Basically an mmorpg with no group content. Other players are only there for the sake of an in game economy. Your actual game play is one personal instance in an open world ie Skyrim, Dragon Age, Dark Souls, Mass Effect ... You go out an attempt to conquer as much as you can, build up your housing, fortunes, achievements, .... aquire trade goods and contribute to a global ah that players use to help themselves along the way or to build riches.
Also would like - Player forge - extremely difficult top tier content
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Well, this concept of yours reminds me about story mode in first Guild Wars. But i don't see how you can get "player driven economy" and "global ah" on top of that. Why you should buy something from someone? You need to create a demand for items and PvP usually is the best way (full loot or your ship just get destroyed like in EvE). Group PvE content creates limited demand for some items (consumables mostly) but not for everything. I don't see much ways for PvE game to do so. Gear that lose durability and could not be repaird for instance will just make game too boring. Anyway you can make it yourself (sinse there is no group content you can't be crafting only or combat only character - you have to be both or you don't need crafting at all). So i don't see how you create a demand in such a game for economy to work. Or it will be P2W game. Like you absolutly have to buy soething to progress. And that sucks even more.
Blizzard is the master of disguise,join the fray and call your game a MMO yet plays 99% of the time like a single player game.You can really whip a game together quickly and cheap that way,most of those games took 1-2 years to make.Blizz's way over spends for what they accomplish because they carry too much overhead and spend a lot on marketing and making appearances to market their products.Blizz also knows they can take their time because they will make millions,they still release bugs/glitches like anyone else and they NEVER push the genre but like to develop cheap low end assets on low end game engines.
Seeing how much money they make doing it has lead the majority of devs down this same path ..../sadly so EVERY game coming out is a SINGLE player game calling itself a MMO just because it has servers that can handle lots of players.Sorry but server capacity does NOT=MMO,it has to actually PLAY like a MMO,after all you don't buy the game just to join the server you buy it for the game.
Never forget 3 mile Island and never trust a government official or company spokesman.
WoW mostly known for it's group PvE content (read "raiding"). And they do it right. So i don't know what are you talking about.
If you are playing WoW for dailies or other shit, well, it's like orbiting some planet in high sec zone in EvE and wandering why nothing happens.
Online cock size contest? No, thank you.
Online cock size contest? No, thank you.
I do agree that pvp full loot is the best way for creating demand for gear, however, if the developers just simple removed gear from quests, drops, or severely reduced the frequency then you can still have a viable economy without any pvp at all. FFXI did this and quite well.
Check out this article on Why Crafting Sucks
I wonder if they created an auction house and told players it was player controlled but in reality it was completely controlled by the game, would the majority of the players know the difference? Make up some fake names of sellers, slightly adjust prices as demand increases / decreases and run out of an item here and there for shiggles.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
It probably won't make a difference for most players.