Say you acquired a very large sum of money. Say you also found a competent team of devs eager to show off their skills. What game would you have them make? List the aspects you would require if you could put an mmo out to the world.
Myself:
* Medieval / Pioneer Setting
* A Simulation Game much like the EA sims series but for online multiplayer
* A pet system with breeding
* Cash shop free to play or maybe box to pay but definitely NOT a subscription
* Voice system where character's mouth movements mimicked the mic chat.
* Virtual Reality flip switch in housing, small rooms only.
* Small treasure spots with VR flip switch - like find a cellar door and explore a tiny dungeon and when zoning it opts to VR.
What would you have built?
Comments
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Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC)
Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
would have loved to have played that game with a more fleshed out underworld faction, where smugglers could smuggle, where bounty hunters didn't just hunt NPC's, and guilds finally got to own capitol ships.
Bounty hunters used to track people, it would say when they were online and where they were last seen, from what I remember at least. The smuggling part though, I am with you on that! It would be cool if you could be stopped (I mean for real, I know they'd 'hey stop and talk to us' but never chased) by stormtroopers on Tatooine and chased and caught and be searched or arrested LOL. Capital ships, I am also with you on that one! It's like X3 but in an MMO and Star Wars! Epic. Just epic.
Currently Playing:
Fallout 4 (Xbox One)
Puzzle Pirates (PC)
Dreadtooth on Emerald Ocean
"Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"
Purchasing the rights for Ultima Online and making a proper UO2, or:
A massive, sandbox/theme park hybrid Steampunk MMO.
-no classes, free character development
- housing, owning shops
- visitable planets
- space / flight combat
- ground / vehicle combat
- meaningful crafting
- huge space station(s) (like in mass effect)
- open world pvp
- Albert Einstein
If I couldn't get the license I would make a musketeer MMO. We have too many fantasy MMOs, at least high fantasy. I guess a low, fantasy could work as well.
- Albert Einstein
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As a main focus for the game, I'd go Open World PvP with territory control (only the main fronts would be forced pvp, all other zones would be consensual only)
As a more general philosophy, I'd go SWG Pre-cu (i.e. tons of classes, loads of non-combat stuff to do, very sandbox)
As a combat system, I'd create my own. I prefer tab-target with lots of toolbars but that wouldn't do justice to a 40k game. I'd probably keep the toolbars so that my combat system could have depth (something sorely missing these days) but I'd make it free aim with more focus on movement so that its more fast paced. A nice hybrid between dull-but-deep oldschool combat and adhd-button-mashing of action combat.
I would also want to add the CUBE system from Camelot Unchained so that when my Waaaghh! of Orcs finally takes over a planet, we can start erecting weird and wonderful builds / towns / cities and make it our own.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
There's a lot more, but it would take up a couple pages really.
BDO + EQ Dungeon and Trinity System.
-Action/skill-based combat.
-Skills improve with usage, with some form of soft cap to prevent master-of-all classes or to prevent players from becoming too efficient in too many areas.
-Heavily focused on grouping at all level (rather than an end-game gimmick), requiring players with various playstyles to play together (a mild take on the holy trinity if you will) .
-Very difficult and challenging encounters. Even non-boss mobs would have to be able to provide some difficulty, I want to completely remove sandbag/pinata mobs.
-More focus on the "World" as the story rather than a story centering around the player.
-No traditional quests. Favoring instead interactions with various NPCs to inquire about rumors or hints (like rumors of a group of bandits roaming somewhere in a forest north of the village). Such events would be more dynamic and random.
-An adventurer's guild. Central hub for players, an area were formal requests and bounties can be placed and collected, created by both players and NPCs.
-Minor differences between equipment types, removing level requirements and iLevels in favor of a design that dictates an armor's strength based on its type (heavy, light, cloth) without significant differences between armors of the same type, other than aesthetics. (If anyone has played Mabinogi, very similar to their armor system, albeit without the anime insanity).
-Becoming a Crafter would be an actual, encouraged, path in the game, rather than some side-activity for PvE players looking to gear themselves up.
-Crafting as an activity, meaning that there is some degree of interactivity (mini-game perhaps) during the crafting process to determine the quality and success rather than watching a loading bar with an RNG for success.
-Crafters able to purchase stores where they can publicly display and sell their wares, take orders, etc.
Those are all the things that comes to mind so far.
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