Game design is all about one thing: creating meaningful progress for the player. But there are infinitely many ways to design player progression (part of why I like game design so much) and it often comes down to personal tastes to define what "meaningful" is in an MMO. So if you were designing your dream MMO, what features would you emphasize most in it? Feel free to go as in depth or as shallow as you like since reading about game design is like philosophy for me, except that I don't need drugs to do it.
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its a dream i had for a long time.
Alternatively, my second favorite would look exactly like City of Heroes.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Or
Have locked classes and races behind huge paywalls.
With dragons costing 1k usd and undead dragons costing 100k usd. You would have to pay 10 usd just to not be a human.
Hehehe
Cryomatrix
You can see my sci-fi/WW2 book recommendations.
So basically Eve, SWG, and DAOC rolled into a steampunk setting (preferably Space 1889) with FPS combat.
Oh wait, that is every single sandbox MMO clone except EVE.
Really though, I'd make an MMO like Star Citizen cause even if it releases, doesn't release or is a scam or not a scam...SC is at least very innovative. It isn't trying to re-wind time to oldschool MMOs, it isn't copying WoW...on paper its a very unique MMO.
Though actually...something similar to Star Citizen mixed with Will Wright's version of Spore (not EA's version) would be pretty awesome.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
The ability to program NPCs similar to Screeps but at smaller scale to get Multiple humans wanting to work together.
A few large cities that generate lightly phased quests in a Mad Lib style ( location, puzzles, topics, verby stuff, nouny stuff, and similar).
There being no "combat PvP", but plenty of other ways to mess with people like voting on taxes, bidding them out of their lease, and similar.
And using Topographic maps for huge areas would be pretty awesome. (To allow building without Combat PvP).
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
I don't want to design games. I want to play them (well, at least those which are fun for me).
FPS game where gold in game can be trade for real life stuffs . To make the game currency as one kind of money but have real value .
A hot pit to watch people fight each other for greed .
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
no holding hand at all. When you start your character you go wherever you please! No linear quest crap
Kain_Dale
-Experimentation in crafting for more discoveries on improvement.
-Huge world, Huge dungeons, Huge forests and deserts and mountains, full of discoveries and adventure. Special places like Enchanted Forests, Scorching Deserts, Griffin Peaks, and the like.
-Civilization based on unique areas spread out in huge world, but linked by roads, passes, seaways, etc. Surrounded by vast wildernesses.
-Transport (caravans and shipping), based on trade and supply zones.
-Construction.
-Criminal/Justice system to allow roleplay and world events by players, but prevent grief play.
-Advanced social structures; guilds, cities, etc.
-Deep lore based on many past eras of mainly evil dominance. Lots of ruins. Lots of discoveries.
-Very interactive world.
-Lots of meaningful items to be found; rare items, artifacts, tomes (even written by past era non-humans of a powerful nature), lost knowledge.
-Meaningful dungeon murals and carvings that hold hints to lost powers and treasures.
-Sandbox
-Skill based + special Classes (see quests below).
-Low power gaps but wide horizontal development that adds options (meaning more advanced capabilities).
-Quests based on special achievements. If a Fighter type wants to be come a Paladin of a religious faction, they must succeed in a special quest. Same for other skill types. A form of Class system for the advanced character, player's choice based on requirements. Also in crafting for special items (including magical items). Skill requirements included.
Once upon a time....
So, I'll just leave my minimum criteria - these are four things that must be present otherwise I won't play it, therefore if I was designing an MMO then these things would be there.
I could write pages and pages on just how to implement horizontal progression, or how to design a deep combat system, but there's not much point. I also acknowledge how little I know, and whilst I do genuinely believe I'd do a better job designing an MMO than a lot of the people who designed the ones we have today, I would need to do a shit load of research. For example, my knowledge of economics is pretty lacking so my ideas for designing a player-driven economy are just based on my experiences and intuition, rather than solid economic research.
While it has a "vertical" leveling system of sorts, IE: :Level 1 > Level 2 > Level 3 (max level 6), this is kept in check but the fact that Loadouts are Point Limited, you only get 1000 points, to build with, that means that a level 6 player has no better chance to win a fight then a level 1 player.
In fact even the starting builds that are below point costs are viable in the game and can be used to bust some heads in.
Combat is engaging, brutal, and visceral
and the IP.. Warhammer 40K.
it's "Free to Waaaaggghhhh" so you have nothing to lose by giving it a try.
More or less this:
Others said it but a game designed in the style of FFXI with a more modern battle system, graphics, some more casual content for the casuals, and a modern UI.
Things I do not want at all:
I was following it during it's initial development and they had some interesting ideas, plus I love the 40k universe. But, last time I looked it wasn't an MMO, plus I hate F2P as a business model, plus the actual gameplay didn't look that interesting.
If it is now an MMO maybe I'll check it out again. I've just taken a quick look at their website and it doesn't look like it is an MMO, but as with most websites for games like this, concrete information is severely lacking. The FAQs definitely make it sound like it's still a lobby-based game unfortunately. The F2P model seems acceptable though, sounds more like B2P with the option to be F2P if you can't afford $20.
- Deep, challenging system (cameltosis)