The level of detail and customization of Cryptic games, with a return to realism in graphics. With a plethora of race/species to choose from to customize. Character customization needs to be expanded to not just include the avatar, but also the players choice of armor and weapons. Too long have we been forced to sacrfice the look of our gear for the stats. The two should either be separated, or we should have gear that grows with us.
Character skill/level progression:
A system similar to Oblivion or DnD 3-3.5 multi-classing. While this causes balance issues and fears of "gimping" one's character, I'm tired of games that over simplify classes and skills. If I gimp myself so be it, the trend in MMO's today is for easy respecing any way, so let me dabble with my own hybridization or my own narrow focuses and I'll accept the consquences.
Gameplay:
The game should be divided into three kinds progressions of game play - Rise of the hero, Heroic deeds, and Apex Hero. The first third of the game should be a mixture of quest based hand holding like WoW et alia and the more open world mob grinding of EQ. This portion of the game is basically teaching you your place in the world and how to use the skills you've choosen. The second third of the game should be dedicated to more epic content, this is the part of the game where you and your band (possibly even allowing for the use of NPC's to form parties like in STO) save the world. This is the place for saga like story arc's to unfold. The final third of the game is about reaching an Apex of heroic action. Here I see the paradigm shift from traditional end games of raiding or PvP to a completely different game style entierly. This would be based on territory control and either direct or indirect competition with your fellow players.
The level of detail and customization of Cryptic games, with a return to realism in graphics. With a plethora of race/species to choose from to customize. Character customization needs to be expanded to not just include the avatar, but also the players choice of armor and weapons. Too long have we been forced to sacrfice the look of our gear for the stats. The two should either be separated, or we should have gear that grows with us.
Character skill/level progression:
A system similar to Oblivion or DnD 3-3.5 multi-classing. While this causes balance issues and fears of "gimping" one's character, I'm tired of games that over simplify classes and skills. If I gimp myself so be it, the trend in MMO's today is for easy respecing any way, so let me dabble with my own hybridization or my own narrow focuses and I'll accept the consquences.
Gameplay:
The game should be divided into three kinds progressions of game play - Rise of the hero, Heroic deeds, and Apex Hero. The first third of the game should be a mixture of quest based hand holding like WoW et alia and the more open world mob grinding of EQ. This portion of the game is basically teaching you your place in the world and how to use the skills you've choosen. The second third of the game should be dedicated to more epic content, this is the part of the game where you and your band (possibly even allowing for the use of NPC's to form parties like in STO) save the world. This is the place for saga like story arc's to unfold. The final third of the game is about reaching an Apex of heroic action. Here I see the paradigm shift from traditional end games of raiding or PvP to a completely different game style entierly. This would be based on territory control and either direct or indirect competition with your fellow players.
My dream MMOs are the ones i'm hoping to make one day.
Aegis
Setting: fantasy, but much more medieval like Mortal online, with a little more colour.
World: Two human factions fighting, Vareghal and Arcovia. Based on medieval England, but architecture is more advanced. (the average peasant will live in a 3-room wooden house.)
Races: so far just human, maybe dwarf.
Combat: combat wouldn't be a traditional style, you will manually swing, block, shoot, etc. Game is from a first person perspective.
Style: Sandbox, something like RDR with boatloads of quick, fun non-grind stuff to do. (Archery competions, songs in the Tavern, etc). Quests will be more like Runescape than WoW.
Elite
Setting: Sci-fi, something like a mix between the Galactic Federation and the Republic.
World: an entire galaxy, living and breathing.
Races: Human, some lizard species, yada yada. it's sci fi.
Combat: Completely fps, with an integrated cover system, leveling up unlocks better gear and suit upgrades (skills).
I would love to see an action fantasy game. Something like DCUO control set, not just pushing buttons 1-9, and a huge rich world full of quests and dragons and stuff!
My dream MMO was back in the golden age of MMO when everything was the new, then Blizzard made WoW and the MMO genre died.
Oh don't be overly dramatic. It's not like the genre came to a screeching halt right off the bat.....it took at least a year or two for WoW to cement itself.
After that though...yeah. Nobody with the talent and money to get things done was really willing to try new things. The companies that did try new things seemed to keep getting distracted by what other companies were doing instead of focusing on their own work. Some companies (SOE) completely trashed existing games in an effort to make a grab for them wow monies.
Now though we're seeing some pretty interesting things happening. There have been Blizz higher ups that have stated that they know that WoW is coming to it's limits. Not that it will 'die', but that they're just reaching the limits of what they can/are willing to actually do with the game. At the same time we have this mystery mmo project that Blizz is working on that they have already said is not going to compete with WoW. So that means it's going to be something different altogether. Does this mean innovation? Perhaps.
WoW was a necessary evil. It needed to exist so that it could grow the industry and then make both developers and consumers tired of playing the same game over and over again.
My Dream MMORPG was to be Warhammer Online. Like many, many other gamers, I was looking forward and expecting the following.
1) Mythic would take everything learned from Dark Age of Camelot and improve on it for all aspects of PvP play. It would also look over at other current similar games and borrow from them (World of Warcraft's battlegrounds, especially original AV come to mind). And there was an expectation of more than just 2 player faction sides.
2) World of Warcraft's innovations in quest based leveling, some of the raid ideas, and instance dungeons (harder ones, where crowd control and timing were critical) would be borrowed for PvE.
Mythic failed. So...
Someone mentioned Eve Online's starship combat and intersteller gameplay merged with Planetside's surface combat (subject to a lot of improvements). I'd go for that.
Also, for the love of God, I would kill for a Cyberpunk themed sandbox game with either *extremely* flexible classes or just go for skill based characters.
But I think I'll speak for the majority of gamers here when I say, "folks. we are soooo done with 2 player factions only for pvp". We've been given two sided battles in far, far too many games. Stick a fork in it already.
My dream MMORPG is without doubt a "better" EverQuest.
I don't mind playing the same IP, actually it would be really good because I love Norrath. But it should play like EQ1 pre-luclin AND expand upon. The thing that must NOT be changed from EQ1 are..
1. First Person View
2. Being able to attack any NPC
3. Faction System (expand on it, I want to be able to kill anything but with consequences and rewards, faction based).
4. No light source = DARK. Completely black for races without night vision or ultra vision.
5. Hard to solo (impossible for some group friendly classes)
6. Same Classes! (add more if needed)
7. No playing the Action Bar, I dont want to smash buttons, I want to play the game. Keep the combat slow paced and less buttons like EQ1. It was more fun than having zillions of buttons like in WoW.
8. Big Huge Dungeons
9. Harsh Death Penalty for the adrenaline rush.
10. No Instances, I MISS trains!
11. Monsters should not quit on chasing you!
12. Random Itemization; I'm sick and tired of this Green, Blue, Purple crap. I want EQ items, individially designed and they make no sense.
13. Armor/Weapons should NOT drop like candy. Only stat-less armor/weapon should be common drop. Good weapons should ONLY drop from Nameds monsters or Bosses (with common, uncommon, rare item table) <-- This is NOT like the WoW common, uncommon and rare crap.
14. No GPS Maps, I DONT want to look at the MAP while traveling!! YOU ARE DESIGNERS you should know better. Make us travel by looking at the world not at a mini game.
15. No Plane of Knowledge Book (portals, insta travels).
16. More community skills (like Teleport, Rez, Corpse Summon, Buffs, SoW..etc)
17. Skill and Level progression system (Evocation, Alteration, 2 Hand Slashing, Defense, Dodge...etc) and Levels. GREAT SYSTEM!
18. Progression is SLOW. Skills level up slowly, you gain levels slower than the themepark MMORPGs.
19. No Auction Houses, expand on the trading system. Give people the ability to make shops, hire NPCs to sell goods for them..etc
20. No Hand Holding, No Quest Driven Content. Leave it as it is, it was beautiful. No more "!" and "?" please.
21. Quests are good in the EQ style, where you dont have to switch them on to be able to loot its items. But don't make them THE game though. Quests are only an option and a tool for the game, not THE game!! (oh and include something like the Epic Quest later on!)
22. Keep the Down Time, we NEEDED IT. It's GOOD for the community. Don't make it too much but don't completely remove it!! People need to take a break every 30 minutes of continuous fighting to talk and relax, smoke, go to the bathroom. Make the downtime an average of 5 minutes (200-400 seconds).
That's what I remember.. if SOE designs EverQuest Next with the above points applied I will pay $50 a month for a monthly subscription fee.
A game where the players change the world. A game that focuses on exploration and survival. A game that accentuates right from wrong. A game where anything goes, but the player must choose wisely or face heavy consequences. A game where you must watch over your shoulder almost all the time, yet having friends will reap huge benefits.
If you took a game universe the scope of what Infinity promises, the combat of Tabula Rasa, an open PvP system, highly mechanized gameplay, SWG's crafting, awesome resource gathering systems like space mining, and a civilization creation system that allows for full empire construction I'd be ecstatic.
So imagine some colonization spaceship mission goes awry, somehow it's flung into another galaxy completely cut off from it's Earth based civilzation, and it finds a suitable world to land on.
Enter the players at the moment the ship lands.
Edit: You could even have a one or two week prelaunch event where pre-ordered customers can start out on the ship and perhaps influence the choice of the destination world.
Comments
EVE + Planetside.
This, a million times over.
Everything creates huge amounts of negativity on the internet, that's what the internet is for: Negativity, porn and lolcats.
Star Wars Galaxies 2. No NGE, No SOE and No rushed launch.
Rf onlnie.. mixed with some casual elements.. less CS oriented anda decent company running it
That would work for me
Blizzard's next MMO. They always make good game.
Character creation:
The level of detail and customization of Cryptic games, with a return to realism in graphics. With a plethora of race/species to choose from to customize. Character customization needs to be expanded to not just include the avatar, but also the players choice of armor and weapons. Too long have we been forced to sacrfice the look of our gear for the stats. The two should either be separated, or we should have gear that grows with us.
Character skill/level progression:
A system similar to Oblivion or DnD 3-3.5 multi-classing. While this causes balance issues and fears of "gimping" one's character, I'm tired of games that over simplify classes and skills. If I gimp myself so be it, the trend in MMO's today is for easy respecing any way, so let me dabble with my own hybridization or my own narrow focuses and I'll accept the consquences.
Gameplay:
The game should be divided into three kinds progressions of game play - Rise of the hero, Heroic deeds, and Apex Hero. The first third of the game should be a mixture of quest based hand holding like WoW et alia and the more open world mob grinding of EQ. This portion of the game is basically teaching you your place in the world and how to use the skills you've choosen. The second third of the game should be dedicated to more epic content, this is the part of the game where you and your band (possibly even allowing for the use of NPC's to form parties like in STO) save the world. This is the place for saga like story arc's to unfold. The final third of the game is about reaching an Apex of heroic action. Here I see the paradigm shift from traditional end games of raiding or PvP to a completely different game style entierly. This would be based on territory control and either direct or indirect competition with your fellow players.
This.
Free to play means pay to win.
My dream MMOs are the ones i'm hoping to make one day.
Aegis
Setting: fantasy, but much more medieval like Mortal online, with a little more colour.
World: Two human factions fighting, Vareghal and Arcovia. Based on medieval England, but architecture is more advanced. (the average peasant will live in a 3-room wooden house.)
Races: so far just human, maybe dwarf.
Combat: combat wouldn't be a traditional style, you will manually swing, block, shoot, etc. Game is from a first person perspective.
Style: Sandbox, something like RDR with boatloads of quick, fun non-grind stuff to do. (Archery competions, songs in the Tavern, etc). Quests will be more like Runescape than WoW.
Elite
Setting: Sci-fi, something like a mix between the Galactic Federation and the Republic.
World: an entire galaxy, living and breathing.
Races: Human, some lizard species, yada yada. it's sci fi.
Combat: Completely fps, with an integrated cover system, leveling up unlocks better gear and suit upgrades (skills).
Style: Also Sandbox, but more combat oriented.
My dream MMO was back in the golden age of MMO when everything was the new, then Blizzard made WoW and the MMO genre died.
If it's not broken, you are not innovating.
Simple GW2
I would love to see an action fantasy game. Something like DCUO control set, not just pushing buttons 1-9, and a huge rich world full of quests and dragons and stuff!
Oh don't be overly dramatic. It's not like the genre came to a screeching halt right off the bat.....it took at least a year or two for WoW to cement itself.
After that though...yeah. Nobody with the talent and money to get things done was really willing to try new things. The companies that did try new things seemed to keep getting distracted by what other companies were doing instead of focusing on their own work. Some companies (SOE) completely trashed existing games in an effort to make a grab for them wow monies.
Now though we're seeing some pretty interesting things happening. There have been Blizz higher ups that have stated that they know that WoW is coming to it's limits. Not that it will 'die', but that they're just reaching the limits of what they can/are willing to actually do with the game. At the same time we have this mystery mmo project that Blizz is working on that they have already said is not going to compete with WoW. So that means it's going to be something different altogether. Does this mean innovation? Perhaps.
WoW was a necessary evil. It needed to exist so that it could grow the industry and then make both developers and consumers tired of playing the same game over and over again.
My Dream MMORPG was to be Warhammer Online. Like many, many other gamers, I was looking forward and expecting the following.
1) Mythic would take everything learned from Dark Age of Camelot and improve on it for all aspects of PvP play. It would also look over at other current similar games and borrow from them (World of Warcraft's battlegrounds, especially original AV come to mind). And there was an expectation of more than just 2 player faction sides.
2) World of Warcraft's innovations in quest based leveling, some of the raid ideas, and instance dungeons (harder ones, where crowd control and timing were critical) would be borrowed for PvE.
Mythic failed. So...
Someone mentioned Eve Online's starship combat and intersteller gameplay merged with Planetside's surface combat (subject to a lot of improvements). I'd go for that.
Also, for the love of God, I would kill for a Cyberpunk themed sandbox game with either *extremely* flexible classes or just go for skill based characters.
But I think I'll speak for the majority of gamers here when I say, "folks. we are soooo done with 2 player factions only for pvp". We've been given two sided battles in far, far too many games. Stick a fork in it already.
My dream MMORPG is without doubt a "better" EverQuest.
I don't mind playing the same IP, actually it would be really good because I love Norrath. But it should play like EQ1 pre-luclin AND expand upon. The thing that must NOT be changed from EQ1 are..
1. First Person View
2. Being able to attack any NPC
3. Faction System (expand on it, I want to be able to kill anything but with consequences and rewards, faction based).
4. No light source = DARK. Completely black for races without night vision or ultra vision.
5. Hard to solo (impossible for some group friendly classes)
6. Same Classes! (add more if needed)
7. No playing the Action Bar, I dont want to smash buttons, I want to play the game. Keep the combat slow paced and less buttons like EQ1. It was more fun than having zillions of buttons like in WoW.
8. Big Huge Dungeons
9. Harsh Death Penalty for the adrenaline rush.
10. No Instances, I MISS trains!
11. Monsters should not quit on chasing you!
12. Random Itemization; I'm sick and tired of this Green, Blue, Purple crap. I want EQ items, individially designed and they make no sense.
13. Armor/Weapons should NOT drop like candy. Only stat-less armor/weapon should be common drop. Good weapons should ONLY drop from Nameds monsters or Bosses (with common, uncommon, rare item table) <-- This is NOT like the WoW common, uncommon and rare crap.
14. No GPS Maps, I DONT want to look at the MAP while traveling!! YOU ARE DESIGNERS you should know better. Make us travel by looking at the world not at a mini game.
15. No Plane of Knowledge Book (portals, insta travels).
16. More community skills (like Teleport, Rez, Corpse Summon, Buffs, SoW..etc)
17. Skill and Level progression system (Evocation, Alteration, 2 Hand Slashing, Defense, Dodge...etc) and Levels. GREAT SYSTEM!
18. Progression is SLOW. Skills level up slowly, you gain levels slower than the themepark MMORPGs.
19. No Auction Houses, expand on the trading system. Give people the ability to make shops, hire NPCs to sell goods for them..etc
20. No Hand Holding, No Quest Driven Content. Leave it as it is, it was beautiful. No more "!" and "?" please.
21. Quests are good in the EQ style, where you dont have to switch them on to be able to loot its items. But don't make them THE game though. Quests are only an option and a tool for the game, not THE game!! (oh and include something like the Epic Quest later on!)
22. Keep the Down Time, we NEEDED IT. It's GOOD for the community. Don't make it too much but don't completely remove it!! People need to take a break every 30 minutes of continuous fighting to talk and relax, smoke, go to the bathroom. Make the downtime an average of 5 minutes (200-400 seconds).
That's what I remember.. if SOE designs EverQuest Next with the above points applied I will pay $50 a month for a monthly subscription fee.
My dream MMO is Shores of Hazeron w/ better graphics!
QFT
A game where the players change the world. A game that focuses on exploration and survival. A game that accentuates right from wrong. A game where anything goes, but the player must choose wisely or face heavy consequences. A game where you must watch over your shoulder almost all the time, yet having friends will reap huge benefits.
SWTOR
If you took a game universe the scope of what Infinity promises, the combat of Tabula Rasa, an open PvP system, highly mechanized gameplay, SWG's crafting, awesome resource gathering systems like space mining, and a civilization creation system that allows for full empire construction I'd be ecstatic.
So imagine some colonization spaceship mission goes awry, somehow it's flung into another galaxy completely cut off from it's Earth based civilzation, and it finds a suitable world to land on.
Enter the players at the moment the ship lands.
Edit: You could even have a one or two week prelaunch event where pre-ordered customers can start out on the ship and perhaps influence the choice of the destination world.