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What would you want in the perfect MMORPG? I have wondered about this since I started
playing Everquest almost 10 years ago. There are many things not implemented
in MMORPG's due to various reasons. Some of them have features not found in
others. If you could design the perfect MMORPG what feature would you want
most that may or may not be in them at the present time? Let me start off;
For me, one feature not currently implemented is a "real world map".
By this I mean the game world is created upon a globe so that the terrain
wraps around it and basically there are no "invisible barriers" stopping
you from moving. In the games I've played (EQ, EQ2, WOW, PWI) there are either
unscalable mountains stopping you or blatant invisible walls stopping you,
(or just zone walls stopping you). Whatever the case is, the worlds in these
games exist as what I deem "flat worlds" and not global worlds. Our world, the
earth is a global world. You dont run into invisible walls that stop you. There
are natural barriers and this is fine, I don't mind that. Also there are what
people might call political barriers (different countries and societies) and
this is fine too (in the game world this would be equivalent to say Horde vs.
Alliance areas in WOW), so it could be dangerous to travel in those areas. I
accept that, thats no big deal & it makes sense. I just say: give me a game world
that is global, not a "flat world". What would you want in the perfect MMORPG?
Comments
For me, it would be UO in 3D or AC with updated graphics. I realize the hurdles in both, so I'm not holding my breath, but either one of those would keep me entertained for another 8 to 10 years each.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
I want a game with challenging group/raid content like the old Ruins of Kunark or Scars of Velious days. My game would have a crafting system like the original SWG and resources that shift over time. Player housing and player shops would be a must. People would have to travel to find the good deals or spend more money for convenience. There would be three pvp factions fighting over relics similar to DAoC. The most important feature would be the lack of Dwarves! There is nothing cool about Dwarves. Id like a combat system similar to AoC and a class skill system like FE. A vampire/werewolf/human theme (Underworld or Van Helsing) or any thing other than the fantasy norm and those Fn Dwarves.
* A p2p
* Excellent graphics
* More chance to customize the character
* Unique gameplay
* Unique features
http://i295.photobucket.com/albums/mm138/Syreange/mysigcopy-1.jpg
An up to date FFXI version would do it for me.
Consequences
now: GW2 (11 80s).
Dark Souls 2.
future: Mount&Blade 2 BannerLord.
"Bro, do your even fractal?"
Recommends: Guild Wars 2, Dark Souls, Mount&Blade: Warband, Kingdoms of Amalur: Reckoning.
I don't get it.
So the world is round instead of flat, or you have to go around the grand canyon instead of running into a zone wall.
how does this make it a better game?
Make a new DAoC, with a few modifications and I'd be happy with it.
I"d add a lot more features similar to Darkness Falls, and some other ways for players to change the world, like building or tearing down bridges, opening or closing tunnels, and building huge monuments like the great pyramids that could add powers to your faction, or being able to destroy them.
Plus, no pre-set factions, instead players could estabish thier own territories, similar to EVE.
For a medieval fantasy based game.
This...this is the kind of game I wish to have...if you took parts of Age of Empires, Ultimate Online, Oblivion, AoC and Mount and Blade - had a huge virtual world to play in - you'd have my perfect medieval fantasy MMORPG. ^_^
PS: That list just touches on how my perfect medieval fantasy game would be like. I have more I could have added, but that is a good start don't you think?
I agree with all except these points. Even so, I don't fully disagree with them either.
1. Mounts - should never despawn. Similar to Fallen Earth. You must find a stable to remove your mount from the world. Also, mounts should act like mounts. They shouldn't just stand there like a statue, waiting for your return. They should graze, and wander - but not very far, and slowly.
2. Prices set by server - this is generally a bad idea, as such it removes the basics for a working economy. Not only is supply and demand important, but price competition is also an integral factor. Let players fight for the best price. This will lead to sales, and other dynamic events that can only be generated through the player base. NPC Merchants should exist, but only to serve as placeholders to prevent a massive inflation should the need arise.
3. Random stats on weapons - I disagree, but only slightly. Weapons and armor created by players should have a slight variation in random effect or stats, but for the most part should reflect the quality of materials the player puts into them. Remember old SWG pre-CU? This is what made crafting great. One player could make an item, and another player could make the exact same item with better stats, simply because he/she took the time to gather higher quality resources.
4. Fog of war on maps - only until the player discovers the area. For more complex areas, players should be able to share information. For example, a dungeon map should be able to be exchanged. This would also make exploration profitable. Perhaps a player obtains a tradeskill like one you mentioned before, Mapmaking. Once he/she fully explores an area, they can create an item using pen and parchment revealing their own exploration knowledge. Thus translating that map knowledge into an item which can be used to "unlock" another players map view for that area.
5. Perma-death - Not in a game. That's the beauty of playing a game. You don't really die. Consequences and penalties should be made severe enough to persuade one not to die in game. Unless my critique #7 is considered.
6. Players cannot build towns - Oh, yes they should! By Jesus, they certainly should! There is no greater conflict than a group of players' risk of losing something they actually put effort into gathering the resources for, building, beautifying, and maintaining. The loss of efforts is one of the greatest motivations.
7. Players can have kids - Hmm, not so much. I don't see how this can add to the game. Unless this could be your out for perma-death. When you die, you "start over" as one of your kids to avenge your death. This might also be good motivation to forge such relationships, or agreements (however you want to look at them).
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Just make UO with todays graphics. Keep it top down view, it's one of the reasons UO's mechanics were awesome and I pretty much have a perfect MMO. Like Diablo 3's graphics and view point but with UO gameplay. That's just wishful thinking.
When I was younger I had time to sit around and think about what the perfect MMO would be for me. My perfect MMO would have been something like sci fi with a little bit of fantasy mixed in, then take EVE + Planetside and smash them together. You have all the space combat, ships, fleets, and everything that comes with it. At the same time a bunch of planets to land your ship on, get out of and start shooting people or cutting them up, and even ground vehicles you could get at main bases. Then hop back your ship and take off to your clans space station or go pirating.
It's a very outlandish dream because it would never work. It's way too overwhelming of an idea with too many things going on at once. I would also like to mention the EVE and Dust thing is not really what I'm talking about it. Well I guess it is but Dust is a console game, and you definitely aren't going to be hoping in a ship and taking off into EVE land, to participate in space combat in Dust.
Other than that I'm not really picky on MMOs, though I'd like to see a completely player driven end game done well and work. Everything from the best gear coming from crafting (not to hard to make either to keep the prices from inflating), to player ran towns, and community wars waging constantly changing the game with no developer influence. They just add the tools and balance the classes. It doesn't have to be a game with lolknights and wizards either. Could be any genre. This would never work in the long term but it sounds cool on paper. Actually I think I just described UO oops.
I don't get it. So the world is round instead of flat, or you have to go around the grand canyon instead of running into a zone wall. how does this make it a better game?
Well, 'better' for me may be different than 'better' for you-it's a subjective judgement. All I'm suggesting is that I would like to see the gameworld be more like a real 'global' world instead of what they currently inplement. No more invisible barriers mainly (don't you hate running into invisible walls that keep you from moving?).
I'm not sure what you mean in your comment about going around the grand canyon. It didnt quite make sense to me, but anyway this idea is just one of many. The perfect game concept is either a dream or way way in the future and probably won't be made. But if I had the funds and the ability I would create my perfect MMORPG game.
i want every thing that Wurmonline has like
That's as much as i would take from that game because that game is far from perfect. I would have to take elements from Mount and blade
Mount and blade is awesome, too bad its not a mmorpg . I would take a few things from AnarchyOnline
and that's about it for that game. As for PVP it must have zones
Last things on my list are
That's all i can think of off the top of my head right now.
Maybe I read the title wrong, but:
In the perfect MMORPG, I would want PLAYERS!
______________________
Give a man some fun and you entertain him for a day. Teach a man to make fun and you entertain him for a lifetime.
- Great storyline
- Meaningful, long, epic quests (Epic from the "Wow! This quest is great!" standpoint, not the purple kind) Especially since that is what a quest is...from a fantasy standpoint...a long treacherous and adventurous journey.
- Intelligent AI that allows for more challenging NPC's that don't simply stand around and wait for you to come along and kill them. Also interact with the world to add to the immersion.
- Great interactive crafting system.
- Skill based, not gear/level based MMO.
- Great economy. (Due in large part by the crafting system. Make everything useful from the start) Make items re-craftable to no end so the item can be endlessly improved. This way you can have several of the same items in the AH, but it can be useable by a wide range and skill lvl of players.
- Graphic (Brutal) world. LOVED the gore and dark brutal world of AoC.
- Ability to build houses, complete cities, and ships. Think it would be cool to have an MMO that allowed for building ships and have a game map from the start players know of, but then add random islands and/or continents NOT mapped that players can discover for adventure purposes, possible new resource components, etc. And the players could either sell the info of where the island is to others for a price, or make their own maps showing the way they can sell, trade, etc.
- No kids.
I've been thinking about this lately as I've had to go back to AC after tiring of every other MMO I've tried. For me, I'd like the following:
1. No classes, let me pick the skills I want. If I want to be a not so good tank mage then let me. I hate being forced into skill trees.
2. Player housing and shops.
3. A little stiffer death penalties. It makes for a more exciting game when deaths hurt a bit.
4. NPC's that actually move and don't stand in the same spot every day year after year.
5. Randomly generated quests, mobs, npc's, weather, etc.
6. Skill dependent not gear dependent.
7. Crafting system that allows for making items as good as any that drop.
8. Smaller updates more regularly instead of just big expansion packs.
9. Possibility of player controlled boss mobs. I've thought about this one for awhile, not sure how you would go about qualifying for the job. It would have to be on a server you don't play on to cut down on cheating. How much fun would it be to go against a boss mob that was intelligently controlled instead of some dumb AI running it? I'd love to be able to log on and just play a boss for a few hours trying to kill every group that comes my way.
10. More change in the world. Houses burn down, forest fires, new towns build up. Anything that would keep the world from being so static.
Problem here is, no one has the same definition of their perfect mmo... either you can try to cram eveything in one mmo, or you specialise your game for one kind of audience...
Personally, I'd like a world that actually evolve with the story and the players' decision... But I know this is difficult to implement.