Would be interesting to see a full-blown MMO zombie sim, with the ideas that Nooners put forward
Nooners said:
Perhaps a huge land, sprawling cities, forests, swamps and grasslands, accurately populated by wildlife and man-made objects. Everyone could start in the city, the tutorial being to survive the exodus from your apartment, introducing you to aspects such as sustenance, minor injury patching, and zombie killing before throwing you out onto the streets for a no-holds barred survive-fest.
Player cooperation would be entirely optional - a twitch MMORPG where the strongest and smartest survive, whilst the others restart. Griefers would run rampant in the early zones, dragging zombie hordes onto the unsuspecting, backstabbing other players for supplies - but ultimately they would meet their end and restart just as everyone else would.
Death wouldn't mean a re-spawn with your gear, or a run back from the nearest graveyard - your character would die, their possessions dropped and decaying, their corpse reanimated. You would return to the start anew, armed only with the experience of what lies ahead.
Food would be the most important resource: tins could be scrounged from apartments and shops, and once out of the city small farms could be established by the dedicated for a more long-term solution - though naturally, the establishment of a permanent base anywhere is going to wind up with zombie problems sooner or later. The lack of food would cause strength, stamina and focus to drop; its importance in a post-apocalyptic world should not be underrated. Perhaps there would be no currency system, only a barter system with the intrinsic worth of things being hammered out between players. That could only lead to hilarity, but it could, in a small way, actually help players develop real-world skills.
Weapons would be important as well. Perhaps firearms should be scarce? Ammunition certainly would be, and maybe weapon degradation would be a better way of limiting firearm usage than there not being enough to go around - after all, what's a zombie game without guns, right?
The overarching objective would be to progress through the game world searching for the promised safe zone - a military fortress or peaceful Eden, set apart from the ravaging hordes. Countless 'side quests' would present themselves along the way to aid your journey - the establishment of a farm to sustain your journey, with the opportunity to trade some surplus for supplies from other players. The discovery and defence of a lab where anti-viral drugs are being researched to counter the virus, with the opportunity to gain partial resistance to the zombie disease and thus increase your chances of survival if you were to get bitten. Raiding an overrun military base for hardware and transport. I'm torn on whether to have checkpoints - places to restart at, rather than being returned to the starting city, but on balance it's probably better to avoid checkpoints - keeps the playerbase from migrating to the endgame content en-mass, and eventually you'll potentially start seeing philanthropic players escorting restarters through the early sections to aid them protecting their crops or to bolster the defences at their forts.
The key would be flexibility and freedom - freedom to build and destroy, to work together and against each other, with as few game rules as possible. I have to say I've been a bit inspired by Caprica's 'V World' with this, but that's only a good thing. [If you've not seen any of the new BSG spin-off series Caprica and like anything sci-fi or like good drama with character and have an open mind about tech GO WATCH IT!

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Maybe an expansion set in a country without firearm possession laws should follow - a progression from the initial US scenario which got the players used to this new, serious type of RPG. Just think, you survive a hellish journey across the US to hole up in a mountain secret military base with the other survivors on the continent, then evacuate to the other side of the world where, rumours say, the virus has died out. Jet lagged and weary, the first sight from the plane are the haggard faces of Eastern-European zombies, pressed against the airport fence... and so begins the European survival-fest, with even fewer guns, even less ammo, and even more zombies
To be honest, I have no idea if I'd play a game like this - I've never played anything like what I've described here - but I do know that I've sunk FAR too many hours into pointless, simple flash games over the last few weeks, games that don't reward perseverance or offer any reason to play again and again, and yet I still do. if the starting city was fun and expansive enough, that might well be enough for many players - just playing in the city, with little personal consequence for dying. Then, when they feel they've explored that area enough, they can set out into the unknown, explore at their own pace, or try following one of several plot lines that could thread the areas together with personal stories.
The beauty of restarting when you die, rather than respawning is that you can expand the early game content continually and always have people to experience it, and you can have as many major plots as you want as players can experience different ones on each play through
Damn, I've written a small thesis on this now, so I think I'll stop. I only wish a games company would hire me as a gameplay or creative director or something... my brain's not going to shut up about this to me all night XD