It's a tough call for me, but I'd really like to see Command and Conquer Online. I would love to hear a buzz and look up at a Obolesk of Light preparing to kill me. My vote would be for the Tiberian Sun era.
I would love to see Diablo if it was bloody, and pvp motivated.
Mortal Kombat, or Street Fighter, or any 1v1 Tourniment Fighting MMO would be cool.
And MechWarrior would be awesome if it focus'd on large scale warfare, taking planets and salvaging your fallen enemies for scrap.
I would vote for Grand Theft Auto, but APB: All Points Bulletin (not yet listed on this site, but scheduled for a 2008 release) is from some of the GTA people and will basically be "GTA Online" in form if not in name. It's basically a "cops and robbers", Dark Age of Camelot-style "realm vs realm" PVP MMO set in a massive city. Might be the next, next, next big thing.
So... instead, I'll vote for something like "Mario Worlds Online"... there is *nothing* in the MMO space like a Mario fantasy experience. Imagine vast worlds that require platforming skills, teamwork, puzzle solving, etc., all in bright Mario colors and creative world designs. Could be amazing.
I think that the technology that will become available in the next few years will make possible new styles of MMOG. Here's an idea I had a while ago.
A survival MMO set in a stone-age world where the players are members of a tribe and have to fight to stay alive. The game would focus on interaction with the gameworld itself. The ecosystem of the game would be incredibly carefully modeled, each environment being filled with hundreds of different species of plants and animals that depend on each other and are active even when no people are around. The terrain and ecosystem would have to be procedurally generated instead of hand-crafted (I'm looking at Oblivion forests here) so as to allow for the huge diversity that's necessary for a game like this. The end result would be an incredibly beautiful gameworld, with mountains, rivers, oceans, etc.
In this stone age / survival MMOG, PvP would have to be the very top emergent layer of play and focused mainly on competition between tribes. PvP within your tribe shouldn't be restricted, but there should be absolutely no advantages to it.
Here's the kind of game I'm thinking of:
-Very complicated and alive environment. Every plant and animal has its own use for crafting, nutrition, construction, or whatever. However, one of the main features of the game is the realistic ecosystem so you have to be super careful not to overharvest.
-Certain number of members in a tribe. Players starting a new character would choose one of the NPCs in the tribe to "inhabit", I suppose, instead of creating a character. When a person logs off, the character remains in the world, acting as a member of the tribe just like the NPC members, and controlled by advanced AI.
-This means that it's not your character that you're improving, it's the tribe as a whole. So even though the game would have Permadeath for both PCs and NPCs, a player could come back as another member of the tribe. PD would not be a big setback. (Edit: Also, it should be pretty hard to die. Rarely will you be in a life-or-death situation.)
-Tribe only increases in number through exomarriage and having children. Children are represented by babies that take up resources for a short amount of time, then youngsters who can participate in the tribal activities, then adults. When a child becomes an adult, it is open for control by a PC.
-There are no advantages to killing somebody in your tribe - you don't gain anything and the whole tribe suffers. Antisocial players may be exiled - this means that the account can no longer inhabit a character in a particular tribe for x amount of time.
- The activities of the game (hunting, fishing, picking plants, building homes) should be as interesting as possible. Also, difficult. It should be a struggle to survive. Hunters have to provide food for the whole tribe. Rudimentary agriculture (slash and burn style) should be possible. I imagine the most deaths would occur due to exposure and hunger.
- Perhaps an extra layer of complexity would be ritual. The more tribal ritual you have, or the more resources you spend on ritual, the better the NPCs of the tribe would perform in tasks. The shaman role could be complex.
This would have to be a game where as little of the game was explicitly designed as possible. It will soon be feasible to have procedurally-genereated spaces with huge levels of diversity and complexity. A game like this would take full advantage of the hardware that we'll be seeing in five or six years.
Originally posted by Tanamoril I think that the technology that will become available in the next few years will make possible new styles of MMOG. Here's an idea I had a while ago. A survival MMO set in a stone-age world where the players are members of a tribe and have to fight to stay alive. The game would focus on interaction with the gameworld itself. The ecosystem of the game would be incredibly carefully modeled, each environment being filled with hundreds of different species of plants and animals that depend on each other and are active even when no people are around. The terrain and ecosystem would have to be procedurally generated instead of hand-crafted (I'm looking at Oblivion forests here) so as to allow for the huge diversity that's necessary for a game like this. The end result would be an incredibly beautiful gameworld, with mountains, rivers, oceans, etc. In this stone age / survival MMOG, PvP would have to be the very top emergent layer of play and focused mainly on competition between tribes. PvP within your tribe shouldn't be restricted, but there should be absolutely no advantages to it. Here's the kind of game I'm thinking of:-Very complicated and alive environment. Every plant and animal has its own use for crafting, nutrition, construction, or whatever. However, one of the main features of the game is the realistic ecosystem so you have to be super careful not to overharvest.-Certain number of members in a tribe. Players starting a new character would choose one of the NPCs in the tribe to "inhabit", I suppose, instead of creating a character. When a person logs off, the character remains in the world, acting as a member of the tribe just like the NPC members, and controlled by advanced AI. -This means that it's not your character that you're improving, it's the tribe as a whole. So even though the game would have Permadeath for both PCs and NPCs, a player could come back as another member of the tribe. PD would not be a big setback. (Edit: Also, it should be pretty hard to die. Rarely will you be in a life-or-death situation.)-Tribe only increases in number through exomarriage and having children. Children are represented by babies that take up resources for a short amount of time, then youngsters who can participate in the tribal activities, then adults. When a child becomes an adult, it is open for control by a PC.-There are no advantages to killing somebody in your tribe - you don't gain anything and the whole tribe suffers. Antisocial players may be exiled - this means that the account can no longer inhabit a character in a particular tribe for x amount of time.- The activities of the game (hunting, fishing, picking plants, building homes) should be as interesting as possible. Also, difficult. It should be a struggle to survive. Hunters have to provide food for the whole tribe. Rudimentary agriculture (slash and burn style) should be possible. I imagine the most deaths would occur due to exposure and hunger.- Perhaps an extra layer of complexity would be ritual. The more tribal ritual you have, or the more resources you spend on ritual, the better the NPCs of the tribe would perform in tasks. The shaman role could be complex.This would have to be a game where as little of the game was explicitly designed as possible. It will soon be feasible to have procedurally-genereated spaces with huge levels of diversity and complexity. A game like this would take full advantage of the hardware that we'll be seeing in five or six years.
Sounds like B.C. but MMO. Too bad B.C. got cancelled...
I hate diablo because it's a total hack'n'slash MMO And it totally uniteresting.
I don't really understand why D2 became so popular, expecially amongst the MMO crowd because the MMOs of the same type are usually Asian Based and really do awful in American/European Cultures. Even though WoW is pretty much like trying to swim butterfly in a kiddy pool, it has much more depth than D2.
I voted Command and Conquer Online, because something where strategy is a key element of an MMO is something that would be totally knew.
There are a few MMOs out there that are kingdom based and graphical, even those are Text Based (yes they are all extremely low budget).
I think something like Heroes of Might and Magic online would be something that would be very cool, but it would need to be more community friendly. The game would work, where you own your own kingdom, take over land and other kindgoms, but tthe game designers would have to very talented to make it Community Friendly. Perhaps a central meeting place and being able to hire freelancers (mercs) to fight and defend you kingdom? Wow, the possibilites of that would be endless if the Game Designer had the originality of Early Sid Miers.
The trade markets would be AMAZING.
The designer would probably need to be one that has never played any form of MMO or MUD including psuedo-MMOs such as D2 or GW. Because it would take such an ability to think outside the box and throw away everything that he/she knows about MMOs and create one from scratch.
Comments
It's a tough call for me, but I'd really like to see Command and Conquer Online. I would love to hear a buzz and look up at a Obolesk of Light preparing to kill me. My vote would be for the Tiberian Sun era.
I would love to see Diablo if it was bloody, and pvp motivated.
Mortal Kombat, or Street Fighter, or any 1v1 Tourniment Fighting MMO would be cool.
And MechWarrior would be awesome if it focus'd on large scale warfare, taking planets and salvaging your fallen enemies for scrap.
voting up for diablo... cause i love mmo... the other ones are not that style :P
at least, not everyone on the same server/room ^^;
by a PvP Master
Severance online, okay it's not an option but that would rock.
No annoying animated GIF here!
its not in the list
But there is one game that can't have a better setting for a RvR.
its just begging to be made into an mmorpg.
Suikoden.
That list is wayyyy too short and limited.
I would vote for Grand Theft Auto, but APB: All Points Bulletin (not yet listed on this site, but scheduled for a 2008 release) is from some of the GTA people and will basically be "GTA Online" in form if not in name. It's basically a "cops and robbers", Dark Age of Camelot-style "realm vs realm" PVP MMO set in a massive city. Might be the next, next, next big thing.
So... instead, I'll vote for something like "Mario Worlds Online"... there is *nothing* in the MMO space like a Mario fantasy experience. Imagine vast worlds that require platforming skills, teamwork, puzzle solving, etc., all in bright Mario colors and creative world designs. Could be amazing.
V
I think that the technology that will become available in the next few years will make possible new styles of MMOG. Here's an idea I had a while ago.
A survival MMO set in a stone-age world where the players are members of a tribe and have to fight to stay alive. The game would focus on interaction with the gameworld itself. The ecosystem of the game would be incredibly carefully modeled, each environment being filled with hundreds of different species of plants and animals that depend on each other and are active even when no people are around. The terrain and ecosystem would have to be procedurally generated instead of hand-crafted (I'm looking at Oblivion forests here) so as to allow for the huge diversity that's necessary for a game like this. The end result would be an incredibly beautiful gameworld, with mountains, rivers, oceans, etc.
In this stone age / survival MMOG, PvP would have to be the very top emergent layer of play and focused mainly on competition between tribes. PvP within your tribe shouldn't be restricted, but there should be absolutely no advantages to it.
Here's the kind of game I'm thinking of:
-Very complicated and alive environment. Every plant and animal has its own use for crafting, nutrition, construction, or whatever. However, one of the main features of the game is the realistic ecosystem so you have to be super careful not to overharvest.
-Certain number of members in a tribe. Players starting a new character would choose one of the NPCs in the tribe to "inhabit", I suppose, instead of creating a character. When a person logs off, the character remains in the world, acting as a member of the tribe just like the NPC members, and controlled by advanced AI.
-This means that it's not your character that you're improving, it's the tribe as a whole. So even though the game would have Permadeath for both PCs and NPCs, a player could come back as another member of the tribe. PD would not be a big setback. (Edit: Also, it should be pretty hard to die. Rarely will you be in a life-or-death situation.)
-Tribe only increases in number through exomarriage and having children. Children are represented by babies that take up resources for a short amount of time, then youngsters who can participate in the tribal activities, then adults. When a child becomes an adult, it is open for control by a PC.
-There are no advantages to killing somebody in your tribe - you don't gain anything and the whole tribe suffers. Antisocial players may be exiled - this means that the account can no longer inhabit a character in a particular tribe for x amount of time.
- The activities of the game (hunting, fishing, picking plants, building homes) should be as interesting as possible. Also, difficult. It should be a struggle to survive. Hunters have to provide food for the whole tribe. Rudimentary agriculture (slash and burn style) should be possible. I imagine the most deaths would occur due to exposure and hunger.
- Perhaps an extra layer of complexity would be ritual. The more tribal ritual you have, or the more resources you spend on ritual, the better the NPCs of the tribe would perform in tasks. The shaman role could be complex.
This would have to be a game where as little of the game was explicitly designed as possible. It will soon be feasible to have procedurally-genereated spaces with huge levels of diversity and complexity. A game like this would take full advantage of the hardware that we'll be seeing in five or six years.
Sounds like B.C. but MMO. Too bad B.C. got cancelled...
I hate diablo because it's a total hack'n'slash MMO And it totally uniteresting.
I don't really understand why D2 became so popular, expecially amongst the MMO crowd because the MMOs of the same type are usually Asian Based and really do awful in American/European Cultures. Even though WoW is pretty much like trying to swim butterfly in a kiddy pool, it has much more depth than D2.
I voted Command and Conquer Online, because something where strategy is a key element of an MMO is something that would be totally knew.
There are a few MMOs out there that are kingdom based and graphical, even those are Text Based (yes they are all extremely low budget).
I think something like Heroes of Might and Magic online would be something that would be very cool, but it would need to be more community friendly. The game would work, where you own your own kingdom, take over land and other kindgoms, but tthe game designers would have to very talented to make it Community Friendly. Perhaps a central meeting place and being able to hire freelancers (mercs) to fight and defend you kingdom? Wow, the possibilites of that would be endless if the Game Designer had the originality of Early Sid Miers.
The trade markets would be AMAZING.
The designer would probably need to be one that has never played any form of MMO or MUD including psuedo-MMOs such as D2 or GW. Because it would take such an ability to think outside the box and throw away everything that he/she knows about MMOs and create one from scratch.
A Work in Progress.
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