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My ideal MMO. Whats yours?

ValidurValidur Member Posts: 48


I remember a discusion with an old friend in a Call of Duty clan about our ideal, although highly unlikely, MMO. It could never work of course, not for a long time. Not untill game engines, home PC's and servers are stupidly powerful. You'll understand what I mean as you read on, I hope.

My MMO already been tried in the form of "World War 2 online", but in my eyes pretty badly, but thats neither here nor there as this isn't a post about whether or not ww2 online is any good it's about letting your imagineation go crazy and coming up with YOUR ideal MMO.

Now, onwards. Europe is in the grip of Nazi Germany, and it's total, it's brutal and there no hope insight for the people. Cue the allied invasion and the struggle to win back the continent. If you hadn't guessed, my 'ideal' MMO is an FPS. You are naturally either Allied or Axis and your job is to seize control of the continent or try to defend it.

Now here's the fun part. Fully destructable scenery (ie, a rocket explosion would more than likely blow a gaping hole in the side of a bulding), thousands of players, streamed landscape, realistic graphics and all that jazz.
Imagine if you will: Your an RAF pilot, flying a Lancaster Bomber over the city of Caen. On either side of you are hundereds of fellow pilots trying to evade the flak thats puffing up all around, watching carefully for enemy bandits who's only desire is to shoot you down. You look down as you pass over the front line, the Axis players have been pouring themselves at the Normandy landings, they need help, you begin to hope there are enough reinforcements to break out... Your train of thought is broken by a burst of flak, the city is in sight! In Caen Axis reinforcements are readying themselves for an attack but before they know whats happening, bombs begin to rain all around. Buildings are blown up, collapse, roads are blocked.

Here's another example: Your an Axis tank commander, you know somewhere out there the 2nd Royal Mechanized is rumbling towards you. Behind you is the City of Berlin, the Axis captial. Reinforcements are being assembled but they won't be ready for another 20 minutes. It's up to you to hold off the allied advance. A shell whistles past your tank and explodes 20ft behind you, the enemy is here!
25min later and you've only just managed hold them off and only after taking heavy casualties. But you see in the distance hundereds of German tanks racing towards you, the reinforcements have arrived, your mission is complete, now push forward!

This might not sound fun to many of you and I don't care, but to me this sounds great. The idea, and that is what it is, of fighting a seemingly real war, trying to capture cities, repelling constant counterattacks, keeping supply lines clear to sustain the frontline. Naturally it wouldn't be 100% realistic, there's no fun in that, but realistic enough. The scope of this is huge and yes, there are a lot of flaws, but that it matters. I'd play this game for years if it ever exsisted.

To people who are going to post "go play bf1942" or "ww2 online" don't. You've obviously not understood the point of this thread.

Whats your ideal MMO?  Let your imagination go wild, have some fun.

Comments

  • paadepaade Member Posts: 471
    in short, my ideal MMO would be a game that has so advanced AI that you couldnt tell the difference between a PC and a NPC. The game world would be unforgiving, just like the real world, f.ex. if I bumb to a bear in a forest I will most likely die than 3-hit the bear and move on like nothing happened (the reality in games today).

    This would be the core and skin could be any 'genre' (fantasy/scifi/WW2)
  • ElnatorElnator Member Posts: 6,077

    Erm... haven't we done this thread before? :)

    In short: UO re-engineered so that it has a modern interface with modern 3D graphics engine.

    But leave ALL the game mechanics the same.  UO was the closest thing to perfect out there.  Slap that game into a modern graphics engine with full 3D support and all the bells and whistles and you'd have exactly the game I love.

    Currently Playing: Dungeons and Dragons Online.
    Sig image Pending
    Still in: A couple Betas

  • Bryan1108Bryan1108 Member Posts: 11

    I have actually given this some thought as I have only just started looking for my ideal MMO. I find it unlikey that I will find exactly what I am looking for but here it is.

    Probably something using a fantasy setting based on the 19th century Transylvania of horror movies. The land would be populated with all of the monsters from Castlevania and any horror movies that they missed.

    Characters would have the option to focus on their fighting abilities as they level up or could draw powers from four sources. Faith, psionics, witchcraft and mad science.

    There would be points to measure sanity and soul corruption as well as hit points.

    While not what I would be looking for, I suppose it would be a good idea to allow players to have monstrous characters or to keep characters after they are turned into monsters (bitten by vampires opr werewolves or whatever). Actually, it might be neat to allow a player to play the ghost of his character after the character's death.

    Otherwise, I don't see alot of resurrections for characters that get killed (it is a horror game after all) 

    The technology of the land would be early to mid- 19th century (revolvers and steam engines available but rare) and there would be bits of more advanced technology around as a result of mad science (though I would try to keep the steampunk elements light) and those gizmoes would be about as common/rare as items enchanted by witchcraft or blessed by faith.

  • HarafnirHarafnir Member UncommonPosts: 1,350

    UO II

    Everything else is just bland copies of a bland copy.

    "This is not a game to be tossed aside lightly.
    It should be thrown with great force"

  • superduck441superduck441 Member Posts: 3
    Mine would basically be a re-creation of Europe in the 11th-17th century. Where death wouldn't mean you'd respawn, but really die. Where the only monsters you'd meet are the animals you see in real-life too. A game without annoying newbs begging for items (unless they are playing the role of beggars, of course). Basically, it'd be like living in that time.


    Although I'd immediately buy the mmo fps you propose d


  • danvain68danvain68 Member Posts: 1


    Originally posted by Elnator

    Erm... haven't we done this thread before? :)
    In short: UO re-engineered so that it has a modern interface with modern 3D graphics engine.
    But leave ALL the game mechanics the same.  UO was the closest thing to perfect out there.  Slap that game into a modern graphics engine with full 3D support and all the bells and whistles and you'd have exactly the game I love.


    Agreed.  UO was/is one hell of a game.  It has it's weaknesses, but is far superior to most, if not all, of the current generation MMO's being released.
  • Par`a`doxPar`a`dox Member Posts: 12
    This ideal MMO for me is kind of already in development. 

    Combat like Mortal Kombat, with fatalities and combinations of attacks, where you must be aware of your swinging momentum with your melee weapon.  The ability to decide when and where to block with your shield, combat from horseback, climable buildings, first person archery, the ability to manipulate your environment through magic.  A world that stresses how corrupting magic is in and of itself.  A world that has lush environments, a world where you  must use tactics and teamwork to avoid getting destroyed.  A world where you can build a city similar to a Real Time Strategy game.  A world which requires you to climb the back of a monster that is 20 feet taller than you rather than just "poke him in his big toe until he falls over".  A world where you can use your bow like a staff if you have to, a world with revolutionary combat, gameplay, PvP, (but not lacking in PvE) with mounted combat, a lush world environment, Buildable guild halls, formations for combat, and a game that doesn't sacrifice content for a teen rating. 

    Sounds like a game I've read about.

    Age of Conan.


  • Lord_ZLord_Z Member UncommonPosts: 157

    In short:- A mmorpg with Oblivion come across GTA rpg where you can do what you want in the towns, citys, countryside etc, choose the path of good or evil in the storyline if you choose to do the storyline and able to pvp where ever you want against any other person if you have pvp enabled and also can go outside into dungeons, and the countryside to beat mobs and bosses for gear/weapons.

  • SuitepeeSuitepee Member Posts: 921

    The easy to use interface of WOW.

    The community of EVE.

    The streaming of Second Life (minus the crap graphics and lag).

    PvP with purpose. I want to see fortresses fought over that have a PURPOSE. I want to see towns being raided and captured for a PURPOSE. I want to see how one side's PvP dominance affects the rest of the world's PvE. (Was Ultima Online like this? Sheesh,I kinda feel 'sad' I never played this game that sounded so good.)

    The unusual erm-group feeling of FlyFF. Something about the way you grind in there and it's not quite so boring because you see other people around you and.....kinda hard to explain,but a feeling of GRINDING and not getting bored after 5 minutes.

    A fully helpful tutorial system, like EVE's, covering everything.

    A gamecard or mobile phone system of payment.

    The FPS-style of Face of Mankind,minus the suck.

    One server only. No choosing between PvP,PvE,PK,RP. One server; fully PvP,RP and PvE in one.

    Graphics that look not crap and mean less pop-up. If it's gonna be 3D,look a good 3D.

    Oh,and aimed shots/melee combat like in Darkfall. In fact,I'm hoping Darkfall is THE GAME I want from a MMO. Failing that,someone say UO2?

    Maybe WOW 2 could be a big hit if it did PvP better.......if there ever is a WOW 2.

  • nomadiannomadian Member Posts: 3,490
    A game heavy on atmospheric environments, a believable world, and with appealling group play.

  • KormacKormac Member Posts: 297
    • Player generated content: This is the heart and soul of my mmorpg experience. This is why I don't simply play the single player games. With players around, you can have unpredictable twists and turns, you can affect the world in ways the developers didn't lay out for you. Explanation by description of the opposite: You get a list of quests to be done in order of appearance, and a recommended level to reach before trying.
    • Logical, consistent world: Anybody you kill - they die. Anybody who fought you with a longsword - they die with a longsword (that you can take) in their hands. Any animal that dies, it does not carry as much as a penny in its purse, and it had no weapon. You won't be finding one by looting it.
    • Logical, consistent world(2): Anybody who die, they stay dead. The only exception is if the world has defined a reason for resurrection that supports the rest of the lore. If the game defines death to life as "you become dead and come back to life with all your strength and gear" (WoW I believe) then the same game can hardly base its lore on "death is bad" -everybody is going to play the game as if "death is a walk in the park", and there will be a fundamental inconsistency in how the game is defined and how it is played. Suspend your disbelief, yeah, but it isn't all about disbelief. It is also perfectly impossible to generate anything but a predefined story in many inconsistent environments.
    • Logical, consistent world(3): Like death must be more than a walk in the park to be bad, victory must be more than a token and bragging rights to be good. If there is a battle going on, loss / victory needs to lead somewhere. The winner, whomever, must actually be able to use the victory. (Loot the victim, pillage the village or whatever)
    • Compact scale skill system: Few people are heroes, and those who are heroes didn't get there by levelling, they got there by risking their necks time and time again. (They may have survived due to wits or luck, good planning, deceit...) Yes, the beginners will be clumsy, and the expert/master will have an edge over the mere professional, but even an expert could theoretically fall to a beginner. In "reality" it should probably take a 3 man assault of beginners for them to get him - unless they have a very good strategy to take advantage of their superior numbers.
    • Crafter gear superiority, meaningful economy: If you find a sword out in the wilds, it is worn and possibly rusty. The armour off the orc you just killed is strangely enough dented by your greataxe. The crafter in town has made a new set of armour, mint condition. In some current games they disallow looting of other players because loss of extreme gear is such a horror. "My game" doesn't give the greatest gear for quests, or imbue such items with insane power. In the spirit of compact scaled skills, it equips most of the population with commonly available weapons, although crafter skill, material and time might affect quality.
    • Crafter gear superiority, meaningful economy(2): No endless influx of valuables. Somebody must work to get valuables into the game, and upkeep / deterioration drains the economy so that there is room for further income. (Even the best items you can get will eventually be inferior if you don't treat them right). Miners, crafters - all the peaceful professionals: They are the suppliers to the warriors, and so the warriors need them to sustain themselves. Those warriors who protect their crafters well will find themselves better equipped and supplied than others. Did you every try playing a studious sage only to discover that the only source of XP to up your knowledge stats would be violent quests and random PvE (rather than actual studying)? This game is contrary to that: It goes from "everybody is a warrior" to "warriors don't exist without the support of peacetime professions". This is also meant to weaken the offensive leets and gankers that don't connect with others, but destroy them instead.
    • Fully player generated content: I know I said it already.
    • But that also means players can build farms, or raze the enemy's countryside to rob them of resource production, they can construct buildings and build cities, they can conquer and destroy. They can produce, they can forge alliances and they can explore the world. If life is precious (as it "will" be in my game) you can even take a hostage, and actually see a hefty ransom coming your way. Laws, politics, religion (if it exists) - it is all in the hands of the players.

    The future: Adellion
    Common flaw in MMORPGs: The ability to die casually
    Advantages of Adellion: Dynamic world (affected by its inhabitants)
    Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens)
    Player-driven world (Leadership is the privilege of a player, not an npc)

  • DoubleGDoubleG Member Posts: 13

    Pre:UOR UltimaOnline with 3d graphic engine, particle effects etc.  multiple clothing layers etc, just like the first replier said, everything about UO (I added Pre:UOR, cause Fame/Karma system blew, BRING BACK THE DREAD LORD FRENZY) with the modern GUI improvements

    everything else =< Pre:UOR UO

  • XpheyelXpheyel Member, Newbie CommonPosts: 704

    I just got it. Its really late. Teacher's claims on when project was due != actual due date. Stay up very late coding to sneak a couple points out of the thing, so I come here after the deadline, and amidst my stress, anger, and exhaustion... It hits me.

    An MMORPG where you play an MMORPG player character that realizes its in a computer game and starts trying to escape the servers.

    ::::02::

    It'd be kind of like cyberpunk, except with virtual reality and reality flipped. Virtual reality would be a generic fantasy MMORPG. Reality would be some kind of system where you work at corrupting the servers as a roving datastructure and avoid being taken control of by your real-life player. Something along those lines.

    image

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