The MMORPG I want to play
Since an MMORPG is a massive product (usually…) it’s hard for someone to find EXACTLY what they want. EverQuest, for me, was almost everything I wanted in an MMORPG. EverQuest was murdered and it was a slow death. The genre that EverQuest set was mutated by big corporate hot shots and then whored out for mass audience. Clueless monkeys with no sense of Role Playing or depth got attracted to theme-park shiny and cartoony games sold with a label that reads “MMORPG”.
Without further ado below is a list of features I would like to see in an MMORPG.
1. Consistent theme (I don’t want to see machine guns, wizards and octopus mutants in one game)
2. No Hand Holding (The player should be set free, completely. No artificial pointers to areas and no linearity)
3. No QUEST DRIVEN content. The last thing I want to see is a 30/30 quest journal with 20,000 words of text that NO ONE READS and yet you have to go OUTSIDE the game to figure the quest out. Read my post here.
4. No Maps (check my post here)
5. Forced First Person View. Read my post here.
6. No Faction vs Faction bullshit (WoW, Aion..etc). Everyone can improve their faction by their actions. A dark elf can get an allied faction score with the high elves if he chooses to but would be a hard thing to do. Read my Faction post here.
7. Challenging PvE content where Soloin is 20%, Raiding is 10% and Grouping is 70% of the content. Grouping false into 2-3 players, 3-5 players and 6 players challenges.
8. All NPCs can be attacked if the player chooses to. No Red/Green names to indicate hostility the world should be dangerous and players should not be able to run without respecting the world. A simple con to the creature/NPC would give the player a message to indicate the NPC’s hostility status towards him and a ROUGH estimate of the NPC’s strength.
9. Level and Skill based (both should be hard to attain).
10. No “No-Class” system that’s the biggest pile of steaming shit I’ve ever seen. It all turns out to be a world fill with Jack-of-all-trade characters and the Flavor-of-the-Month skills.
11. Classes should be DESIGNED by the devs with a specific role(s) to achieve. After all am playing a MASSIVE RPG where explored the world’s danger requires team-work.
12. Class Variety. Screw WoW class design that almost all classes feel hybrid with 3 specs each.
13. Harsh Death Penalty. Yes, kick that arrogant kid out of the group who thinks he can tank with his “mage”. Maybe NOW he will understand that grouping requires “skill”.
14. A lot of dungeons for the players to explore. That’s the main content of the world. The dungeons should be rewarding with nameds/bosses dropping treasure. Big epic dungeons and smaller ones of different flavors (Caves, Keeps, Castles, Under Sea, Crypts, Mansions, Caverns..etc).
15. Role Playing tools (Languages, Alcohol and other atmospheric tools).
16. Night is dark. When it’s night time players should get reduced vision length (that’s what happens to you when it’s dark….) I don’t understand why they’ve never developed such a thing YET. EverQuest did it and it was great.
17. Community Skills (Teleportation, Resurrection, Corpse Summoning..etc)
18. Dark Elves (Drows)
19. ArchTypes (Tanks, Healers, DPS, CC and nothing less) CLEAR specialties and some Hybrids.
20. At least 10 different races (16 is recommended) with many different starting locations.
21. At least 12 different classes (16 is recommended).
22. Deities (I have a good idea to implement those in a MMORPG)
23. No Diablo/WoW itemization design. All items should be designed by a human being with a 3 digit IQ at least. *sigh* am sick of predicting what a level xx item would be (more +HP +STR..etc) it gets boring.
24. Stats for each race MATTERS which means items eventually only adds 50% of your original stats from the beginning. An Ogre warrior will always have more health than a Dark Elf warrior even if the Dark Elf warrior out gear him a little.
25. Big world and no instant traveling except by specific classes which can teleport you to specific spots.
26. No, or limited, Instancing. I’m paying $15 for a Massive Experience if I’m always going to be with 4 other people every time I zone in a dungeon then where’s the massiveness in that? I want to see people inside the dungeon. People that I might help when they’re almost dead or people that might help me. Heck people that might train me or steal my kills. I want people to be in this place. I hate the fact that at the same time there are 10 other groups in different instances of the same dungeon in the same server killing Crush the Orc and loot his chain armor.
