by Kadmium » Thu Apr 14, 2016 4:30 am
In decreasing order of importance:
1. Immersive huge seamless World, no loading screens and no instances. Meaningful interaction for the players with the environment, the trees, the rocks, the minerals, the elements etc. With a large population per server to go with this, Nostalrius was laggy at times but I thought it was extraordinary how many players from both sides I was able to encounter in EVERY zone, that alone made it the best mmorpg experience Ive had, even more so than the vanilla back in 2004-2006.
2. Player created content driven, both PVP and PVE. no stupid cut scene storylines that call everyone HERO. This includes the meaningful travelling, e.g. you clear an old mine of monsters, you make a camp their, bring in players with mining skill, mine, move the mine on carts, protecting them with your warriors, then move them to frontier towns or capital cities for profit.
3. Strong tools to support community building and player interaction, relates to no.2.
4. No hand holding useless features such as achievement or GPS systems, those should be achieved organically by the players, e.g if a player is famous for exploring the terrains, then the community should revere him/her as such and seek their help when stepping foot to new territories.
5. Horizontal progression, meaning beating the next new boss, getting the next level, looting the next item is NOT the only way to progress in game. E.g players could be able to control a new piece of land as progression, a player should be able to obtain a unique spell that he can apply to the benefit of the other players as progression. A blacksmith after making hundreds of gear for players now has the recipe to make a unique sword that only he can created, making him progress and valuable. Possible elimination of the concept of lvls and making gear consumables that you need to repair/replace/craft/buy constantly.
6. Skilled based combat system that does not make a veteran too powerful against nubs, e.g someone that has played for a year should not be able to kill 10 players that started yesterday.
7. Dynamic npc behavior according to time of day, time of year, weather, their numbers, their mood, their mindset, their circumstances etc. E.g dwarves keep travelling from mountains to ancient ruins and are very protective of their treasures, yet they do not mind small number of players approaching for trading. A big attack on a player town by the orcs have been repelled, they retreat to the thick forest and block off the road through the forest, robbing players coming through and forcing players to dispatch small raiding parties to protect their merchants.
7 is a good number to stop at, there is more, but I feel like these could be the elements of the next generation big mmorpg I would love to play. As you can tell I'd like the gameplay to be less of a carrot on a stick but more of a community created fun using a well made virtual world.