[QUOTE="Edeescam"]What one feature would bring about that change?sircyrus
Do you know what the crazy thing about that question is? Many features that were in Ultima Online prior to EQ1/WoW would be considered next-gen now because the genre has taken so many steps backwards. The level system, equipment-centric gameplay, raid-or-quit endgame, grinding... these negative aspects didn't exist in the UO "glory days".But in regards to your question... most people are going to say twitchy combat, but I disagree. Part of the current problem with MMO's is that their endgame is so dull and time consuming. The only reprieve from the repetitiveness is that you don't have to pay attention 100% of the time. Now imagine a 5+ hour raid involving 40 players with you clicking away on the mouse or making sure your crosshairs are in the correct location. That would be horrible. The core gameplay in MMO's needs to change, not just the auto-attack combat system.
There isn't one single feature that would bring about the change towards next-gen MMO's, it will be several features and the abandonment of several current pitfalls. First of all the level system needs to go. Levels are the easy way out of having to create an exciting combat system. It's basically saying, "This monster has 45000hp and you have to have 4.5M experience points to be able to damage it". That's a lame way of forcing the player to invest time into the game in order to unlock new content. Skill-based characters offer more individuality for the player resulting in more of a connection with their toon, more flexibility in combat so you aren't forced to take on a cookie-cutter role (ie: warriors tank, clerics heal, rogues backstab), and more diversity among the playerbase because of everyone approaching the game their own way.
The features that will bring things into the next-gen are going to be getting the community together by creating a virtual world that they all exist in. Not a world chopped up into levelling areas. Not a world with no purpose and you wander around aimlessly. A virtual world where players can see the results of their actions both in the short term and long term.
Example: Consider Civilization III. Why it is fun is because you decide exactly what direction you will take and you see what effects your actions cause. Now translate the core elements of Civilization III into a MMO. Suddenly you're not killing monsters for the sake of getting loot and XP so you can kill bigger monsters. Instead you're securing areas so that your civilization will expand into it. You'll see a small village pop up first. If it survives attacks, food shortages, and being cut off from the larger population areas it will expand to become a town. Now it's better defended, there's roads being built into it. Businesses are arriving. Soon after it becomes a city and you extend further.
Now imagine that progress with orc attacks, hostages being taken, monsters attacking convoys, pirates attacking ship convoys, a plague due to a nearby necromancer, anything. Perhaps a drought in that region kills the crops leaving the town with few resources and they get taken over by a monster horde (or alien invasion as fantasy MMO's are getting old). Maybe even players from your own side decide to raid the village for resources to build their own town.The point is all of this would have occurred because you and the community pushed forward into the wilderness to secure it for expansion. None of this "Ok, at level 5 I'll do the plague quest" nonsense. Events happen dynamically as a result of community actions.
That's when I think MMO's will start moving towards next-gen. As I mentioned at the start of my post though, the MMO genre has been derailed by EQ clones. UO and Asheron's Call were both moving the genre towards the above scenario. Imagine what these games could be like today if it had stayed on track.
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I must say very well said and I agree with almost everything you said.
Moving beyond leveling and grinding is a definate. When you have a game like EQ or a clone, most people grind and grind till the end then there is nothing to do but gain better gear.
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Quests need to be revamped in some way as well. Getting item A for Merchant B to gain item C is really played out. I remember someone saying in a state of the MMO Address a long time ago " The merchant in Qeynos still has a rat problem" Then there are the variations: Get item A, give to erson B who gives item C, take item C to location D....rinse and repeat
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There needs to be more reliance on skills rather than having the higher level/equpiment. This is where it gets tricky because almost overy game (if not EVERY game) relies on the 1d20 Dungeons and Dragons cookie cutter way of determining damage. So someone with better gear and higher levels will win 99% of the time.
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 Anarchy Online had something similar to what you described where you could take over a piece of land and put up defenses and defend it. For some reason it never seemed to take off (it was probably implemented way too late in the game's life).
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Another problem is PvP. 50% like it and 50% hate it. You cannot please everyone. However, it is inevitable that a good game needs good PvP. A good PvP system would be a must in a next gen MMO.
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I would like to hear more suggestions!Â
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