My dream game?
MMO, hands down.
There are multiple options for universe here, I don't know which one I like more. The original EverQuest universe, up until Planes of Power. The most fantastic lore in any MMO was from this period. The next option would be some Final Fantasy world because, well, who doesn't love Bahamut? The third option would be a completely new universe, fully fleshed out in a realistic-western-medieval-fantasy style. Don't get me wrong, games like Tera are beautiful but their art just doesn't grab me as much.
The interface would be completely modifiable (like WoW). Combat would be a variation of TERA's combat. More intuitive than games like EQ/WoW/etc. but not quite as involved. Sometimes that combat can feel more like a chore, but it is not as boring and cookie-cutter as tab-and-blast games.
PvP would be allowed in arenas only, except for on rare PvP servers. Think EverQuest 1. The game will come, and always be, fully focused on and balanced around PvE gameplay.
Leveling. The game would not be focused on quests. Again, think EverQuest 1. There would be "hidden" quests available. For instance, if you're talking to a person (NPCs talk in the chatbox like players do) there will be keywords. It's not handed to you on a silver platter by right-clicking a random exclamation point. Killing, and grouping to kill is how you will level here. Some classes will be able to solo, some will not.
Raiding. There will be a mixture of instances and open world raids. All grouping will be done (again) like EverQuest 1, with public dungeons (think Paludal Caverns, Crushbone, etc.) being the fastest way to level. Instances will only be used when necessary, or when it fits into the lore/storyline. Open world raids will be reliant on the community to rotate them. It has worked before, and can work again.
Extremely large game zones. Yes, it will take time to travel across the world. There are no "flight masters", etc. Think Everquest 1 times, with larger zones . There will be ways to get across distances quickly, but they will require other players. This game will have you rely upon others and require others to rely upon you. It won't be 5 hours to run across a zone, but it won't be "click a button, sit for 2 minutes, and you are on the other continent."
Here is the reason the separate game areas (zones) will be separate and large. Player Housing/Cities. Something like Star Wars Galaxies. Guilds will be able to have their own area that others can (and will) pass by if they run through the area. You will be able to set-up your own shops. Yes, this takes away the auction house, but there will be a directory of stores (of sorts. Think like an AH listing that tells you where you have to go to get it.)
The Holy Trinity of MMOS - Healer/Tank/Damage. It will be vaguely implemented. There will be different ways of achieving this though, with all of them being just as viable. For instance, a tank could focus on health pool, evasion, or pure armor. Rogues could also tank through evasive measures. Casters could be a battlemage and tank through shielding spells. You will be locked into that role you choose, but you will be able to switch between them (sort of like RIFT's soul system.) What I mean by locked is, if you are focused on tanking... you won't be able to fill the role of healer. Your character will be able to do at least 2 out of the 3 (until an intelligent case can be made for all classes to be able to do 3, which would be in the game) but will only be able to do one at a time.
Anyways, these are just basic thoughts, I have a much more fleshed out version written down from when creating a game was something I wanted to do in life.
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