-Fi Game with focus on crews as group play.
Classes:
The Captain/Leader/Commander would be a buffing type class, who gave 'commands' that work as buffs that players would then be encouraged to choose.
The Helm class would be, effectively, a tank, flying the ship in a way as to mitigate damage, or draw fire from other ships. They'd be able to switch from high-output twitch mode to more sustainable 'Maneuver Queue' mode.
The Engineer class would be, effectively, the support class, healing the ship by various means while also creating useful items and buffs for other classes/positions.
The Science/Technology class would be the mage/caster of the group, creating and handling scientific shenanigans and anomalies and stuff.
The Weapons/Tactical class would be the DPS of the group, basically shooting up a storm, also alternating between high output twitch mode and 'Attack Queue' mode.
There'd be a number of secondary classes, with Communications as summoner, things like that. That's the intermediate version. The Star Trek version. The Star Wars/SWG JTL version with just pilot-gunner-engineer is another option.
Gameworld:
A galaxy with FTL travel, capital ships of various sizes as crews/guilds acquire and upgrade and customize them. Much of the play is 'soft instanced' where you have a specific coordinate you are 'warping' to, but it's not really in a full map, and you can only go to where someone else is if you have their exact coordinates, because space is just soooooo huge.
Solo Play:
All players have their own personal shuttle/fighter craft they can pilot as needed.
Enemies:
Various gimme factions. The hive mind alien faction, the animalistic brutal throwback alien faction, the we're-better-than-you high tech alien faction. Galactus. Hooluvoo (sp?) just, y'know, go crazy with it.
PvP:
There are tons of instanced PvP events, both large and small scale. If your crew is set to open PvP you can be intercepted mid-warp/jump by others. Fun times.
The Illusion of Choice
a sci-fi on the ground game.. not just flying around in ships crap i dont really like that.
or perhaps Spore as an mmo that would be crazy http://en.wikipedia.org/wiki/Spore_(2008_video_game)
I had fun once, it was terrible.
Jean-Luc stop reading my mind!
I recently put a fair amount of thought into this very topic...
http://www.mmorpg.com/blogs/BadSpock/032015/26557_The-MMO-concept-gestating-in-my-head-for-the-last-few-years
Nothing but stereotypical tripe on a grand scale, if money was no object.
Worlds within worlds and MMOs within MMOs. Different technology levels per "factions" or "worlds". Similar to the Star Ocean: Til the end of Time (perhaps with a mix of Chrono Trigger). Start on a different world and or on the Galactic level, living in that world's level of technology (if any) with galactic laws prohibiting showing technology to undeveloped worlds (thus even galactic players need to use their technology to hide their technology when on these worlds).
Each world has its own ecosystem and or level of technology similar to the real world, but in fantasy setting. Each world could be a game or MMO in of itself (meaning, if someone wants to stay in a Fantasy World with knights, they could do so as it's fully fledged as a MMO or game in its own right, with perhaps patches and updates on different schedules from other worlds or galactic times). Each world has it's own lore and storyline and systems. You may aspire to the stars in various ways, if you wish, had you started on a low technology planet.
Pre-historic world
Ancient Times
Low Fantasy World
High Fantasy World
Modern World
Futuristic Worlds
Galactic Stages and Political intrigues (also politics in other worlds in some way) and large sci-fi space ships.
Each world could have it's own expansions as well -- as they do patches. But overall the same universe. Own villains with each world, as well as a Galactic menace that the Galactic stage wages war against to protect undeveloped worlds and keep them in the dark about the dangers as they develop their societies (granted, staying relatively similar in terms of technology as that's the core feature of the Mega MMO or MMMORPG).
Obviously there will be customizable housing and plenty of sandbox elements. Sitting in chairs, laying in beds, vast amounts of idle emotes, including laying against walls, sitting on rooftops with feet dangling down, etc. Much immersion. Kind've like how FFXIV and Black Desert do it.