OK, as I've mentioned a few times, I'm training to be a games designer and my major project that I'm working on is an MMORPG. I have a few concepts that I don't think have been done in RPGs (let alone MMORPGs) before, as well that a few that have, just not well, and I wouldn't mind some feedback (especially if they HAVE been done before. I'm going through a spate recently of finding out everything I came up with has been done);
In-game access to the Wiki and the Forums - I want to avoid the constant Alt-Tab that many MMORPGs get. I've seen people trying to find weaknesses and loot chances while in combat and the result is rarely pretty. To not break immersion, I want to have the wiki already written before the game starts and have both set up as being maintained by one of the NPC factions. I also want guild forums and sites in game so that people can advertise and communite easily.
Combat as a small part of the game - Sure, it'll be there, but I want the game to focus on the "Role Playing" part of Role Playing Game. I'm currently working on ways of making crafting, scavenging and healing as interesting and rewarding as hitting things to encourage different types of gameplay.
Automated Combat - Inkeeping with the idea that I want this to be an RPG more than a fighting game, I want combat to be more or less automated - you control who your character targets and where they move, but the character uses attacks/moves you have learnt that are best for the situation - if you're behind someone and choose to subdue, they'll automatically pistol whip the back of the head, as an example.
Free to play. With ads. - This game is set in the near-future after an alien invasion. As such, I want billboards, automated radio stations and even possibly TVs to have looped adverts. I also want "branded" products, like, say, movie T-Shirts or brand-name chainsaws. The upside of this is that I hope for advertising revenue to make it free to play.
Generalist equipment - Rather than micromanaging your equipment, I want everyone who picks up a handgun to know that all handguns are effectively the same before being modded. While I know this isn't massively true to life, it'll save a lot of balancing issues that many games get and mean that someone who wants to wear Light armour could wear biker leathers, hockey gear or thick furs and not have to worry that they won't have the best stats for that category.
Guild Towns - This has been done before, and I understand Anarchy Online did it well (I couldn't get to level 200 to find out...), but I figure it works here, too. The idea is that you can only make them at "nodes" in the neutral areas which are based on prime locations to mine - 12 neutral areas in the starting game, 10 "nodes" per area, 120 guilds per server can have a guild base. As the town increases in size, the guild can recruit NPC guards and traders. When all of them are filled, you're going to have to attack one to get it for yourself... (Yeah... This is a pretty PvP game if players can't work out diplomacy)
No classes, no levels - I hate them I hate them I hate them! You train up skills as you use them, with various achievements and goals unlocking the cooler traits, which in turn unlocks the better moves, recipies and scavenging methods. All players have access to all the skills, but you can't get all of the moves, recipies and scavenging methods.
"Favour Based" trade - Instead of getting cash, you get "Favours" for doing favours for different factions/guilds. You can trade in your "Favours" for equipment, ammo, whatever, getting more stuff the more that particular faction likes you. I want trading to resemble more of a Civilization diplomacy interface than a dry list of stuff, meaning you can barter, flatter or try to extort more stuff out of traders. Also, non-tradable currency means gold sellers are fucked, which can only be a plus.
Cross-system compatability - Square Enix are trying this with the new Final Fantasy MMORPG. If they get the legislation in place, it will set a precedent for PC, 360 and PS3 gamers playing together. If it works, I'm gonna try pushing for it too - aint no reason we can't all get along!
Anyway, I'd love thoughts/opinions/statements that what I'm thinking has been tried and is shite. Cheers
tl;dr? Don't post, then!
EDIT -
First-Person gameplay - Almost all MMORPGs can be played First Person. None of them do it well. My thought is to have the game literally through the eyes of the player - left thumbstick/WASD controls character movement, right thumbstick/mouse controls what you look at. Look down and you'll see your body. Kinda like a cross between Mirror's Edge and The Conduit. REJECTED IN FAVOUR OF THIRD PERSON.
In-game access to the Wiki and the Forums - I want to avoid the constant Alt-Tab that many MMORPGs get. I've seen people trying to find weaknesses and loot chances while in combat and the result is rarely pretty. To not break immersion, I want to have the wiki already written before the game starts and have both set up as being maintained by one of the NPC factions. I also want guild forums and sites in game so that people can advertise and communite easily.
Combat as a small part of the game - Sure, it'll be there, but I want the game to focus on the "Role Playing" part of Role Playing Game. I'm currently working on ways of making crafting, scavenging and healing as interesting and rewarding as hitting things to encourage different types of gameplay.
Automated Combat - Inkeeping with the idea that I want this to be an RPG more than a fighting game, I want combat to be more or less automated - you control who your character targets and where they move, but the character uses attacks/moves you have learnt that are best for the situation - if you're behind someone and choose to subdue, they'll automatically pistol whip the back of the head, as an example.
Free to play. With ads. - This game is set in the near-future after an alien invasion. As such, I want billboards, automated radio stations and even possibly TVs to have looped adverts. I also want "branded" products, like, say, movie T-Shirts or brand-name chainsaws. The upside of this is that I hope for advertising revenue to make it free to play.
Generalist equipment - Rather than micromanaging your equipment, I want everyone who picks up a handgun to know that all handguns are effectively the same before being modded. While I know this isn't massively true to life, it'll save a lot of balancing issues that many games get and mean that someone who wants to wear Light armour could wear biker leathers, hockey gear or thick furs and not have to worry that they won't have the best stats for that category.
Guild Towns - This has been done before, and I understand Anarchy Online did it well (I couldn't get to level 200 to find out...), but I figure it works here, too. The idea is that you can only make them at "nodes" in the neutral areas which are based on prime locations to mine - 12 neutral areas in the starting game, 10 "nodes" per area, 120 guilds per server can have a guild base. As the town increases in size, the guild can recruit NPC guards and traders. When all of them are filled, you're going to have to attack one to get it for yourself... (Yeah... This is a pretty PvP game if players can't work out diplomacy)
No classes, no levels - I hate them I hate them I hate them! You train up skills as you use them, with various achievements and goals unlocking the cooler traits, which in turn unlocks the better moves, recipies and scavenging methods. All players have access to all the skills, but you can't get all of the moves, recipies and scavenging methods.
"Favour Based" trade - Instead of getting cash, you get "Favours" for doing favours for different factions/guilds. You can trade in your "Favours" for equipment, ammo, whatever, getting more stuff the more that particular faction likes you. I want trading to resemble more of a Civilization diplomacy interface than a dry list of stuff, meaning you can barter, flatter or try to extort more stuff out of traders. Also, non-tradable currency means gold sellers are fucked, which can only be a plus.
Cross-system compatability - Square Enix are trying this with the new Final Fantasy MMORPG. If they get the legislation in place, it will set a precedent for PC, 360 and PS3 gamers playing together. If it works, I'm gonna try pushing for it too - aint no reason we can't all get along!
Anyway, I'd love thoughts/opinions/statements that what I'm thinking has been tried and is shite. Cheers
tl;dr? Don't post, then!
EDIT -
First-Person gameplay - Almost all MMORPGs can be played First Person. None of them do it well. My thought is to have the game literally through the eyes of the player - left thumbstick/WASD controls character movement, right thumbstick/mouse controls what you look at. Look down and you'll see your body. Kinda like a cross between Mirror's Edge and The Conduit. REJECTED IN FAVOUR OF THIRD PERSON.