1. Horizontal progression/shallow progression vs. vast vertical progression.
2. Levels vs. no levels/no power platform levels.
3. Simulation vs. game first.
4. No death penalty or harsh death penalty.
5. Forced grouping vs. optional grouping/solo play.
6. Player housing or no player housing.
7. Open World PvP vs. restricted PvP or no PvP.
8. Full loot vs. limited or no looting.
9. Hard difficulty vs. easy difficulty.
10. Questing vs. MOB grinding.
11. PvE having best drops vs. crafting making best gear.
12. Questing/kill based advancement vs. usage base advancement.
13. themepark vs. sandbox.
14. End game vs. no end game.
15. Cash shops vs. cosmetic or no cash shop.
16. F2P vs. B2P vs. P2P.
Comments
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Since we have already gone through several phases of copy cat game design,it is well past the time developers put some actual creativity and immersion into the games.
Instead they want to sell us same old boring and hand holding designs.What i see is devs just like gamer's just aiming at the new trend,the market because that is where the current money is.Some are just slow at getting to the market and is why we see so many copy cat games still coming out years later.
There is a lot of people with creative ideas out there and a lot of excellent coders but it all comes from the top,the business side,they don't sit there thinking "hmm what kind of great game can we build".Instead they think "hmm BR's are doing really well,let's make one or Diablo was a great seller,let's make our own spammy mindless game" or Moba's are top of the food chain,let's make one.
So how can we get developers to go outside the box and be creative and give us something DIFFERENT,well since these are all businesses first and games second,it is VERY tough to expect very much.
Never forget 3 mile Island and never trust a government official or company spokesman.
Things i care about.
Sandbox, death penalty, non instanced housing, hard, differing difficulty levels, many roles, f2p w/cosmetic shop like path of exile, multiple end games, best gear crafted and from drops, restricted pvp, dont care about level system, just have good customization, if every char has same skills and gear, it is boring.
You can see my sci-fi/WW2 book recommendations.
2. Levels or skills and powers from XP.
3. A mixutre of - Simulation vs. game first.
4. Mild(ish) death penalty.
5. Co-op grouping (its not "forced" in Co-op games is it)?
6. Player housing, but that can be a goal after launch. More important is guild HQ.
7. Realm versus Realm
8. No looting.
9. Middling difficulty.
10. Questing.
11. PvE drops, which then need to be given a crafted makeover to be the best gear.
12. Questing advancement for level, skill use for skills up to a maximum.
13. Theme park meat in a sandbox bread, the MMORPG Sandwich.
14. End game, raids etc.
15. Cosmetic cash shop only.
16. Subscription only not "P2P".
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
Shallow progression that adds depth to characters vs. numbers.
2. Levels vs. no levels/no power platform levels.
Depends on the game. I tend to like lack of artificial lower tied to levels.
3. Simulation vs. game first.
I'd say middle of the road.
4. No death penalty or harsh death penalty.
Death should meaningful but not rage quitting.
5. Forced grouping vs. optional grouping/solo play.
I am in optional grouping. It should be effective to group but don't want to bog down my gaming finding a group.
6. Player housing or no player housing.
I'd prefer open world housing in a large enough world to support it and making a home/business useful.
7. Open World PvP vs. restricted PvP or no PvP.
Restricted open world PvP. It has to be meaningful and no major power gaps
8. Full loot vs. limited or no looting.
I lean more towards limited with special items not being lootable.
9. Hard difficulty vs. easy difficulty.
I think games should have all levels of difficulty and not just end game.
10. Questing vs. MOB grinding.
I like to br able to do both but prefer neither.
11. PvE having best drops vs. crafting making best gear.
I would say crafting should be the best outside of unique items.
12. Questing/kill based advancement vs. usage base advancement.
I prefer shallow progression through questing for abilities.
13. themepark vs. sandbox.
Both. Special themepark areas to push a narrative and the rest sandbox with procedural for mundane task.
14. End game vs. no end game.
No true end game as you are doing what is typically end game from the start.
15. Cash shops vs. cosmetic or no cash shop.
No cash shops preferred.
16. F2P vs. B2P vs. P2P.
P2P or subscription.
Logic, my dear, merely enables one to be wrong with great authority.
Vertical
2. Levels vs. no levels/no power platform levels.
Levels
3. Simulation vs. game first.
Needs clarification
4. No death penalty or harsh death penalty.
Harsh
5. Forced grouping vs. optional grouping/solo play.
There is no such thing as forced grouping. Now I have lost interest in the survey.
6. Player housing or no player housing.
7. Open World PvP vs. restricted PvP or no PvP.
8. Full loot vs. limited or no looting.
9. Hard difficulty vs. easy difficulty.
10. Questing vs. MOB grinding.
11. PvE having best drops vs. crafting making best gear.
12. Questing/kill based advancement vs. usage base advancement.
13. themepark vs. sandbox.
14. End game vs. no end game.
15. Cash shops vs. cosmetic or no cash shop.
16. F2P vs. B2P vs. P2P.
Read more at https://forums.mmorpg.com/discussion/479475/what-side-of-mmorpg-design-do-you-stand-on#gKlHdjbWD8ZusZWQ.99
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Just like forced grouping means you are required to group to advanced. You may not literally be forced but if you want to advance you have to. I swear people just enjoy being contrary just to make statements.
¯\_(ツ)_/¯
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Game first
14. End game vs. no end game.
Endgame
5. Forced grouping vs. optional grouping/solo play.
Multiplayer content
9. Hard difficulty vs. easy difficulty
Hard enough to make content interesting
11. PvE having best drops vs. crafting making best gear.
I hate crafting
7. Open World PvP vs. restricted PvP or no PvP., 8. Full loot vs. limited or no looting.
Restricted to no PvP with no looting, I never cared for owPvP.
2. No levels/no power platform levels.
3. Simulation
4. Moderate death penalty.
5. Forced grouping
6. Player housing would be a nice bonus.
7. Restricted PvP or no PvP.
8. Limited or no looting.
9. Easy difficulty at first, then gradually increased difficulty.
10. Questing that involves mob killing in various ways.
11. Crafting making best gear out of drops from PvE.
12. Questing/kill based advancement.
13. Sandpark.
14. No end game. (The whole game should be your end game).
15. Cosmetic or no cash shop.
16. P2P.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
2) Prefer a lack of levels, but don't really care.
3) It's a game. Don't make it a bad game for the sake of realism.
4) Enough penalty to make you care if you die, but not much more than that. Don't make a death ruin your day.
5) Whatever group content you're going to have, make it easy to get a group. What's lethal is requiring groups while making it impractical to get a group.
6) Don't care, unless it somehow contributes to gameplay. A Tale in the Desert is the only example I've ever seen of that.
7) Make PVP consensual, or at least restricted enough that it doesn't particularly interfere with people who don't want to PVP.
8) No looting other players.
9) Adjustable difficulty, with rewards that scale strongly enough with difficulty to encourage players to try relatively challenging things.
10) Questing
11) Depends on whether crafting is interesting. If crafting is going to be some awful grind or no real content there, then don't force people to do it. But if you're willing to make a good crafting system, it can have the best gear.
12) Questing/kill based
13) Some of each--in different games. I like for different games to be different.
14) No end game
15) Don't make it so that whales have a gameplay advantage over people who pay a more modest amount.
16) I prefer subscription, but mainly care that I can get what I need in order to enjoy the game for a modest amount of money. If it's going to be free to play, I like optional subscriptions that give you all of the good stuff for something like $10/month or $15/month or whatever.
A few explanations.
1 & 2) Progression is tricky. It's why I play RPGs. Power gaps are not good, though. Levels are kind of "iffy" for me. Some of the UO players have said UO had no levels and was totally based on skills. That sounds perfect for me.
3) It has to have a good balance between simulation and game. I don't need to "go potty" in the game. I don't desire to take 1 or 2 game hours to cook a meal 3 times a day. I have also noticed that many "clever small details" can quickly become annoying when doing the over and over all the time.
4) Death. There needs to be consequences for mistakes. It needs to matter and not become a means of fast travel. EQ had harsh penalties that I both enjoyed and hated. The added "I gotta get to my corpse!" happenings could be fun and create some interesting situations. Also, classes with "find corpse" abilities/spells were useful. I hated the level loss, because it was NOT equal to how you died, or what killed you. I've lost levels because some 1st level Orc Pawn killed me after defeating a terrible foe and I was low on health. "BAM! We'll take that level back, please!"
7 & 8) I take it that "open world PvP" means anarchy in this list? If so, there is no place for that in an MMORPG I want to play. Otherwise, OWPvP with consequences could be interesting. Also, "looting" is tied to PvP, yes?
9) There needs to be hard AND easy things to do. I don't "need" to be challenged 100% of my time in a game. I tire easily and quickly
10) Levels, again. Neither choice is good to me. When one quests, hopefully they use their skills. Mob grinding is no longer fun, because combat no longer allows "typing in chat." (Not everyone likes voice speak.)
11) I think there should be some items that only a Boss Monster has. Something they stole, or something like that. But I also think that crafting should be a viable way to get good items, too. Just don't make p[layers craft in order to "get the good stuff." Unless your game is made for crafters
12) A bit of both for me. Sandpark or Themebox
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
This is like saying am not forced to have 4 other players in a 5 vs. 5 game. Sure I have a choice of not playing but to play I have to pick up 4 other players. The other gyms allow 1 vs. 1 games of basketball so we know it's possible. So again this one gym is forcing 5 vs. 5. It's a requirement.
Just like a MMORPG can allow solo combat. If you have to group up it is called forced grouping. You may not like the term but you know the commonly used meaning it's had for more than a decade. That is your own personal issue.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon