well i would like a game set in the time of giants and your just little humans every thing you fight 10 X bigger than you and the only way to fight them in in squads witch could be npc or a group off you.
The pvp would be in pits were you fight for prizes and honer.
I would like to see an MMO set in the Dragonlance world. I am actually confused as to why this has not yet happened, since DL would be an ideal fantasy setting.
"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
"I have found a desire within myself that no experience in this world can satisfy; the most probable explanation is that I was made for another world." ~ C. S. Lewis
A mmo that is not based on ip, books or brands. First, it usually restricts the game a lot, and second it shows me that the developers have creativity and a vision, and possibly also a sensible amount of guts to not be a bandwagon game. I would like to see a mmo that tries to make some of the ideas from EqNext become reality. A virtual evolving world concept (which also implies living breathing world), that is driven by systems and algorithms but also by the developer. And by developer driven I mean that the game evolves all the time, from overall grand designs (like gw2 living story) to day to day (week to week) changes and generally keeping the game evolving in a sensible matter (the idea of self sustaining world controlled by systems and algorithms alone is in my opinion utopia). If server based, each server should as much as possible be evolving independently, but it would probably be better to have some kind of mega world (details not thought through on that) simply because maintaining that many servers may not be realistic in terms of manpower costs. Like EqNext, it should be a world in conflict but not a world evolving through pvp alone, but through many kinds of influences from players and gods (GM/Developer) alike, pvp is a part of this, but proportionally pve plays a bigger role for example in terms of supporting factions/tribes/kingdoms/deity-religions/etc through questing, diplomacy, time limited events and much more. Obviously this mean that the mmo will not be story driven, but each player form their own stories as they go along, and yet the world is full of stories that come into existence and then disappear - It is important to note, content is not sacred and by letting it die should not be viewed as wasted work (for the developer), therefore the current story driven way of making content is not suitable for such a game, but instead it needs a different and swifter and more efficient way to manage stories for the developer. Yeah ... that. And a completely transparent (simple) and honest business model, that has minimal impact on game design - Simply minimal interaction between in-game and out of game (meaning that while a player is in game, hum should be immersed in the world and not reminded of shop or otherwise out of game items)... I am confident such a system is possible to make, it "just" takes careful planning and a understanding that the game should earn money by being the best experience it can be, and all monetization concepts have an impact on every part of the game. It has been done, it is currently being done by some games - A game CAN make money without shady monetization. And a few other absolute no-go's: No level scaling or otherwise world/content adjusting to player powers, No cosmetic shop items.. everything cosmetic must come from playing the game (feeling accomplished, a extremely important and mostly ignore philosophy in modern mmos). Of course the game must have as many systems as possible to have players interact (because it is a MMO world!), co-op, roles, meaningful crafting and also out of combat inter-dependencies of players and systems... co-op crafting/gathering, guarding, currier services and powerful players creating tasks that are too mundane for them but will help upcoming players with wealth, experience and other things. And so on ... Easy peasy and not at all a demanding list huh ?
Comments
be a clueless, enter Sigil.
join factions, get double crossed.
find yourself in blood war.
get sold, learn to rat, cheat, sell.
be a planewalker.
this is what i want. Good graphics/gameplay/community wouldnt hurt.
I need more vespene gas.
Anarchy Online II
...with the cryengine II (or III) at the core.
The pvp would be in pits were you fight for prizes and honer.
dont know what to call it like lol
Journey to the Center of the Earth MMO
Pirates of the Caribbean MMO (but actually good, not like Pirates of the Caribbean Online, which shut down years ago)
Fallout MMO
Sherlock Holmes MMO
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
"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
Age of Wushu 2 for real though
Cryomatrix
You can see my sci-fi/WW2 book recommendations.
I would like to see a mmo that tries to make some of the ideas from EqNext become reality. A virtual evolving world concept (which also implies living breathing world), that is driven by systems and algorithms but also by the developer. And by developer driven I mean that the game evolves all the time, from overall grand designs (like gw2 living story) to day to day (week to week) changes and generally keeping the game evolving in a sensible matter (the idea of self sustaining world controlled by systems and algorithms alone is in my opinion utopia). If server based, each server should as much as possible be evolving independently, but it would probably be better to have some kind of mega world (details not thought through on that) simply because maintaining that many servers may not be realistic in terms of manpower costs.
Like EqNext, it should be a world in conflict but not a world evolving through pvp alone, but through many kinds of influences from players and gods (GM/Developer) alike, pvp is a part of this, but proportionally pve plays a bigger role for example in terms of supporting factions/tribes/kingdoms/deity-religions/etc through questing, diplomacy, time limited events and much more. Obviously this mean that the mmo will not be story driven, but each player form their own stories as they go along, and yet the world is full of stories that come into existence and then disappear - It is important to note, content is not sacred and by letting it die should not be viewed as wasted work (for the developer), therefore the current story driven way of making content is not suitable for such a game, but instead it needs a different and swifter and more efficient way to manage stories for the developer.
Yeah ... that.
And a completely transparent (simple) and honest business model, that has minimal impact on game design - Simply minimal interaction between in-game and out of game (meaning that while a player is in game, hum should be immersed in the world and not reminded of shop or otherwise out of game items)... I am confident such a system is possible to make, it "just" takes careful planning and a understanding that the game should earn money by being the best experience it can be, and all monetization concepts have an impact on every part of the game. It has been done, it is currently being done by some games - A game CAN make money without shady monetization.
And a few other absolute no-go's: No level scaling or otherwise world/content adjusting to player powers, No cosmetic shop items.. everything cosmetic must come from playing the game (feeling accomplished, a extremely important and mostly ignore philosophy in modern mmos).
Of course the game must have as many systems as possible to have players interact (because it is a MMO world!), co-op, roles, meaningful crafting and also out of combat inter-dependencies of players and systems... co-op crafting/gathering, guarding, currier services and powerful players creating tasks that are too mundane for them but will help upcoming players with wealth, experience and other things.
And so on ...
Easy peasy and not at all a demanding list huh ?
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
This is beyond necromancy, someone just made love to this carcass thread.