Hello everyone
I'm an avid MMO player, I've played WoW, Everquest, Rift, Planetside, Elder Scrolls Online, Neverwinter and probably some others.
I rather like the idea of a large online multiplayer experience because it creates the opportunity for cooperation and gameplay with strangers that have common interests.
Lately I've been getting the impression that people are getting fed up with the common MMO's out there "It's a WoW clone" "All you do is grind" "Everyone just rushes to max lvl to get epics" and so on.
Quite frankly, I find myself a little dissatisfied with a lot of these things myself. I feel like I'm missing the aspect of player interaction because it's necessary. I find that the games that look interesting to me, aren't really challenging at all.
So I thought I'd pose this question just out of curiosity.
What would you want from an MMO? Or any online multiplayer at all really. Certain features? certain mechanics? certain areas of focus like well written lore or a particular type of gameplay mode?
I'm an avid MMO player, I've played WoW, Everquest, Rift, Planetside, Elder Scrolls Online, Neverwinter and probably some others.
I rather like the idea of a large online multiplayer experience because it creates the opportunity for cooperation and gameplay with strangers that have common interests.
Lately I've been getting the impression that people are getting fed up with the common MMO's out there "It's a WoW clone" "All you do is grind" "Everyone just rushes to max lvl to get epics" and so on.
Quite frankly, I find myself a little dissatisfied with a lot of these things myself. I feel like I'm missing the aspect of player interaction because it's necessary. I find that the games that look interesting to me, aren't really challenging at all.
So I thought I'd pose this question just out of curiosity.
What would you want from an MMO? Or any online multiplayer at all really. Certain features? certain mechanics? certain areas of focus like well written lore or a particular type of gameplay mode?
Gray-Philosophy said:Thank you everyone for your lovely and constructive replies.
This has been a lot more positive than I had expected with experiences from previous forums, and a lot of what I'm reading here is consistent with what I'd want from a game myself as well.
For those that are interested in these things, I'm actually working on a bit of a project where I intend to design my own multiplayer RPG
"Hang on, you can't just make your own game like that and expect it to Work"
I know this.
When I say "Design my own RPG" I'm really just writing a long and elaborate text document explaining all the elements of the game from features to mechanics and the reasoning behind them. This is an entertaning thought process to me, and I enjoy figuring out how to make things work together. I also have no genuine aspirations of ever actually producing anything, but it's a tremendously satisfying creative outlet.
You can read more about this project of mine, here.
Your interest is appreciated, this will be a summary of some of the core elements of the game, that has yet to even be given a proper name. lel
A lot of my inspiration comes from what I see in existing games already, so there is likely to be a lot of comparisons to other games throughout.
I wanted to move away from the often seen 3rd person, hotbar, tab-target, hack'n slash, gear grind MMORPG's and go more in the direction of an immersive singleplayer-worthy experience in an open World.
I try considering everything from a "realistic" perspective to support it with logical reasoning within a fantasy universe. My intentions with this is to get rid of illogical or outright silly mechanics that make no sense, other than to restrict the players instead of making consequences for stupid decisions.
It's an unrestrictive 1st person open-world sandbox with themepark sprinkles, in which players are pretty much free to do whatever the bloody hell they want. Explore on their own, make a guild, build a city, engage in politics, wage war, whatever. With the addition of more themepark-ish events occuring like threatening boss monsters showing up or something like that.
I seek to make core mechanics, like moving around, combat or spellcasting, be interactive and fun to play around with.
I seek to eliminate stat dependency on gear, and instead design these things from a logical perspective where different types of armour functions a lot more like utility rather than an armour score that reduces xx% damage. Such as heavy plated armour being virtually impervious to bladed weapons while being vulnerable to maces, and lighter armour being less impairing allowing for more acrobatic performances, albeit much less viable on an actual battlefield.
I also seek to completely eliminate the massive gap between lower level and higher level players. A sword is going to hurt no matter who's holding it, a low level player should be able to play with or against higher level players provided he's good enough. There won't be massive differences in stat scores to set players apart, the biggest difference will be that higher level players will just have unlocked more "toys" (skills or whatever) to play with.
I want to make crafting (both equipment and buildings) focus a lot more on the creative aspect of it, allowing players to customize the appearance of the items they make.
Interest, questions and suggestions from my peers are a major motivator. If you're the type that likes these things like I do, you're more than welcome to see the full current document