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Here is the challenge:
Describe in a brief synopsis what the game setting would be and key features it would have.
Additional attributes:
PVP vs PVE: In a few sentences what is your PVP policy?
Group Versus Solo Content. This is a slider, a 1 is focused on the Solo player content and a 100 is focused on the Group content with 100 being almost exclusively needing to group up to play.
Classes? Classless?
Also, since everyone would love great graphics, lag-free, avoidance of grind by creating elaborate stories, but no MMORPG can focus on all of them at once, you have a point based system. You get 100 points you can distribute however you want in the following categories:
1-Graphics:
2-Stability: Lag-free/can play on many different machines/video cards
3-Grind Avoidance: Writing quests other than "Kill 20 boars" and creative ways to avoid Grind
4- Bonus Features: Want a feature like starship travel with the ability to get out and walk around? put points here to represent time spent developing the vehicle control scheme. Things that most MMORPGS aren't doing or aren't doing well. So a simple mount may be no points, but being able to get in and drive hoverbikes? That costs a few points. Having humans moderate events etc.
5-Music and Sound: Yes, its important to many
6-Unique/active combat system. Age of Conan focused on it, the more points here the more variance and strategy involved instead of spamming the one button click
7- UI customization: Creating a non-exploitable UI enhancement system so users can create their own mod interfaces and handy-little apps.
8- Instance Raid Environments-How much effort will be put on large scale raid environemtns
9- SPACE: How much of a world do you want to create? A few zones with a lot of detail only a few points, a lot of zones/area
10- Outside tools and apps: Creating special guild hosting features with databases, ranking tools, special etc.
Spend your points wisely, I think those 10 cover most categories and you can use option 4 for almost anything I left out.
HERE IS MINE:
"Fantasy Kingdom Online"
-Synopsis: A game that is a hybrid kingdom simulator/MMORPG. The game begins with the player controlling a small kingdom that is an instance they can walk around. For those of you famillar with Elwynn Forest in WoW, the initial demense is about this size. The player has a village center, and one or two resource collection areas.
The initial 'tutorial' quests will be in the instance, as you set about solving problems for your lumbermill or hunting a robber baron and his forces in the game.
The demense would match your starting race/class choices, as examples:
If you play a Dwarf or Goblin your demense looks like a Dwarven Mountain Range.
On that server, all your characters will now be Dwarves. So they share the demense and add to it. If you have a Priest there is a Temple, if you get a Mage there is a Wizards Tower. there will be more classes than you can have character slots, so you can't have them all. Maybe 6 character slots and 8 classes.
The game will be strategic in that when you are not online as that character, its still there "Doing Something" in his personal building and I would like to even have it be computer controlled and come along on quests with you. I'd like the game to be not just some 'pet classes' but because it is strategic as a Warrior you bring along 4 or 5 "Squires" with you, as a Wizard you have your apprenteencies and summoned familliars and so on. The game would be focused on this instead of the concept you are a single person all the time.
As you quest, you add NPCs to your world that serve you. Save a blacksmith, he is added to your world. Solve a quest maybe your people build a statue to you in your town square. If you however ignore them and grind, soon your town becomes dark and forboding and empty.
As you join a guild, you can give access to others to your demense, but while there the people they interact withwill not assume they are the lord of the manor.
PVP versus PVE: I would like the game to have both, and when a player reaches a certain level he can actually choose to raid other PVPers Lands. How this would work is the game would use a 'relative power' matching system and you would actually go with your NPC army who is supporting you. When you do this "Raid" its possible to increase your own wealth at the expense of your enemy. This sort of PVP war would be totally optional.
More traditional PVP battlegrounds would also be around, but with a focus on skill versus gearing out/l33t/twink players. IF l33t players don't like it, there is always wow.
Group Versus Solo Content: I would set this slider at 25, I want to give the solo player the ability to socialize and do diplomacy, but to go on most quests on their own with the support of the computer controlled NPCs. You could group up, but I want the game mostly to let you do it. I would spend some effort making sure you couldn't be babysat or twinked by high levels.
1-Graphics: 20: Like it or not, this is a big selling point. Lot of grognards say no, but to be profitable this would be important.
2-Stability: 25: must run before it is pretty.
3-Grind Avoidance: 10: Over time I would try to incorporate less grind and more story!
4- Bonus Features: Easily 10 for the player housing and another 5 for the PVP system that is balanced on skill not twink.
5-Music and Sound: 5, I don't care about this, and I am willing to place a lower priority on it.
6-Unique/active combat system.10
7- UI customization: 0 initially
8- Instance Raid Environments-5 because a lot of this is already buried in the PVP system, but I want some common enemy raiding strongholds that work a lot lke the PVP matching. You come in not just as a soloist, but with your army.
9- SPACE: I do not need a lot of space because I am instancing a lot of things, but still a nice varied world would cost at least 10 I think
10- Outside tools and apps: 0 initially
Comments
I will make it simple.
World of Starcraft in WOW style.
eq
No More Heroes Online.
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Playing: Nothing
Played: Champions Online, CoX, STO, PSO, WoW, lots of free-to-play crap
Looking Forward To: DC Universe Online, Blade and Soul
Star Wars Galaxies Pre-CU with all the bugs fixed and added content. Lets throw in a little graphics upgrade as well.
My "dream" (bah, not really, just 'better' then the others... i hope) game is being designed by me (no, i'm not programmer, no, it will never see the light of day).
Anyway, 1 of the features is:
the game has a kind of "guild vs guild" war, in wich PvP can happen anyplace on the map. Except... if you are not guilded. That way you can not Pk or be Pked. There are some small features preventing from 'exploting' (leaving guild to avoid pvp, enter guild to pvp, leave the next minute... those kind of things cant happen).
Also... the map is..... HUGE!!!!!!!!!!!!!!!!!!!!!!!!!
I just cant get enough of stupid time wasted doing traveling
Ok, not really, but i do love big, big, big maps.
_________________
Senhores da Guerra
Sorry, I really liked CoH's graphics/physics system and combat style...I just wish it wasn't so grindy (doing alot of missions over and over) it's really really fun but then gets stale. If they did something to fix that problem then that'd be GREAT!
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A human and an Elf get captured by Skaven. The rat-men are getting ready to shoot the first hostage with Dwarf-made guns when he yells, "Earthquake!" The naturally nervous Skaven run and hide from the imaginary threat. He escapes. The Skaven regroup and bring out the Elf. Being very smart, the Elf has figured out what to do. When the Skaven get ready to shoot, the Elf, in order to scare them, yells, "Fire!"
Order of the White Border.
one that i don't get bored on
Ryzom with botany and building skills, more of the storyline events it used to have, more Rites (logical, non-epic but interesting quests, basically), and a debugged Ring with better scenario hosting options (i.e. the DM doesn't need to be inside their scenario for it to remain online). Also, the starting/trial island would be adjusted to represent the rest of the game more accurately.
But I'd joyfully settle for Ryzom simply being back.
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In memory of Laura "Taera" Genender. Passed away on August 13, 2008.
Genre: Fantasy or Sci-Fi
Whether Fantasy or Sci-Fi, the game would be a FPS game, such as Oblivion.
I would want 1 server, like EvE has. It would be FFA PvP with consequences that would seriously deter griefing and ganking.
I think having a skill based system is more my thing. You would be allowed 1 character and would be able to unlearn skills with a reasonable fee. There would be arcane magic, elemental magic, necromantic magic, spirit magic, divine magic, 2 handed/1-handed/dual weilding slash/piercing/crushing skills, bow/crossbow skills, shield skills. If Sci-Fi, there would be a number of technical skills, medical skills, combative skills and etc. There would be the abillity to craft and run a business in either genre full time, instead of being combative. There would be no stealth or pets, since stealth gives you an advantage on non stealthed that a non stealthed cannot counter and pets can be sicked upon an individual while you kite.
I would take a realistic approach to grouping. The more powerful you are, the easier it will be to solo several mobs at once. Otherwise, you will need a group to adventure, because realistically, you wouldn't be able to take on 4 bandits without getting murdered if you don't have a lot of combat xp. There are some things that will be easier for a group, such as infiltrating a bandit hideout and looting their treasure hold, but it is possible to solo for more seasoned veterans. Then there are things that would be exclusive to groups, such as taking on highly skilled groups of enemies. You would hardly ever need to group to take on 1 mob, even if it was a large mob, such as a dragon. However, you better be skilled enough to take on a highly skilled solo mob or else they will kill you easily.
1 & 2. I would have the graphics be only as good as they can be for hundreds of thousands of players to play on one server on a system of average quality, such as the 7xxxx series graphics cards and C2D processors w/ 2 gigs of RAM.
3. I would create Epic quests that could be done. I would strive for a new Epic quest line per month. These Epic quest giver would give you an overall objective. You can complete the Epic quest objective anyway you see fit, but you will have to find out how to complete it on your own, without much direction from NPC's. You would have to use your head to complete these, solve puzzles, and probably fight through hordes of enemies to reach the objective. The rest of the time would be spent building your skills by exploring, dungeon crawling, eliminating threats in the world, building a player city, defending your city and sieging other peoples cities, building alliances and waging war for example.
4. If a fantasy MMORPG, there would be mounts. There could be a variety of mounts and you would need to collect an egg or baby and raise it to be your mount. You can decorate the mount with cloth and various armors if you choose to. If the game is a Sci-Fi MMORPG, you could own both ships and ground vehicles. Your ship would be visible in space, but would be docked in your own personal hangar bay (instanced) when you land at a space port.
5. Music would be orchestrated by a real symphany, not electronically done. The music would be memorable and would be appropriate for the situation.
6. The combat system would be FPS. You can dodge all attacks by moving out of the way, block attacks with a shield, parry some attacks with melee weapons, power up your weapon or spell for a greater effect in addition to whatever is normal for FPS games. You would have a HP, Stamina, and Mana bar. Jumping and running will drain Stamina. There won't be any levels, except skill levels, which will not be viewable. So PvP will be interesting.
7. I would allow UI Customization by allowing users to resize and relocate windows. Default would be un-intrusive, so hopefully it wouldn't need much customization. I wouldn't allow outside UI mods, due to compatability and exploitation problems.
8. The only instanced things would be space port hangar bays if Sci-Fi. Being able to PvP others will give players an option if mobs are being camped.
9. Because the game wouldn't be quest based, there would need to be a large explorable and interesting world.
10. There wouldn't be any forums, due to their inherent nature to draw complainers and flame fests. However, there would be a personal and guild ranking and stats page.
To the hell with points. That is how my dream game would be.
MMORPG's w/ Max level characters: DAoC, SWG, & WoW
Currently Playing: WAR
Preferred Playstyle: Roleplay/adventurous, in a sandbox game.
My perfect MMO would have many of the features from games like UO, SWG, Ryzom...with a massive game world and a faction vs. faction PvP system. Graphics arent so important, as long as it has a great art style.
a fully realized version of The World (the MMORPG from .hack).
I would want the ORIGINAL version, not the R:2 crap from G.U.
Head-Mounted Displays, in-game voice chat, and a mock-ALTIMIT O.S. as the launcher.
I'd wet myself.
A virtual reality where everything looks real and every move is done with every move i make in real life inside a simulator or at least every move i make is with my thoughts where my head is hooked up a helmet or goggles.
A game where a sithlord wins the democratic nomination.
And then we will have peace.
NARUTO! I'm a huge fanboy
A science fiction MMO populated solely by mature, intelligent adults who know how to spell and are primarily interested in actual roleplaying, not just killing things.
Yeah, never happen, I know...
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
Describe in a brief synopsis what the game setting would be and key features it would have.
honestly idk or really care, i am tired of the whole axes and swords thing,
Additional attributes:
PVP vs PVE: In a few sentences what is your PVP policy?
PvP FFA. Death Penalty would have to be something you lose. not some silly debuff but not ridic like full looting or Perma death lol. but deff something so you feel like you have something to lose, loot money maybe? idk, this of course would be dependent on the combat system, needs to be more skill based than strictly gear, gear should give the person an advantage not an easy win.
Group Versus Solo Content. 50 a good balance of both maybe 60 towards groups since it is an MMO
Classes? Classless? idk how you would make a classless game with raiding...
Also, since everyone would love great graphics, lag-free, avoidance of grind by creating elaborate stories, but no MMORPG can focus on all of them at once, you have a point based system. You get 100 points you can distribute however you want in the following categories:
1-Graphics: 5, not important, they need to be up to date but nothing spectacular is required
2-Stability: 15 Above average importance, why buy a game if it crashes or is not compatible with my hardware?
3-Grind Avoidance: 10 Average importance, i think MMOs do a decent job, i do get that frustrating feeling sometimes but its manageable
4- Bonus Features: 5, as far as mounts go i don't really care as long as it gets me from point a to b.
5-Music and Sound: 10, Average, i ran out of points or else i would put more, im loving AoC music.
6-Unique/active combat system. 15, above average, this is where AoC sits for me, something new, we don't need to reinvent the wheel here, just something refreshing
7- UI customization: 2, little importance, seems like the basic UI has always worked fine for me.
8- Instance Raid Environments- 15, above average, deff like big areas large raids and clever bosses, not go tank go and dps. WoW did a decent job at this but i want something more. i havn't done a raid yet but the instances in AoC seem to be tank bashy and dps. kind of boring so far but ill reserve judgement.
9- SPACE: 20, very important, i love huge games, needs to be seamless tho, i only want to see 1 loading screen and thats when i log in
10- Outside tools and apps: 3, little importance, on par with #7, little bit of outside stuff but deff not something to focus on.
Although Kanosi's MMO looks badass too. Mainly i want something new and refreshing and balanced.
Gunfighter Online
A wild west themed MMORPG. Players live in the movie version of the west.
Open PvP with strict death penalty for murderers - murderers go to hell and play cards with the devil til they win thier lives back.
Group/Solo - Having more people with you will be helpful. For example: Healthy heads of cattle in a certain area are going for 15 dollars a head and you can drive 5 cattle on your own but if you have a second guy with you then both of you might be able to manage 15 heads of cattle so it is good to group up. Or you're the sheriff and some outlaw named Frank Miller and his buddies are heading for your town on the train to kill you and they'll arrive at high noon. Well you better try to muster some help or you'll have to face them alone. Or say some players have robbed your towns bank - you can gather a posse and chase them down and maybe even hang em when you catch them.
There are no classes only professions that you choose to do: Sheriff, Marshal, Mayor, Blacksmith, Cowboy, Farmer, Prospector/Miner, Merchant, Saloon Owner, Saloon Girl, Outlaw, Professional Gambler, Hunter/Scout, Chef/Brewer, Clothier, Leather Worker, but everyone is a gunslinger. And you can change your mind and do something else when ever you want.
1) Graphics should be simple and clean.
2) If It is simple and clean it should run on most computers.
3) Grind - There is no grind, only a fortune and a reputation that you build up over time with the things that you do.
4) Bonus Feats - Player run towns complete with minor laws. The ability for players to commit crimes and an ability for others to react to it. Wanted posters for criminals and an arrest feature - say a marshal tags a wanted criminal in a saloon, the marshal has an arrest ability and a countdown starts, if the outlaw does nothing during the countdown then he is arrested quietly but the outlaw has the option to draw and fight it out while the count is running down. A Dead or Alive poster means they are murderers and you can assassinate them.
5) Music and Sound - Music lifted from the more popular movies like:
http://www.youtube.com/watch?v=b2l4IKz3m7c
http://www.youtube.com/watch?v=sXldafIl5DQ
http://www.youtube.com/watch?v=hVnoaPPpWog
6) You choose guns, you load them, you drop it in your holsters and use em when you need to. Depending on the type of gun you carry thats how many shots you have before you need to reload. If you dual wield 2 44s you'll be able to have more shots but a guy who pulls 1 gun and rapidfires might win the fight. More below...
7) The gunfighting specials will be macroable so that you can dual effectively. Decide what you want to do before you pull your gun, do it, and hope you win. Basically it'll be like playing rock/paper/scissors but you can stack the deck in your favor by adding buffs to yourself with mods to your guns and "rhinestones" you add to slots on your player made clothes; or with player made food or drink.
8) No real raiding but there could be themeparks taken from movies like the magnificent seven where raiders attack a town and you go to protect them. Or you and your posse are sent in to clean up a certain town that has been over run by outlaws.
9) It would need to be a massive barren map that allows players to place their houses and then build a town around them. Or maybe even have several large maps that you'd call "States" and each state has it's own unique look. Rockey Mountains, grass plains, dry desert, woodlands, everything that will represent the look of the western States of America.
Most of the things I'm asking for in this game were done 5 years ago with so I don't see why they can't just make it for meh.
"The liberties and resulting economic prosperity that YOU take for granted were granted by those "dead guys"
My dream MMO would be a Star Trek based MMO. It would have to have very good graphics that can be run on a mid range system, a huge universe to explore, a good balance of combat and exploration. It would have to be skill based and have excellent character customization. Ship combat would be done as a crew (group) effort with each member manning his or her own station. There would have to be at least the Federation, Klingons and Romulan factions with bi monthly content updates like LOTRO. Other major factions like the Cardassians, Ferengi or neutral races or professions (non-aligned planets and/or private cargo hauler/ merchants) would be added with paid expansion. PVP could be done either Faction vs faction or within the faction like war-game for the Federation or honor battles for the Klingons or status combat for the Romulans. It would have to have engaging (pun intended) story plots to hold my interests. God only knows if or when such an MMO could or would be done but this is a dream MMO after all.
P.S. If different severs could have differnt time periods (Enterprise, TOS, TNG/DS9/Voy, or Post Nemesis) that would just be iceing on the cake!
I'm not sure. The old MMORPG's I loved had challenge, but are too hard to go back to now. Sort of like trying to go back to riding a horse after you've been introduced to automobiles.
The newer MMORPG's have convenience, but lack challenge.
Maybe if a new MMORPG comes out with both challenge and convenience (and throw freedom in there, while we're at it), that might be just about right.
This is too mechanic.
My current concept about the ideal game is to make it a lot different than existing games, and this survey where completely focusses on some mechanic aspects of existing games, i.e. nothing essential new.
As a general rule, I dont want game elements which arent complete. If you dont have the resources to implement something - leave it out. Either add it at a later point, or skip over it completely.
Player versus Player
I want PvP to make sense, and to be a real game element.
I dont want to get PvP forced upon me. I dont want to have to attack players just because, heaven forbid, they have chosen the wrong race, compared to my own. I want to choose my race based on my personal preference, nothing else. And I dont want to get forbidden to play a Highelf just because I already made a Darkelf, thank you very much.
I want PvP to be structured. People who want to avoid PvP completely should get their own PvE environments. Doing PvE there should be safe, but less rewarding, than in the PvP environments, as you have to pay taxes to the people owning and protecting those lands.
And there should be mass PvP events. Such as wars between player coalitions (however you might call them, clan / guild / alliance / whatever). You should be able to conquer lands, and other player groups should be able to conquer your lands if you fail to defend against them.
I want PvP to be hard, but fair. If I kill an opponent in PvP, I dont want to rob him of his equipment; I want to get a Fame rating for it. If I kill an opponent in PvP that doesnt fight back, I want to get Infamy instead. Infamy means you're a bandit and searched by the officials, and have to use alternative structures than the normal towns, and can enter towns only in disguise. Having an Infamy rating means you get marked as playerkiller and can loot players; but it also means you can be looted by players if they manage to kill you.
Classes
I want a good compromise between classless and classes, i.e. I want a system where you can progress in a path, but are not necessarily limited to one path alone, if you dont want to. My ideal system would include having to buy feats through the xp one gained, and the cost of every feat depends upon the strength of that feat. For example, a player could choose to focus on the wizardry feat, making him mainly a wizard, but he could also invest a bit into the divine feat, which would open him the option to choose lesser clerical spells as well. He would have to sacrifice some arcane spell slots he could have otherwise filled with more wizard spells, to be able to learn some clerical spells as well. This has to be very carefully balanced: A wizard that is also a bit of a cleric shouldnt be more or less powerful, overall, than a fully focussed wizard. Typically this isnt the case. In AD&D, for example, the multiclasses where stronger than the unspecialized classes, with a few expectations such as Thief/Mage which where overall inferior, because Thief was inferior. In D&D3, it was mostly the opposite, but mixing non-spellcasters became a very powerful tool. For example, just a single level of barbarian mixed into a fighter gave faster movement, barbarian range, etc. Adding Rogue levels gave access to breaking locks of higher DC than 20 (most stupid rule ever, to disallow that for any non-rogue) and a sheer ton of skillpoints, even worse if you where human and could spend them anywhere (you had to take some special feat for that, forgotten its name). Therefore, in a good system, there should be a balance. If you mix just a bit of a class into your own class, you gain access only to very little in that other class. For example, if you make the equivalent of what is a fighter(10)/rogue(2) in D&D, you might learn breaking a lock, but you wont also be able to use stealth and so on. A wizard(10)/cleric(2) would be able to spellcast just as powerful spells as a wizard(12), but he would have less choices available, and he would have access to some powerful but simple clerical spells. Likewise, a wizard(6)/cleric(6) should equally have access to as powerful spells as a wizard(12), but access to both wizard and cleric spells should suffer from strong limitations and there would be no access to the more complicated spells of neither wizardy nor clergy.
If the above cant be done, as a compromise, I want configurable classes. Kind of like D&D3 minus all multiclassing. Or something like Guild Wars does it, you have one major and one minor class. Minus the ability to switch your minor class around.
Graphics
Graphics is the main factor of game development. Art easily gets like 80% of the total game development time. Thats why your "rating" system doesnt make much sense. Spending a lot of development here makes game development cost explode. And in most cases, you cannot make a person working on graphics work on other fields as well.
I want graphics to be aesthetic and practical. I want realistic viewing distances. I want the graphics to be able to handle a lot of players at a time on the screen, if necessary by adapting in respect to the polygon count. I dont need the highest of polygon counts, ten maps over every object and a glowing effect over it all.
Again Guild Wars is a good example for low requirement but beautiful graphics. Lineage 2 has also some beautiful stuff. Vanguard has the viewing distances.
Stability
Of course I want maximum stability. What else ? Ideally, the game would compete with the Linux kernel when it comes to stability.
Grinds
Quests can be grinds just as any other grind. And I want more than just a static questline that can be repeated the same on the next character. I want dynamic quest lines, something that is hand designed, but it placed as a template at random into the game world. If you have leveled out of your old quest environment, you should head into a new area with harder content and should be required to look for quests there. A questgiver might appear anywhere and start looking for adventurers. You might do the same quest again, but everything of the content will have changed. You will have to go to completely different areas, meet different NPCs with different names, encounter different mobs, encounter different boss mobs, get different loot etc. For example, first time the quest might happened inside a cave with vampires and other undead, second time it might happen inside a could castle with evil sky gnomes and their magic creations.
I want a large scale of different environments. Basically everything one ever has encountered in fantasy stories. All standard natural environments (jungle, forest, grass land, desert, ice desert, mountains, underground, underwater, ...), all standard fantasy environments (cloud castles, lava sea environments, floating cities, living forests, ...), and as much other stuff as possible one could come up with.
Texture / "Bonus Features"
Texture can add a lot to the game, make the game "alive", but should be mostly added in the final stage when the core of the game is fine. Exceptions include essential features such as a daily routine for NPCs.
Music and Sound
I want a huge gameworld, which collides with the idea of having a lot of VO. All game music is disabled by me sooner or later, so thats no priority either to me.
Unique/active combat system
I want to avoid at all cost the crap that Age of Conan did. The Witcher is another example of these really awful "innovative" systems. There is absolutely nothing innovative in having to press multiple keys at certain delays to get the exactly same effect as from a single key, or even worse having to repeatedly klick on the opponent in a fixed frequency. Its nothing short a really an idiotic interface that we get in these games, to a horribly trivialistic gameplay core.
And there was certainly not many dev time needed to implement these laughable "innovative" fight systems, either.
UI customization
You have a funny concept of how expensive UI is. Making a good UI isnt expensive, it only requires thinking. And many game developers didnt spend much thinking on it. Such as for Gothic, a really horrible interface. Neverwinter Nights 2 came with a suboptimal interface too, even if they improved it a bit over time.
Customization is fine, but not to the degree that the player can simply script the gameplay. Again, having a fully customizable interface is not as much work as you obviously think, in comparison to a static interface. It also only requires thinking.
Raids
I am strictly against having raids as "endgame content". There should be of course bossfights, and you should have to think in these fights. But I dont want "endgame content" where players have to repeatedly kill one and the same mobs over and over and over.
Space
Like the quests, I dont want handcrafted static environments. The developer should basically be able to generate areas by simply specifying their type. The content in it should come from dynamic quests, which simply require some parameters (type of dungeon, type of mobs etc).
Or, in other words, I want realistically sized worlds, each about earth size, and a lot of those, each with its own powerlevel, so if you grow too powerful for one world, you would progress into the next, higher one. Such a mass of content that I'm looking for cannot be handcrafted.
Outside tools and apps
Nope nothing nada niente nichts rien. I see no reason for having out of game tools in a MMO.
Missing categories 1: Balancing
Balancing should take a major priority of the game development, right after stability and interface.
Missing categories 2: Crafting
Crafting should be complex and rewarding. There should be NPC crafters for players to use if they cant find a player crafter. These should be able to solve simpler craftings. The best stuff should however require a player crafter. There should be many different crafter jobs, and crafters should depend heavily on input from players, avoiding the problem that crafters become insanely rich.
Basically games that I think would make great MMOs
The Legend of Zelda world
Final Fantasy with the art style of ffx and x-2
Pokemon
Or something more adult fantasy like Fable
My dream MMORPG would be one that gives me the maximum number of interesting choices to make, always allowing me to choose and pursue my own goals rather than following the storyline or grinding through the only path to advancement. It seems like in most MMORPGs, the question "what shall I do next" barely ever arises. You will go to the next zone in line, to do the next quests in line, for the next rewards in line. Instead, I want to have a vareity of goals that I have to choose between since I can't pursue them all at once. The question "what do I want most next?" not "what's next" should determine where I go and what I get up to.
I would definately give Fantasy Kingdom Online a try. If it works, it would rock.
Some concerns, though:
What encourages players to form parties together?
I love the idea of letting your various PCs cooperate within the same kingdom. Cooperation between your various PCs adds a huge amount of depth to a game, but is rarely capitalized upon. I'm not sure I would want to be limited to the first kind of PC that I try out, though (if you are a Dwarf, all your PCs are Dwarves).
I like the idea of your PC doing stuff while you are not on. This works well in Eve and I'll like to see a fantasy version of it.
NPCs as collectable treasure would be great and is an idea that is long overdue. Guild Wars does it somewhat with Heros, but there is so much more to do with it.
You suggest that guildies can have access to your manor, but why would they want to go there?
I don't like the idea that your town deteriorates if you ignore it, though. That makes things hard for casual players or those who want to try other games for a while.
Raids on your manor seem like a great idea. However, I would never agree to be raided if it meant I could lose money. As a casual gamer, I don't want to be ground down by the hardcore.
something like EVE Online but drop the time based progression system and integrate a lot more twitch. Maybe jumpgate evolution will be my next MMO if the leveling grind isnt bad
Next up my dream MMO could be something like Champions Online but have a fast ramp up and meaningful world PVP
All points Bullentin might really my bag as well.
Pretty much anything that is a lot different and not overly grindy is my dream MMO. I'm pretty flexible I like variety