The Evolution of MMO’s

The World of Warcraft MMO formula is dying. In it’s place are story-driven MMOs, like SWtoR, dynamic content MMOs like Rift and Guild Wars and free to play MMOs.

First of all, the subscription model is HORRIBLE for a video game. It encourages players to ration their play time, which is bad and it encourages developers to be lazy with releasing content, since the customer has to pay to play, not to receive content.

If I were going to make an MMO, it would be a PAY to play game, without a subscription fee, but with a MICRO transaction shop. I had to capitalize the word MICRO because it seems that modern day video game developers have forgotten what that implies.

If a customer cannot by your internet currency in $1-5 increments, then you aren’t making a micro transaction. If a costume in a video game costs $10, then you are JIPPING your customers. Fuck that. A GOOD indy game is $10… a dress in a game is NOT worth that.

My game would cost $40. You would purchase your game and get a multiplayer adventure from beginning to end. You may also pay from $1-5 for cosmetic things, like costumes, quality-of-life items et cetera from the Micro Transaction Shop.

Obviously the appeal of MMOs is the vast amount of things you can do. A solid MMO should include single-player content, 2-3 player content, 5-8 player content, 10-20 player content and even 20-60 player content.

There would totally be PvP content, including organized, instanced PvP objectives, as well as open world PvP and PvP zones. There would also be instanced and non-instanced PvP Arenas.

If I made a game, there would be no level system. A player would start with 60 stats and be able to distribute them equally among their attributes. Each player would also be able to fill out a trait web, to gain interesting modifiers for their skills and play-styles. Each skill would have at least one attribute modifying value, but no skill would be necessarily better than another. As the player completes objectives, they would gain some source of resource to get access to more skills, as well as items.

Itemization would involve getting the item that is right for you, not items that are just BETTER than another. If your build was around using Mauls and dealing lots of single target spike damage, you’d probably use a Maul with some lightning properties.

Light armor would give some protection, but allow for more mobility… et cetera. Heavy armor would do the opposite. Magic armor would provide bonuses to your magic blah blah blah

Character progression would be more based around unlocking things, rather than upgrading things. Players would unlock titles, cosmetic gear, mini-pets, in-game housing stuff, utility items, vanity items, mounts and lineage points.

Lineage points would be the resource used in a special system for user created content. As a player progresses, they can buy a house, a guild hall and shops. Once they’ve gained a certain reputation and have gathered enough Lineage points, a player may be able to create their own dungeon. Each room, mob, boss, boss mechanic, trap, item, quest, et cetera in their dungeon costs lineage points to implement. There will be a series of rooms with a series of atmospheres and themes which can be combined to create a dungeon.

 

Also, questing would involve several different storylines, such as Main quests, side quests, class quests, race quests, faction quests and lineage quests. Main quests would further progress the story line of the zone and the game overall. Side quests would be like main quests but on a smaller scale. Class quests would be story quests about your character that involve over coming obstacles that challenge your skills with your class (e.i. stealth classes stealth around… steal things… sneak by things… assassinate targets, while tanky classes take on tons of mobs and have to survive… ). Race quests further the story of your race and test your use of your racial abilities. Faction quests are quasi-PvP quests that involve interaction with the other factions. Lineage quests further the story of your bloodline, which reward you with Lineage points as well as other perks.

 

 

Advertisements

~ by Tom G on January 13, 2012.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

 
%d bloggers like this: