Here are some key features that I believe would make the "Holy Grail" mmo for the older generation of mmo gamers. That generation consists of gamers who played EQ, UO, AC, DaOC. Now, these features are geared towards a certain niche and won't accomodate all of those games. I am one of those old generation players and would like to see the mmo industry move into a different direction. Now, I am not saying these features for an mmo are only for the older generation gamer, but more so any gamer that is sick of the new model. These features include the first principles of what mmo's should be and who is not looking for instant gratification.
- A community first game. This means grouping content will be rewarded moreso than solo play. Solo content will be available as well. A ratio of about 60 grouping, and 40 percent solo content.
- A game where wisdom and challenge is a factor every time you log in. This does not include time sinks, but moreso strategy of combat, navagation or crafting.
- Top heavy PVE oriented gameplay. Hardcore PVE needs to make a comeback but implemented correctly.
- Realistic graphics, (no towers for shoulder item graphics) a world that has a balance of realism and fantasy.
- A vast seamless world that will captivate you to explore and adventure on a single shard server. Possibly no instances.
- In-depth class design which will immerse you directly into a class. Classes are easy to learn but hard to master.
- There are dozens of ways to play a class, completely up to the player.
- Stats are universal and are not dependent on a set of archetypes.
- Two immense combat mechanics that allow tons of strategy with player adaptability within the fluidity of combat. Combat mechanics complement class design to allow a vast array of many options. Must become a tactician. Can't go into many battles without strategy of some sort.
- AI that will be very intelligent. For an example, whereas a more militaristic mob will adapt while in combat to your fighting style so you'd always want to be on your toes.
- A death penality that isn't too harsh nor non existent. A death penality that would enhance you to be mor careful on your journeys.
- A main plot line that will twist and turn you and flip you upside down. However, players can directly influence the world and the plot to have different possible climax's and outcomes.
- A player driven economy with separate crafting classes where player can establish their own markets.
- NPC's don't necessarly drop items but materials to make that item. Players get to decide what stats they want to put in different items depending on different variables.
- Raid Campaigns for progressing players and end game content that will immerse you into possible real militaristic medieval strategies.
So what do you think? Do all or most or even some features instrest you? Should this be the way for mmos? Discuss your thhoughts.