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Reader Comments (56)

Posted: May 17th 2010 12:52PM (Unverified) said

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An MMO designed by Marcel Duchamp, but then that's never going to happen :P

Posted: May 17th 2010 12:59PM (Unverified) said

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1. A game that doesn't rely on zombies when they run out of ideas.

2. A proper cyberpunk game, based on say Cyberpunk 2020, which has all the pros & cons of being cybernetic. IE: Cyber-rage for those who overindulge. Also the game would have rabid luddites who hunt down cyborgs with relish. Nasty, brutish and deadly... as an MMO.

Posted: May 17th 2010 3:22PM (Unverified) said

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Cyberpunk YES.
So darn tired of these steampunk tards, and silly "so-far-out-in-the-future-we-don't-have-to-use-real-science" Sci-Fi.
Lets get back to some believable bleeding edge "near-future" Cyberpunk ( without the world being cliché post-apocalyptic,please!).

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Posted: May 17th 2010 1:02PM Wild Colors said

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I want a game that does away with the leveling system entirely. You can still have an area that acts as a tutorial, but nothing after that. One big problem I see with most current AAA titles is that they devote huge amounts of time to content and world creation that most players will only pass through once or twice. Players come into the game and get used to playing it one way (the leveling progression way, which is often more akin to a single player game) for a couple months (or longer) and then suddenly get to the maximum level and hit the mysterious "end game." End game content is often quite different, tends to be in a much smaller area and ultimately gets fairly repetitive. Which is a shame, b/c these worlds often have tons of beautiful content and real estate just lying around, waiting for the lower level characters.

So, get rid of leveling, get rid of skill-ups, etc etc. Instead, just have multiple layers of things to do in different parts of the world. In any given "zone" you could have a month's worth of storyline meant to be followed by single characters, plus a month's worth meant to be engaged by entire guilds/corps/orgs, plus some repeatable instanced material if it fits with the game design.

So what would be the rewards to encourage people to work through different storylines and encourage guilds to devote their time and resources to different undertakings? Three things: (1) the possibility of a new skill or ability as an ultimate reward, perhaps linked to an item, (2) vanity items of some sort, (3) recognition by the various NPC factions involved (leading to recognition by other players as well).

You don't necessarily need to have the world change (or even have it apparently change via some sort of phasing), though I wouldn't be against that. But what if you entered a zone with two main NPC factions. The Pigwigs lives in villages surrounding a large lake, and the Kora live in two mountain strongholds above it. As an individual, the storyline lets you eventually choose to infiltrate a Kora stronghold and rescue a Pigwig child, or steal an ancient artifact from a Pigwig village elder's dwelling that will keep one of the Kora stronghold's warm during the winter and allow the Kora to survive.

Depending on what you do, you will forever afterwards be hailed as a hero in either the Pigwig village where the child came from, or the Kora stronghold you saved. NPCs there will welcome you back warmly, cheer for you, run out and give you flowers whenever you enter. The beer will be free, the guards will defend you, and you may get access to some powerful skill or item the village/stronghold has had in its keeping. Other players will see how they treat you and realize you must have put a lot of time into the storyline, and you will see how they treat you and feel like you've actually accomplished something. No need for constant item/skill progression...just a couple of big accomplishments that you can attack in whatever order you want.

Meanwhile, your guild/corp can choose to spend a long time helping out one faction or another. They may need to engage in a certain number of raids against the other faction, or, as a guild, gather a certain number of resources (food, timber, etc) for the faction they are trying to appease. They may need to ultimately help hunt down that faction's bogeyman in some sort of instanced environment and travel the world in search of rare components for some mystical or engineering undertaking that the faction is working on. It will be complex, it will take a while, it will take a lot of people working together (though they won't always need to actually be doing it at the same time). If you succeed, all members of your guild will be greeted warmly by all members of that faction in the future. Possibly your guild will also be hated by the other faction (though if you completed the individual storyline for that other faction, you will still be a hero to that one town or one stronghold). You'll get discounts, access to some vanity items, and the guild itself may get some new skill or new political power of some sort (maybe even a monthly tithe).

Again, this is very different from the short term, repetitive nature of much of the end game experience in many AAA titles today (yes, EVE is fairly different, I know).

Anyways, patches can add in new zones, one at a time, and expansions would add in sets of them (perhaps with even vaster storylines that cover the entire set). But you, as a player or a guild, could always attack them in whatever order you chose. And the game designers wouldn't be wasting much (most?) of their time on one-time-use leveling content, nor would the players feel the need to grind through leveling (at an ever increasing pace, since you can't engage in the big(tm) exciting(tm) end game content until the you're done with the process).

Posted: May 17th 2010 1:06PM (Unverified) said

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Randomly generated dungeon/instances, so each time is unique. And not just a set of 8 or 16 to choose from, or slight variations in mob difficulty, placement, loot, and/or bosses & secrets, but truly randomly generated.

You can certainly have a theme, like a dungeon filled with gnolls, but there's no reason why you can't have a cave, burrow, tower, house, or similar "den" entrance be dynamic, and everything inside random.

Yes, this means sometimes you would get a dungeon that was linear, and sometimes very mazelike, but I think with a few tweaks to a procedural generation algorithm, it could be a remarkable innovation.

It would also be the very first time any development shop had ever done such a thing, to my knowledge, in an MMO.

Posted: May 17th 2010 2:50PM breezer said

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no level grind. why why why do we still need the arbitrary time sink? it spreads dev focus and is just disuasive at this point.

Posted: May 17th 2010 3:08PM (Unverified) said

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I'd like to see an MMO more like Oblivion. For me, the biggest attraction of that RPG isn't the quests. Its the environment. You can go exploring here/there/everywhere... you can poke around in peoples houses, knock stuff around, be sneaky, and in general be really unproductive and have a blast doing it. The NPCS don't wait around for you to turn in your quests, they have their own lives and if you're not helping them out... the world doesn't end. They just go off doing their own thing till you're interested in doing quests again.

We're so focused on goals in these games that we forget how to just stop, kick back and enjoy just being there.
I want to see an MMO that rewards you for looking under that rock, when you should have no reason to.

I want an MMO that also won't always have things in the same place so some Wiki can tell all the idiots right where to go, and put them on the same playing field as those of us who actually do things on our own.

I want an MMO that, for crying out loud, doesn't reward you for just having more people to zerg.
Challenging things should be rewarding, and if you can do it with less people (ie HARDER), you should get at least the same rewards... NOT LESS.

I'm really tired of "group bonuses" and "group rewards" that are patting people on the back for doing something a lot easier than when 1-2 people do it.

That's what I'd like to see..

Posted: May 17th 2010 3:08PM cray said

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I would like to see a MMO game that has strong non-combat activities that effect the world. Resources allocation struggles by trading and using the resources by crafting/building things needed to succeed in the game. It would work much like resource gathering/processing and protecting in RTS games.

Posted: May 17th 2010 3:59PM (Unverified) said

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I wish MMOs would design themselves to encourage more in-character social interaction or at least give RPers the opportunity to play a role that goes beyond campfire talk. I am reminded of the demagogue in Dark Ages and now that rank held some mystery and prestige despite being a RP-ish role. (DA discouraged OOC style talk, so it effectively was RP-influenced.) RPers deserve more than just a little tavern here and there. Most RPers are making active contributions to the flavor of the world in a way that a pre-scripted NPC cannot. In a way, a "seal of approval" would help encourage RP simply by being something to work for.

Still, Guild Wars 2's approach will be nice. The fact that there will no longer be competition for monsters means that players can be less hostile towards each other and RP can flourish in all sorts of unusual places besides bars and whatnot.

Posted: May 17th 2010 6:50PM (Unverified) said

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I would like to see an MMO where every surface, horizontal or vertical, is a potential playing field. An MMO that can be explored as far upwards as it can length and breadth ways

Posted: May 17th 2010 7:55PM (Unverified) said

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Something that's a cross between Privateer and Mass Effect. Lots of exploration and chance for interacting with different aliens all while trying to make a buck in the Solar System. Maybe someone can buy the IP for Firefly and develop it into something awesome.

Posted: May 17th 2010 10:56PM Valdur said

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I would like to see an MMO which take advantage of the fact that they are using multiple servers.Let me explain!

I want to see an MMO which takes place in a multiverse where the players will have to track various big heads who exist in different verses.This will have the whole community being involved in some events such as taking down the same baddie or premises at the same time in the different verse.

When one bad guy dies in a verse his copy become stronger in the other verse(like in the One).Players can choose to ally with the hunted or have their personal agendas so they can put bounty on the other copies of their master in the other verse so that He become the most powerful.

There should be a mean for players to post their messages/bounty/hit contract and transfer in game currencies/bonds or other resources(like regular e banking).

That's my wildest dream of an MMO.

Posted: May 19th 2010 9:10AM (Unverified) said

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ok... I don't see anything perticularly crazy mentioned above, so let's go for something really INSANE ok =) =) =)
First idea: A game wherein you can choose to play as a regiment of soldiers of varying quality an amount or a hero, you could play the block of conscripts which is a blockstopper and holds the line so your more elite teammates could really fuck something up on the flanks, or be a small group of monsters scaring the shit out everybody until they get blasted down by the guy who chose to have a shitload of gunners/ a cannon in his team, or you could even get to be the hero who, just like in real life, can charge in, kill three nooby skavenslaves (yes I got this idea from WAR not feeling very warhammery) and then being pinned down by the gazillion other and made into mince if unsupported, not done yet. pretty crazy (not to mention AWESOME!!).
next insane idea: Look, if your teamm8 is standing between you and the other guy and you fire of a fireball/electric torrent/gunshot/whatever you wanna hit the asshole with, you hit your teamm8, not your enemy ok? This used to be one hell of a tactical play in AoC before the noobs over at funcom (actually i like the game really much, but I'm pissed that they removed this function!!) In a game were this is at full function (I'm talking cast a fireball while in a shield spell = AWW! I mean... It would get contained in the shield you know!) magic would have to be OP, but... Watch out who you hit!! or.. Youll ruin EVERYTHING.
I believe that idea is for a HC crowd, but fuck it could be funny if implemented =)

Posted: May 18th 2010 12:50PM (Unverified) said

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I want an MMO where I matter.

How often have you rescued someone from captivity, only to go by the same area 5 minutes later and find them stuck back in that cage. And when you do rescue them and escort them to safety, they say "thanks, I can finally get back to my family who sent you on this quest, though you'll never actually see me standing there next to them and for that matter I'll just de-spawn as soon as we're done talking here".

When I rescue the princess, I want her to stay rescued. Sure, that sounds like a great way to run out of content really fast - unless the other side goes through the trouble of re-capturing her. And I (or another player) can stop her from being captured. Heck, "'Rescue' the princess" an objective of both sides of a PvP fight and you've got a constant source of quests where you do, in fact, matter.

On the larger scale, this is similar to the dynamic worlds other people have mentioned. In short, I want an MMO where, if I change something, it stays changed, even if I have to fight to keep it that way.

Posted: May 18th 2010 8:47PM (Unverified) said

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I'd like to see the mob threat/aggro dynamic turned on its head, simply because in real life, if another creature poses a significant threat to you, you RUN AWAY, not attack it.

In other words, let's get rid of the whole tank/healer/dps thing in favor of something more varied and nuanced (and, hopefully, fun).

Posted: May 22nd 2010 10:37PM (Unverified) said

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Heres a crazy idea: Not rushing an mmo.

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