Basically I want this to be an open-ended discussion (argument spot/pining/whatever else) about what we, personally, feel is important in today's stagnant MMO scene. I'd love to see in-depth "system crafting" (for lack of a better term) but really, just discussions about MMOs.
I'll start off with an open-ended question and my answers.
What are the three most important things to you when looking at MMOs (or, what would the three most important things to you be if you were to build your MMO from the ground up to be what you wanted it to be?) However, feel free to talk about anything you wish here. I just want it to be an open-ended rolling discussion.
In no particular order, these would be my three.
A - Payment Model
- For me, this has to be near the top of the list. No free-to-play. Some type of demo (Like WoW has 1-20 is free to check out the game.) This provides a solid, predictable income without the need for development and money being devoted to how to get people to spend money. Free-to-play games (not games that started sub then went f2p) are literally designed about getting people to part with their money. That is the #1 most important thing for those games. Maybe it is my old-school nature but F2P has zero business being in MMO games. It's fine (and actually a fantastic system) for games like TF2, LoL and DotA but let's leave it where it belongs and not try to fit a square peg in a round hole.
B - Content Delivery Style
- Again, old-school mentality here coming back. I want no instancing in my games, in terms of the way players today think of it. Having zone lines separating the physical zones (a la Everquest) is fine, especially if it helps server performance. However, the entire world should be open - and not gated, outside of keys/special circumstances. If the first thing I wanted to do upon logging in to the game for the first time was to run and see everything... I should be able to - if I can avoid getting killed in the process (which I couldn't.) Also, zero queueing up for dungeons and no cross-server stuff. Bring back the community of the game actually mattering. For all the good LFD/LFR queues bring, it also helps in killing the game community.
C - PvE/Crafting intertwining
- I actually have a notebook full of stupid ideas for the game I will never have the money/skills needed required to make, but this one is one of the main things for me. Crafting (and I am not a crafter in games, but it may be for this particular reason) should matter, but it should also mean that if you want to be one of the top crafters in the game you need to devote time to this. I want everyone to be able to do everything, but I also want a specialization in some sort. If I devote more of my time to raiding, I'll probably be a better raider than you. If I devote more of my time to PvP, I'll probably be a better PvPer than you. So on and so forth. The same goes for characters in game. Crafting shouldn't just be something "oh everyone can make this epic item". It should be it's own living, breathing world in game.
Like I said, feel free to post anything. I'll go in-depth on more ideas I have for systems later (plus it'll take forever for me to type up/break into readable paragraphs and such.) The questions are just there to help get some discussion started.

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