Monday, September 25, 2017

The MMO I want to see

Hey all,

I was out of town last week and spent some time thinking about what blog post to do next. Finally, I landed on something that's been knocking around my head for a while. Disclaimer, I am not anywhere near capable of actually making an MMO, so this is more of a wishlist of what'd be great to see in the genre.

1) Very Basic Character Creation
At the start of the game, a player picks their gender, chooses either the human or dwarf race, and then begins play as a commoner. This is to fuel the later class systems in the game.

2) Randomly Assigned Home Town
Rather than having various towns for players of different levels, a handful of walled cities of roughly equal accommodations will form the core of the town-play experience. 

3) Instanced Roads
Travel from town to town is dangerous, and typically, players will want to form parties to take on the "dungeon-esque" paths from town to town. 

3) Career Classes
During play, a player may acquire new classes that work something like Elder Scrolls guild membership. Players can attain minor lordship, conscript, mercenary, or one of many criminal professions like assassin, robber, burglar, etc. Some of these are done for their own reward, and some receive in game currency from NPCs.

4) Subtle Stealth
A character who enters a criminal career, will eventually learn a suite of stealth abilities like having their name overhead appear just like an NPC name, having their name not appear overhead at all, and more traditional camouflage abilities.

5) Prestige Classes
Prestige classes can be begun at max level. A max level character may, after completing a quest, play the game again beginning at level one of a prestige class. These include knight, cleric, and magical acolyte. Knight can then prestige again as general or paladin. Cleric can prestige again as paladin or druid. Magical acolyte can prestige as Sorcerer/Sorceress, and then AGAIN as Wizard/Witch. Every prestige class is a substantial statistical improvement over the class before it.

6) Tempted Wizards
From magical acolyte onward, experience gain is slowed drastically on the magic track. A magician may advance at the slower pace, but will often be encountered by dark powers who promise power in exchange for servitude. Procedurally generated quests that make such player a liability will come to them from time to time, and will usually leave the means open enough that the player has some chance of completing the quest without raising suspicion right away. However, the frequency of these quests will be set to ensure that the player base becomes mistrustful of all magic eventually. 

7) Hunted "Monsters"
Crafting would require materials from several possibly sapient creatures, such as elves, fairies, kobolds, goblins, orcs, and hobgoblins.

8) Secret Prestige Races
Granted, in the modern age of community forums, very little would stay secret for long. However, in addition to the prestige classes, there would be a harder to obtain category of prestige races. These would be triggered by very specific events, and would allow the players to play as elves, fairies, kobolds, goblins, orcs, and hobgoblins. Tutorial quests would narratively drive home the hunted feel of these races, and communication between these races and the "known" player races would not be possible. Most classes would be available in one form or another in these races, and pursued by mostly the same means.

So, there you have it: the bare bones mechanical concepts of an MMO world of dangerous roads, frightening thieves and assassins, world-shattering wizards, and a constant war between fantasy races who may not even realize the other is a real person. You can see, I hope, why the idea keeps cropping up. If you know of an MMORPG that fits what I've been wanting all these years, let me know in the comments. Happy gaming, all.

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