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DarkSaint

most important thing to you in mmorpg's

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DarkSaint    122
What''s the most important feature in an mmorpg or what would you like to see that hasn''t been seen in an mmorpg. Personally, I''d like to see better stories/quests, more interactivity with npc''s. I''d like to see features mixed in from single player rpg''s with mmorpgs. I''m sick of everyone recycling the same old stuff.

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Creativity. I was thinking of this when reading reviews of Star Wars: Galaxies. Having a dancer enter "Dance Mode" to dance is moronic. Instead, the player should be able to create the dance moves themselves by essentially animating the model -- they enter a dance editor and create keyframes. The flexibility they have in posing the model is dependent on their level or skill points or anything like that. Also they can get special moves like the ability to move around while dancing or to jump in the air, and at much higher level they can add special effects to the dance (hey, why not?). Then they save the dance as something and can select it and enter Dance Mode later, and dancing is done with respect to the beat of the music playing if there is any.

Similarly, musicians should compose their own music, maybe starting with one instrument but being able to add more as they gain in level, plus increasing the range of notes they can play... though for realism reasons you may want to limit them to one instrument, but let them hire NPCs to play the other instruments they composed for.

Architects, fashion designers, weaponsmiths, and armorsmiths are other classes that should be able to design what they create. Of course, a game with these elements is no longer an RPG as you need genuine skill to perform your duties. But I don''t like RPGs that remove player skill from the equation.

~CGameProgrammer( );

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SteevR    190
I would like an intrepid company to acquire some backbone, strike out and make a unique game. Anything other than a Diku/MOO/Mush/MUD with some inconsequential 3D graphics thrown onto it.

I think that it would be interesting to decide on a basic core gameplay mechanic/theme, and then build everything else on top of that. For example, we could build a game about trust/betrayal, where the core mechanic is deciding on what other players to trust. In this example, let us make it advantageous/necessary to put the life/well-being of your avatar in the hands of another player, in a fantasy RPG setting.

How do we do this? What about a magic system that requires (for any reasonably powerful spell/attack) one player to put "buff" spells on another player, to increase that player''s strength, magical ability, etc. That player has to "let down" their magical defenses to the buff caster, allowing the player casting the buff to buff them (trust), or fireball their innocent, well-meaning rear-end (betrayal. Set it up so a single person could take out much of a group that way... I believe you would see people grouping together with trusted online companions more often. It truly becomes a *meaningful* choice to let someone new into your group as you go on a quest (no walking into the town square and yelling "We need any random cleric to help us camp the Pit of Doom!". You might have to walk into a guildhouse).

There are holes in this example; by design in encourages rampant PKing, but that is necessary for the betrayal mechanism here. One would have to include creative death mechanics (something else MMORPGs need to work on). Perhaps after being reincarnated (minus some experience and anything plundered off your corpse), you get a quest to kill the person that PKed you. You get everything back once you assasinate the PK, plus a good deal of bonus exp.

Sorry the last paragraph wasn''t on topic, but I thought it was interesting ;-)


-Steven Rokiski

"Nothing in the above should be taken as professional advice; my credentials are a couple of board games my friends play and a few starts on computer games..."

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raedis    122
A real changing evolving world. Real ability to affect the game world.

For me MMORPG''s get boring because its the same static game world year after year. The only new content that changes the world (doesnt really change it... just adds new areas so theyre new) is in expansions which you have to pay for.

MMORPG''s should be ever-evolving where the actions of the players guide the course of the game. That would give it some meaning, a goal to work towards other than "Duhh... I want to level to 65!"

Thats what I''d like to see.

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Guest Anonymous Poster   
Guest Anonymous Poster
Killing. Lots and lots of killing. Player killing. And leveling up. Good items and quests are important.

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VashStampede    122
I would say there are alot of main things that make up a great mmorpg.

First off there is the creativity as you were saying.

Now every game can just add in alot of cool features that people will come to love and expect to have a top golden seller.

Some of the basics of the mmorpg''s are the fighting and battle system.

Other things that make up a good mmorpg are the PK systems.

Alot of people have come to love the PK system. I mean look at D2 now a days, you cant travel anywhere without seeing some kind of battle going on around you some where and people getting slaughted.

Another good thing that I personally thing that makes a good mmorpg is the gameplay and interaction.

Honestly I dont give a shit about how the game looks, I mean look at graal online.

Either way these are some things that make up a good mmorpg, talk to ya laterz

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5010    122
Most important feature: group activities/combat
What I''d like to see: dynamic terrain and buildings

- setting brush and forest fires
- destroying a dam and draining a lake, or plugging a river to flood a village.
- seige engines that break down walls and buildings.

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Platinum314    206
I want a MMRPG game where the world is so dynamic that it is practically the result of hundreds of players changing it. Towns and cities will be created and destroyed, people will design their own dungeons to protect their loot from other players that will try to steal it. People will ally with each other and huge wars may erupt. Actual PCs will be running shops, passings laws, building buildings, and leading armies.

Shadowbane tried to implement some of these ideas, but I have heard they weren''t implemented very well.

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EdR    117
quote:
Original post by Platinum314
I want a MMRPG game where the world is so dynamic that it is practically the result of hundreds of players changing it. Towns and cities will be created and destroyed, people will design their own dungeons to protect their loot from other players that will try to steal it. People will ally with each other and huge wars may erupt. Actual PCs will be running shops, passings laws, building buildings, and leading armies.

Shadowbane tried to implement some of these ideas, but I have heard they weren''t implemented very well.


But you want - GASP! - roleplay for that! And as we all know, MMO players don''t want that... [/sarcasm]

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Guest Anonymous Poster   
Guest Anonymous Poster
I''m tired of stat driven games, where the entire point of the game is to build your cahracters stats, because if you done your character sucks and there is nothing you can do about it.

I miss the days where RPG ment a story driven game where your character''s skills came second and you always had enough exp for your skills to be at the level to get from point A to B.

MMORGS are just a combo of hack and slash, stats and a chat room.

SWG might have dancing and all that other none combat stuff but its sooooooo boring. "Click dance button" - "You dance and everyone loves it" - woot.... that you for telling me that, i mean like do people really like that dance i just did? - "Click dance button" - "You fail to dance" - wtf?!?....

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Webbster    122
IMHO, the most fun part of any MMORPG is the Player driven systems, as these are far less constricting than the ones the devs throw into the game engine. Such systems include Barta, social interaction, travelling.

Over-time however i''ve seen a gentle decline in the number of RPs who will actually uphold these systems...

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kooktroop    176
quote:
Original post by Edward Ropple
Roleplay. And, by extension of roleplay, permadeath.


Exactly! thats what we need, a MMORPG where the players cant come back to life. that would make things very interesting.

Do not remove a fly from your friend''s forehead with a hatchet.
Chinese Proverb

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Platinum314    206
quote:
Original post by TechnoGoth
I think they should include a way of encouraging the players to interact.
By say removing all NPC''s from the game.



I like that idea, every one you meet is a PC. Unfortunately this will only work once you have lots of people on at the same time, most of the time it might seem... empty.

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Waverider    169
The most important thing to me in moorpg's is to play the game as I want, and have the game seem to be what I want it to be.

If I want to solo, then let it seem like a single player game. If I want it to be a MMO game, then let it seem like a MMO game.

If I want to power up to a certain extent without depending on others, then let it be possible.

If I want to get the choice items by picking from what other players have found and want to sell, then so be it.

If I want to develop a sociology behind raising to epic levels (that is, associating with groups that plan to reach those levels together), then let the game allow it.

If I want to get to epic levels without depending on others, then let the game allow that too without paying a price.

Don't let the game create the illusion that playing as a MMO provides greater rewards than what I try to gain as a solo player (the rewards as a MMO game are just as illusionary). Make satisfaction within my grasp - don't just hand it to me, but don't make it hollow and suggest I need more to REALLY find it.

Give me the choice of looking at what everyone else is doing at a distance (without being intrusive) or playing along with them. Let me go to a secluded area if I want one day, or join the crowd another.

Don't make an economy (sale of items, income, distrubution of skill points) that depends on others. Players will end up creating their own economy for choice items and make little frachises of their own. This is expected.

I know that any MMO game is more fulfilling when grouping, and you get a much more effective grouping experience with people who build their characters with the expectation of others complimenting their weak points. The game should not be impossible to play, or less satisfying to the point of tedium, for the solo player.

[edited by - Waverider on September 8, 2003 7:55:13 PM]

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