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Reader Comments (56)

Posted: May 17th 2010 8:19AM nomoredroids said

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Spells and abilities that are useful but don't do anything combat-wise. Also, magic that doesn't revolve around ice & fire.

Posted: May 17th 2010 11:41AM Hexedian said

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I agree, a game where magic and abilities don't all revolve around hurting people would make for a much more living world.
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Posted: May 17th 2010 2:03PM (Unverified) said

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I do believe most MMO's have magic that already doesn't revolve around destruction - generally holy or healing magic. ;)
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Posted: May 17th 2010 2:58PM kasapina said

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He said combat, not destruction. Healing is combat, and games that include it generally also include fire and ice.
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Posted: May 17th 2010 8:23AM (Unverified) said

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The ability to level up entirely through crafting.

Posted: May 17th 2010 3:18PM nomoredroids said

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Done. Fallen-Earth.
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Posted: May 17th 2010 9:53PM (Unverified) said

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Everquest 2 did it before Fallen Earth.
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Posted: May 18th 2010 12:28AM exe973 said

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SWG had this as well
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Posted: May 17th 2010 8:32AM Snichy said

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Consequence-based PvE gameplay (i.e. actions of the individual affect everyone else, for example a change in world conditions after a battle).

No idea how this could be implemented and keep everyone happy :)

Posted: May 17th 2010 10:05AM Tanek said

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This is, to some degree, what the developers have described for GuildWars 2. You actions in one of their dynamic events can change that area for all players as new conditions result.

http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/

I still have questions about the system, but would love to see it in action.
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Posted: May 17th 2010 8:16PM (Unverified) said

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In Shaiya Online the success in PvP is awarded by a kind of buff (called Bless) for everyone of the involved factions (Light / Fury) that can range from 0 to 100% and continuously changes through the day as the Holy Relic's possession shift from one side to another.
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Posted: May 17th 2010 8:32AM Audacious said

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I'd love to see something like Dungeon Fighter Online but with a better framerate and AAA production values. Like Streets of Rage or Final Fight, but with RPG elements, customizable fighting styles/weapons, a huge slew of areas where the environment comes into play, etc.

I'd also like one where a measure of your skill and ability as a player is not inherent in how much or how long you've played, but simply how skilled you are. The game could have equipment or other 'trophies' for showing off your prowess, but these things (possibly not even levels, but that's pushing it) shouldn't be the sole reason you're stronger than another player. The above beat 'em up MMO suggested would tie nicely into a 'skill dominated' type MMORPG.

Posted: May 17th 2010 9:16AM Allegos said

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I came to make suggest precisely what Raze did. I don't mind being beaten to it. Multiplayer cooperative PvE worked for years in the arcades without the now dead-tired Tank/Healer DPS approach to character design.
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Posted: May 17th 2010 8:34AM TheGreatMachine said

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hey, wasn't expecting to see some Duchamp here...


I would like to 3D platformer mechanics added. Timing jumps, running through traps, solving puzzles. etc.

Metal Gear Solid/Tenchu/Arkham Asylum style stealth play.

Mounted combat where the environment is speeding by at an insane pace.

The options are endless, which makes the latest genre clone all the more groan-worthy.

Posted: May 17th 2010 8:41AM alzeer said

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not sure if used in any mmo but
in-game newspaper

Posted: May 17th 2010 10:09AM Damn Dirty Ape said

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Yeah, it always amazed me that more games didn't have in game newspapers and bulletin boards. I remember it was something I expected when I ran into my first tavern in the original EQ and was suprised I didn't see. Honestly, I kind of forgot about it.
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Posted: May 17th 2010 8:50AM alzeer said

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not sure if used in any mmo but
in-game newspaper: that gives the game news & show them
in a way that doesnt ruin the immersion like
"discoverers reached a new land...ect" instead of "our developers working on ...ect"
also it could show impressive guilds achievements
and can be changed slightly for each server like random player pic or something

Posted: May 17th 2010 9:12AM DrunkenGamer said

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What would be worth experimenting with at least once would be actual world progression - sure WoW has implemented some of that with phasing but id like to see that on a far greater scale (will use wow for many examples but only as thats the fastest to bring to mind the concepts)

Obviously doing this on a person by person basis is completely infeasible - however moving the world on in major patches (note patches not expansions) would be a step in the right direction

As each content patch rolls out all the quests that you did in the low level become a genuine completed event and leave the game - take for example northshire abbey, you wipe out a pile of the defias and then the next time you come back maybe months later your efforts seem for nought as they are still infesting the place

but in a progressive world as the content patch rolls on the mine becomes actually reclaimed, the defias are gone and all is well in that area. What it is replaced with are NPC's around that area that talk of the grand deeds of the players that helped put the area back into stability

This wouldn't in my mind stop with just the visible world but would also extend to the dungeons - that way you would not be able to run into kel'thas in both Tempest keep & magister terrace at the same time. He would be in TK and then when the content patch rolled around we would have retaken TK and he would be in magisters.

The only downside to this is the loss of lower level content for the incoming new players and alts - but that is solved with the interesting option of firstly letting alts start at higher levels when the content range is marked complete

So say the patch rolls around and the 1-10 content is set as complete all new characters on that server would start at level 10. As for new players that never had a chance to experience that 1-10 content then the answer is staggered servers.

As the servers roll out a patch (or chapter as that would be a better analogy at this point) a new server is spawned (up to to a total of 6) that starts the cycle from scratch. So when Server 1 moves from Chapter 1 to Chapter 2, Server 2 is spawned in Chapter 1. Next content patch S1 goes to Chapter 3, S2 goes to Chapter 2 & Server 3 spawns in Chapter 1

This means that anybody who missed a specific chapter can jump onto one of the other servers and relive it.

Too give players yet more reason to play other servers other than their already progressing server - there is even potential to expand on this idea with differences between servers

Imagine a scenario where the number of quests completed by one faction or the other decided how that area got locked when that chapter ended - for example shattrath - on one server due to the way the players acted the chapter could end up with the Scryers as the dominant faction, but on another it could result that the Aldor take over and boot them out

Doesn't even have to be faction based - imagine a scenario where one of the repeatable dailies had a limit where its actions were not locked until a certain number of completions across the server were totalled - so one server could deal with undead armies in a single chapter, but if they do not the next chapter will start with undead popping up in zones that they normally would not - thus making the story different

Thats enough rambling though as its only a semi-formed idea

Posted: May 18th 2010 5:04AM Unverfied B said

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That would be a genuine loss of developer time (and money).

Phasing as done in WotLK (where the world you see changes based on what you complete, without affecting other players) is the way to go, i hope they include this as much as possible in the redone old world content and in any new content they create.
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Posted: May 17th 2010 9:17AM Wisdomandlore said

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I would love to see a MMO using the Xbox Natal system. Natal can capture movement in more than just your arms (like Nintendo's Wii or Playstation's Move). It can see your facial expressions and has a built in microphone. In short, Natal could capture your combat/crafting movements, your emotes, and let you communicate with other players or just cast a spell verbally. I still haven't how Microsoft plans for players to control the movement of their characters (since there's no joystick), and you wouldn't have a keyboard, but if a developer could overcome those obstacles it could be a great game (and great exercise during marathon play sessions).

I don't expect anyone to even venture such a project until the next generation, though. No one's going to spend that much money to develop a product for a peripheral.

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