I think that more MMORPGs should be designed like Corum Online. The game was designed really well and it isn't like many other MMORPGs. Corum Online was a huge success in the Korean and Japanese markets for the past couple of years. That is the game that I have been playing lately because it just recently came out in the US a little while ago. It is provided by a company called GPotato. I would recommend that you check it out or at least read the description of the game because it's awesome!
I would love to see a horror MMORPG. Aren't you just a little fed up of playing a dwarf warrior yet? PvP would be easy, humans v's undead/vamps v's werewolves (who have never got along). For all its faults Vampire masquerade was fun and would make a good MMORPG in my view.
Other things, no levels as such, just skills that get better when you use them and get worse when you don't (2 weeks grace to cover holidays etc though)
Politics that players can get involved in. In fantasy setting, why can't a single person be grand visier or whatever?.
Set up player shops within a city where premises are rented
More life in cities, where is the hussle and bussle?
Actual voices for players, either from the players themselves or as a program that can convert what you type into speach
Alternate paths for those who are tired of hunt and kill (SWG was good at this, I used to play a merchant in the game who didn't even own a gun)
Genuinely unique items
Obviously, all these may cause some technical problems, i'll leave that up to the boffins to sort out
I would love to see a horror MMORPG. Aren't you just a little fed up of playing a dwarf warrior yet? PvP would be easy, humans v's undead/vamps v's werewolves (who have never got along). For all its faults Vampire masquerade was fun and would make a good MMORPG in my view. Other things, no levels as such, just skills that get better when you use them and get worse when you don't (2 weeks grace to cover holidays etc though) Politics that players can get involved in. In fantasy setting, why can't a single person be grand visier or whatever?. Set up player shops within a city where premises are rented More life in cities, where is the hussle and bussle? Actual voices for players, either from the players themselves or as a program that can convert what you type into speach Alternate paths for those who are tired of hunt and kill (SWG was good at this, I used to play a merchant in the game who didn't even own a gun) Genuinely unique items Obviously, all these may cause some technical problems, i'll leave that up to the boffins to sort out
Other than the voice from typing thing (if you actually want it to sound convincing), I'd imagine that most of that would be pretty straight forward.
Something I might expect to start seeing in games in future, particularly for the smaller companies, is more player involvement in the creative side of things. I know The Sims isn't a particularly fashionable game on this site, but for me what they have done so well is in encouraging modding from the players and even giving them the tools to do so.
What we could see is the same kind of things in MMOs, so that players have the tools to design clothes, armour, weapons etc. Obviously these would need approving by the devs before being patched into the game, but once approved, the crafting plans could then be bought from the designers in game, creating a huge array of different and rare items.
Here's a different way of dealing with levels and skills...
Your level only affects your health and manna totals. You gain levels through combat experience or questing and lose them through dying, but the total range isn't so huge, so there's no major disparity between the amount of hit points of different characters.
The skills work on an unrelated system: Some skill trees which everyone has and which you progress in through practice - the kinds of things that anyone might be able to learn including certain crafting skills. Other specialised skill trees only available on becoming a certain class or joining a particular guild (these ones being mutually exclusive).
This way, there's a great scope for individual customisation in terms of skills, and the need for community because no one person can do everything.
Comments
I would love to see a horror MMORPG. Aren't you just a little fed up of playing a dwarf warrior yet? PvP would be easy, humans v's undead/vamps v's werewolves (who have never got along). For all its faults Vampire masquerade was fun and would make a good MMORPG in my view.
Other things, no levels as such, just skills that get better when you use them and get worse when you don't (2 weeks grace to cover holidays etc though)
Politics that players can get involved in. In fantasy setting, why can't a single person be grand visier or whatever?.
Set up player shops within a city where premises are rented
More life in cities, where is the hussle and bussle?
Actual voices for players, either from the players themselves or as a program that can convert what you type into speach
Alternate paths for those who are tired of hunt and kill (SWG was good at this, I used to play a merchant in the game who didn't even own a gun)
Genuinely unique items
Obviously, all these may cause some technical problems, i'll leave that up to the boffins to sort out
Other than the voice from typing thing (if you actually want it to sound convincing), I'd imagine that most of that would be pretty straight forward.
Something I might expect to start seeing in games in future, particularly for the smaller companies, is more player involvement in the creative side of things. I know The Sims isn't a particularly fashionable game on this site, but for me what they have done so well is in encouraging modding from the players and even giving them the tools to do so.
What we could see is the same kind of things in MMOs, so that players have the tools to design clothes, armour, weapons etc. Obviously these would need approving by the devs before being patched into the game, but once approved, the crafting plans could then be bought from the designers in game, creating a huge array of different and rare items.
Here's a different way of dealing with levels and skills...
Your level only affects your health and manna totals. You gain levels through combat experience or questing and lose them through dying, but the total range isn't so huge, so there's no major disparity between the amount of hit points of different characters.
The skills work on an unrelated system: Some skill trees which everyone has and which you progress in through practice - the kinds of things that anyone might be able to learn including certain crafting skills. Other specialised skill trees only available on becoming a certain class or joining a particular guild (these ones being mutually exclusive).
This way, there's a great scope for individual customisation in terms of skills, and the need for community because no one person can do everything.