"Traditionally, massively multiplier online games have been about three basic gameplay pillars combat, exploration and character progression. In Alganon, in addition to these we've added the fourth pillar to the equation: Copy & Paste."
I want to be able to play the game again as a different class and not feel like im on linear rails
This ^^
And depth of game play, MMOs are played over years and such there should be enough to keep you interested. This includes but is not limited to
Content - End game and pre-end game.
Diverse classes with numerous skills and play styles within each class.
Polish- Bug free and smooth game play.
Masive world with out instant travel - this is a personal fav as i beleive that instant travel kills the MMO nature of the world, make distance and travel be an additional factor of game play.
It is quite amazing that no MMO producer can look at all games currently on the market and produce a game that will encomapss everything that is out there and have so much content, depth and polish that it will be a sure fire winner.
I agree with this as well.
As a side note to your point number 4. Fallen Earth was released without instant travel, and people absolutely screamed about it.
As much as veterans like you and I like something like that, I don't think it's anything a mainstream AAA title will be able to get away with for long. A good majority of the gamers now are use to the fast food version of MMO's where instant travel is the norm. Exploration is too "old and busted" for most of the new wave of gamers to be bothered with unless there is XP attached to it.
Einherjar_LC says: WTB the true successor to UO or Asheron's Call pst!
Decent PvE. I can tolerate many things, but despite trying a few, I just can't get into a game where PvE is secondary or undeveloped. That's a personal thing though, I'm sure there are plenty of people with the opposite view
"Id rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster
Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall Currently Playing: ESO
What is the single most important thing to you when deciding to play an MMO? For example quality PvE, or quality PvP.
Think Quality PVE/PVP should go hand in hand as just one important aspect instead of one or the other.
To me it has to be a MMORPG that brings the community together in the many way's old-school MMORPG's have shown us already. (group-content is just one of the many things that can bring a community together and anyone that has played old-school MMORPG's already knows there is more to it then just grouping)
I do wonder about people who say the UI is most important, for some reason I have this feeling those people seem unable to addept to new configs of UI, to me it's actually the least important feature as to that it's very easy to addept.
It is kinda hard to select only one thing, the most important to me is that the game feels fun while I play it and that depends on many factors.
I wouldn't say that PvE or PvE is the important thing in itself, one of them is enough for me if it is good enough even if both done well is a great thing.
One of the most important and less talked about things for PvE games is a good AI. Guildwars never had that great combat mechanics but the AI made combat fun anyways and had me play it for 2 years even after I hit max level after a few days playing. The fact that you never are sure what the mob will do and who they will attack made things interesting. Not that it was that great, but all other MMOs I played are just so much worse there.
I also think it is very important that some things feel familiar while others feel new so it still feels like a MMO but not one you already played for years.
Another thing is freedom. Many people seems to think freedom and a good story can't mix but I don't agree. In that aspect I can't wait for World of darkness online and whatever Bethesda is making (Elder scroll online?). WoDO will be a sandbox with a really interesting story and Bethesda have always been good at these things too. GW2s way of optional themepark story mixed with PvP and a dynamic world will be something new to try out also. The world optional have always been a keyword with freedom.
Think Quality PVE/PVP should go hand in hand as just one important aspect instead of one or the other.
Well, yes but very few games actually pulls that off, in fact I can't think of any game whatsoever, either they have great PvE, great PvP or none.
I have some hope for GW2 in that aspect but most upcoming games seems to not even try.
And the classical MMO mechanics we seen in Meridian, EQ and Wow really doesn't work so good for PvP, you can't start on a PvE game and just add some PvP a short time before launch or even after. A good game that has both needs to have a good mechanics that works for both or 2 separate mechanics made from start.
To be honest is one of the companies that interest me the most for PvP Zombie labs. I know, they are making a X-box MMO and I don't even own one of them but I read their ideas and they are reworking PvP from scratch with mechanics that are very different from any other MMO. Well, that and they have Jeff Strain (Diablo, Warcraft 3, Wow, GW 1 & 2) as lead designer/programmer.
CCPs World of darkness online also seems to be trying new things, might work or not.
And GW2s the mists seems to be something we missed since DAoC, good RvR (well Server VS Server VS Server), also something to look forward too.
PvE is easier, generally are PvE better implemented in MMOs even if it feels kinda stale now, not much have changed since Meridian 59. It seems like several good PvE titles will come out next year.
Think Quality PVE/PVP should go hand in hand as just one important aspect instead of one or the other.
Well, yes but very few games actually pulls that off, in fact I can't think of any game whatsoever, either they have great PvE, great PvP or none.
I have some hope for GW2 in that aspect but most upcoming games seems to not even try.
And the classical MMO mechanics we seen in Meridian, EQ and Wow really doesn't work so good for PvP, you can't start on a PvE game and just add some PvP a short time before launch or even after. A good game that has both needs to have a good mechanics that works for both or 2 separate mechanics made from start.
To be honest is one of the companies that interest me the most for PvP Zombie labs. I know, they are making a X-box MMO and I don't even own one of them but I read their ideas and they are reworking PvP from scratch with mechanics that are very different from any other MMO. Well, that and they have Jeff Strain (Diablo, Warcraft 3, Wow, GW 1 & 2) as lead designer/programmer.
CCPs World of darkness online also seems to be trying new things, might work or not.
And GW2s the mists seems to be something we missed since DAoC, good RvR (well Server VS Server VS Server), also something to look forward too.
PvE is easier, generally are PvE better implemented in MMOs even if it feels kinda stale now, not much have changed since Meridian 59. It seems like several good PvE titles will come out next year.
I do agree with what you said, but still stand that I FEEL it's important for a MMORPG to have both in full quality, regardless most don't pull this off.
Everyone will be looking for something else in an MMO. For me its: Highly non-linear gameplay or in other words: no limitations. Thats why I had a lot of fun with SWG and EVE.
--- Insanity: Doing the same thing over and over again and expecting different results.
I would say that the most important aspect of an MMO is the community. I mean, the game can be great, but if the community is full of people who want to be mean to others or intentionally try to ruin everyone else's fun then the game itself suffers. I quit WoW because of that. I hated the community.
From character looks to classes to races to skills to multiple ways and places to level to things to do when you're bored of levelling.
This is also my opinion. For instance...I know a lot of MMO players do not care one way or the other about player housing, however....I WANT THE OPTION. The more choices and options I am given...the happier a camper I will be. It's almost without fail for me, that the game that gives me the most to do and the most choices...gets my money.
Background Story (immersion), PvP (Fun Adventures), Housing (Customizable experience and Social aspect), Crafting (Customizable experience and Social interaction), Skill based progression (Customizable experience & variety), PVE (everyone needs time off), UI and responsivnes of the game.
- Duke Suraknar - Order of the Silver Star, OSS
ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
a good community will turn the most broken,bug ridden mmo into an incredible game experience and one you will remember fondly for a long time.
a bad community can take the most innovative and amazing mmo ever made and turn it into a horrible experience. it can also poison your taste for an entire genre.
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"Traditionally, massively multiplier online games have been about three basic gameplay pillars combat, exploration and character progression. In Alganon, in addition to these we've added the fourth pillar to the equation: Copy & Paste."
I agree with this as well.
As a side note to your point number 4. Fallen Earth was released without instant travel, and people absolutely screamed about it.
As much as veterans like you and I like something like that, I don't think it's anything a mainstream AAA title will be able to get away with for long. A good majority of the gamers now are use to the fast food version of MMO's where instant travel is the norm. Exploration is too "old and busted" for most of the new wave of gamers to be bothered with unless there is XP attached to it.
Einherjar_LC says: WTB the true successor to UO or Asheron's Call pst!
Umm.. Fun to play?
Really, you can list tons of things that help, but if you are not having fun, what is the point?
Decent PvE. I can tolerate many things, but despite trying a few, I just can't get into a game where PvE is secondary or undeveloped. That's a personal thing though, I'm sure there are plenty of people with the opposite view
"Id rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster
Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall
Currently Playing: ESO
Freedom.
If it's not broken, you are not innovating.
latency issues. I live far far far away from both europe and us, and games which cannot manage lag will really get a no no from me.
I refused GA and APB for that. Those games are good, but given these are shooters and they don't manage the lag so much..
However, Fallen Earth works good, surprisingly.
Not being a bug riddled POS.
Think Quality PVE/PVP should go hand in hand as just one important aspect instead of one or the other.
To me it has to be a MMORPG that brings the community together in the many way's old-school MMORPG's have shown us already. (group-content is just one of the many things that can bring a community together and anyone that has played old-school MMORPG's already knows there is more to it then just grouping)
I do wonder about people who say the UI is most important, for some reason I have this feeling those people seem unable to addept to new configs of UI, to me it's actually the least important feature as to that it's very easy to addept.
It is kinda hard to select only one thing, the most important to me is that the game feels fun while I play it and that depends on many factors.
I wouldn't say that PvE or PvE is the important thing in itself, one of them is enough for me if it is good enough even if both done well is a great thing.
One of the most important and less talked about things for PvE games is a good AI. Guildwars never had that great combat mechanics but the AI made combat fun anyways and had me play it for 2 years even after I hit max level after a few days playing. The fact that you never are sure what the mob will do and who they will attack made things interesting. Not that it was that great, but all other MMOs I played are just so much worse there.
I also think it is very important that some things feel familiar while others feel new so it still feels like a MMO but not one you already played for years.
Another thing is freedom. Many people seems to think freedom and a good story can't mix but I don't agree. In that aspect I can't wait for World of darkness online and whatever Bethesda is making (Elder scroll online?). WoDO will be a sandbox with a really interesting story and Bethesda have always been good at these things too. GW2s way of optional themepark story mixed with PvP and a dynamic world will be something new to try out also. The world optional have always been a keyword with freedom.
Well, yes but very few games actually pulls that off, in fact I can't think of any game whatsoever, either they have great PvE, great PvP or none.
I have some hope for GW2 in that aspect but most upcoming games seems to not even try.
And the classical MMO mechanics we seen in Meridian, EQ and Wow really doesn't work so good for PvP, you can't start on a PvE game and just add some PvP a short time before launch or even after. A good game that has both needs to have a good mechanics that works for both or 2 separate mechanics made from start.
To be honest is one of the companies that interest me the most for PvP Zombie labs. I know, they are making a X-box MMO and I don't even own one of them but I read their ideas and they are reworking PvP from scratch with mechanics that are very different from any other MMO. Well, that and they have Jeff Strain (Diablo, Warcraft 3, Wow, GW 1 & 2) as lead designer/programmer.
CCPs World of darkness online also seems to be trying new things, might work or not.
And GW2s the mists seems to be something we missed since DAoC, good RvR (well Server VS Server VS Server), also something to look forward too.
PvE is easier, generally are PvE better implemented in MMOs even if it feels kinda stale now, not much have changed since Meridian 59. It seems like several good PvE titles will come out next year.
I really don't believe there is a single most important feature for an mmo.
Some might say community but if the game isn't fun to play or doesn't let the player do what he/she wants then a great community isn't going to help.
Fun to play? Well, if the community is atrocious that will change.
One could say networking but if the game isn't fun or the community isn't good then who will want to log in.
I'm afraid my answer is that an mmo is more than the sum of its parts.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I do agree with what you said, but still stand that I FEEL it's important for a MMORPG to have both in full quality, regardless most don't pull this off.
Everyone will be looking for something else in an MMO. For me its: Highly non-linear gameplay or in other words: no limitations. Thats why I had a lot of fun with SWG and EVE.
---
Insanity: Doing the same thing over and over again and expecting different results.
My number one feature is the movement of the avatar, it should be VERY smooth and with fluid animations. Everything else is just gravy on top
I would say that the most important aspect of an MMO is the community. I mean, the game can be great, but if the community is full of people who want to be mean to others or intentionally try to ruin everyone else's fun then the game itself suffers. I quit WoW because of that. I hated the community.
www.ryzom.com
Loot.
Piles and piles of it.
Complete attention to all details.
Gaming since Avalon Hill was making board games.
Played SWG, EVE, Fallen Earth, LOTRO, Rift, Vanguard, WoW, SWTOR, TSW, Tera
Tried Aoc, Aion, EQII, RoM, Vindictus, Darkfail, DDO, GW, PotBS
the boob size slider
The ability to grief the player population to the maximum, oh and a boob slider.
This is also my opinion. For instance...I know a lot of MMO players do not care one way or the other about player housing, however....I WANT THE OPTION. The more choices and options I am given...the happier a camper I will be. It's almost without fail for me, that the game that gives me the most to do and the most choices...gets my money.
President of The Marvelously Meowhead Fan Club
http://steamcommunity.com/id/Cloudsol/
Meaningfull and fun Gameplay
Background Story (immersion), PvP (Fun Adventures), Housing (Customizable experience and Social aspect), Crafting (Customizable experience and Social interaction), Skill based progression (Customizable experience & variety), PVE (everyone needs time off), UI and responsivnes of the game.
Order of the Silver Star, OSS
ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
Community
a good community will turn the most broken,bug ridden mmo into an incredible game experience and one you will remember fondly for a long time.
a bad community can take the most innovative and amazing mmo ever made and turn it into a horrible experience. it can also poison your taste for an entire genre.