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The Perfect MMO

BayenBayen Member UncommonPosts: 37

Hello

 

What would be YOUR perfect MMO?

I have chosen what I think is the best MMO for each game system, please use my list and substitute what you think is the best MMO for each category.

 

I'll go first.

 

GENERAL

 

Combat: Tera

Crafting: Star Wars Galaxies

Lore: World of Warcraft

World Design: Lineage 2

Class Design: Star Wars Galaxies

Housing: Star Wars Galaxies

 

PVE

 

Questing: Star Wars the Old Republic

Small party instances: World of Warcraft

Raids: World of Warcraft

World Bosses: Lineage 2

 

 

PVP

 

Open World: World of Warcraft

Battlegrounds: World of Warcraft

Arena: World of Warcraft

Guild vs Guild: Tera

Siege: Lineage 2

Large Scale: Elder Scrolls Online

 

 

My list is quite limited because I only ever liked a few MMO's as you can tell, I would be very interested in what the community thinks best fits each category, and If I missed any important categories then please add your own.

 

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Comments

  • EronakisEronakis Member UncommonPosts: 2,248

    I'll just post what I wrote in another thread that was written years ago then got locked due to necro'd. So I'll just re-post it here. It's basically features in my own personal game design..

     

     - 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, navigation 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 challenging 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 mob will be as smart as their type.
     
     
    - A death penalty that isn't too harsh nor non existent. A death penalty that would enhance you to be more careful on your journeys.
     
     
    - Quests that are actually quests. You actually go on adventure with a group which may have some epic travel. Quests are not primary ways of advancement or xp gain.
     

    - 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.
  • iixviiiixiixviiiix Member RarePosts: 2,256

    No matter what game mechanics you put in ,

    the MMORPG still far from perfect without real people who run the game as gamemasters (GM in p&p , not nowadays GM).

     

    Key element to the perfect MMORPG are system that allow the GMs to direct run and manage the Environment

  • rojoArcueidrojoArcueid Member EpicPosts: 10,722
    OP your post looks good. The only thing i would change is the Combat. I dont likle TERA's combat at all, id take the combat from GW2, AoC, or a moddified version of ESO(without targeting). The rest of your post looks good enough for me.




  • MadimorgaMadimorga Member UncommonPosts: 1,920

    Twinking and clever, fiddly skill allotment:  Anarchy Online

    Size of game world:  Anarchy Online

    Ability to progress without being led from one place to another by quest givers:  Anarchy Online

    Housing:  I didn't get to really play it, but I hear good things about SWG.  Project Entropia also has amazing open world housing.

    House building:  Everquest Landmark is shaping up nicely.

    Story:  The Secret World and SWTOR.

    PvP:  My kid says League of Legends.  At least he isn't getting crushed by premades all day when he pugs.  So however it is they do that, some other MMO needs to copy it.

    Lots of different stuff to do that also makes the gameworld feel alive and different:  ArcheAge maybe.  I hear Star Wars Galaxies was like that, too.

    Clothing options:  Anarchy Online, Guild Wars 2 for dyes.

    Beauty of design:  Guild Wars 2 is a beautiful game, as is Guild Wars.  I have to say, in spite of huge overall disappointment, I think Earthrise was beautifully designed, too.  Something about the light.

    Combat:  Age of Conan

    PvP and PVE areas:  Mostly Eve.  It manages to keep both PvPers and carebears playing without too much rage from both sides.  Though personally I prefer different server rulesets instead.

    I did kind of enjoy the crafting in Fallen Earth and the fiddly crafting/gathering in Xsyon.

     

    image

    I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.

    ~Albert Einstein

  • Cod_EyeCod_Eye Member UncommonPosts: 1,016
    FFXI (vanilla) for me, not everyones cup of tea, never knew how good it was until I compare to todays dross that keeps churning out on a daily basis. Perfect enough to play again if they remade with new graphics.
  • JemcrystalJemcrystal Member UncommonPosts: 1,984
    Sims 2 + Pokemon + Minecraft + Final Fantasy


  • BeelzebobbieBeelzebobbie Member UncommonPosts: 430

    Ok here is my list 

    GENERAL

     

    Combat: GW2

    Crafting: World of warcraft

    Lore: Lotro

    World Design: TSW

    Class Design: Warhammer online

    Housing: Star Wars Galaxies

     

    PVE

     

    Questing: TSW

    Small party instances: World of Warcraft

    Raids: World of Warcraft

    World Bosses: GW2

     

     

    PVP

     

    Open World: Warhammer online and ESO mix (GW2 mechanics)

    Battlegrounds: World of Warcraft (GW2 mechanics)

    Arena: World of Warcraft (GW2 mechanics)

    Guild vs Guild: GW1

    Siege: combo between ESO and GW2

    Large Scale: Elder Scrolls Online with a little more speed.

     

     Sorry for all the GW2 in there but it's the game I love at the moment...... 

     

  • ChicagoCubChicagoCub Member UncommonPosts: 381
    You're still looking back.  I want something new, something forward looking, something that hasn't been tried before.  What you've made is just another MMO with a different selection of ingredients...one from column A, one from column B, etc.  Like Taco Bell; it's all the same stuff just in different combinations.
  • GramleyGramley Member UncommonPosts: 9

    GENERAL

    Combat: Everquest

    Crafting: Everquest

    Lore: Everquest

    World Design: Ultima Online

    Class Design: Everquest

    Housing: Ultima Online

    PVE

    Questing: Star Wars the Old Republic

    Small party instances: No such thing in my perfect MMO

    Dungeons (non-instanced): Everquest

    Raids: Everquest

    World Bosses: Star Wars the Old Republic

     

  • BeelzebobbieBeelzebobbie Member UncommonPosts: 430
    Originally posted by ChicagoCub
    You're still looking back.  I want something new, something forward looking, something that hasn't been tried before.  What you've made is just another MMO with a different selection of ingredients...one from column A, one from column B, etc.  Like Taco Bell; it's all the same stuff just in different combinations.

    Doesn't have to be bad, I agree with you that something new and totally awesome would be better then something old. But I don't see this thread as something more then a picking out your best parts from the games you played and put them all togther the way it would be perfect. 

    Yes but what if you mixed Taco Bell with Pizza hut and made something of a perfect pizza? That would also be AWESOME!!!

  • Po_ggPo_gg Member EpicPosts: 5,749

    Seems the annual "Perfect mmo" thread is here again - true, with a bit more details this time :)

    Still, there's no such thing. There can be close candidates (different to each person), but not One mmo to rule them all.

    For example to me the prefect ones are LotRO, AoC, TSW and STO (but I haven't played with my VAs since the last anniversary sadly, so STO is falling a bit behind nowadays...)

     

    And just for the fun, let's see your detailed list:

    GENERAL

    Combat: who cares? if not totally broken, I'm good. But if I have to pick, AoC's combo system.

    Crafting: AoC's revamped one, if FC finally finishes it :) the plans are great

    Lore: see above, LotR, Hyboria, Ragnar's Secret World setting, and Roddenberry (ok, STO is not exactly fit for canon, but still...)  I'm all about lore and story, that's the core of any rpg.

    World Design: LotRO is fine for me

    Class Design: TSW, Rift, STO, any game with massive theory-crafing capabilities

    Housing: Rift

     

    PVE

    Questing: TSW, both the system and the writing. AoC for the conversations. SotA for bringing back conversations and text parser.

    Small party instances: TSW, AoC

    Raids: AoC

    World Bosses: pass, never liked the concept. AoC's current 'one boss every month' event is not bad though.

     

    PVP

    like the combat above, who cares? Non-existant, preferably :)  Or if that's not an option, then LotRO's Ettenmoors.

     

    "If I missed any important categories then please add your own."

    Maybe the most important one, the core of mmo's, Community. And for that LotRO, hands down. And TSW.

    And roleplay. For that, also LotRO and TSW.

  • sunandshadowsunandshadow Member RarePosts: 1,985

    GENERAL
    Combat: Dofus
    Crafting: A Tale In The Desert
    Lore: hmm... Uru has pretty good content but the delivery system is lacking. WoW has a pretty good delivery system, and so does Skyrim, I'm not sure how much of that ESO successfully duplicates.
    World Design: Ryzom, maybe? zOMG isn't bad either. There aren't any I really really like, which is why I'm driven to make up my own.
    Class Design: No classes. Players all start classless and customize their abilities within the game.
    Housing: use a single player system like Harvest Moon or The Sims 2 or 3

    PVE
    Questing: Hybrid between WoW and Skyrim
    Small party instances: There are so many good ones... but the important thing would be that all dungeon instances should scale to party size so they can be soloed as well as done in small parties.
    Raids: I don't like raids, at all. Perhaps a series of small party battles, either PvE or PvP, could happen side-by-side instead.
    World Bosses: I don't like world bosses much; putting a dungeon boss where players passing by could see and hear it being fought without being in danger from it would be cool though.

    PVP
    I don't really do PvP, but if I was designing a game and it had to have PvP I'd go with an arena system that rewarded fights mainly with gold (which PvPers would generally spend in the auction house to buy items from crafters), and had NPC factions to give story context and faction-specific ranks and rewards.

    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • SavageHorizonSavageHorizon Member EpicPosts: 3,466
    Originally posted by Bayen

    Hello

     

    What would be YOUR perfect MMO?

    I have chosen what I think is the best MMO for each game system, please use my list and substitute what you think is the best MMO for each category.

     

    I'll go first.

     

    GENERAL

     

    Combat: Tera Dark Souls but lets not forget that Dark Fall.

    Crafting: Star Wars Galaxies Agree

    Lore: World of Warcraft Hmm lotro is king of lore.

    World Design: Lineage 2 Any open world mmo.

    Class Design: Star Wars Galaxies Again there are a few mmo's that are in the mix SWG is one of them, the game was not exclusive in this.

    Housing: Star Wars Galaxies Yup

     

    PVE

     

    Questing: Star Wars the Old Republic All quest systems have good and bad.

    Small party instances: World of Warcraft No thanks, open world dungeons plz.

    Raids: World of Warcraft EQ, WOW was not the first/Vanguard

    World Bosses: Lineage 2 Again EQ/Vanguard

     

     

    PVP

     

    Open World: World of Warcraft Fun but pretty pointless with no rewards or gains.

    Battlegrounds: World of Warcraft Nope

    Arena: World of Warcraft Nope

    Guild vs Guild: Tera EQ

    Siege: Lineage 2 DAOC

    Large Scale: Elder Scrolls Online  DAOC

     

     

    My list is quite limited because I only ever liked a few MMO's as you can tell, I would be very interested in what the community thinks best fits each category, and If I missed any important categories then please add your own.

     

    Nothing wrong with your list, the yellow is just my opinion.image




  • Jairoe03Jairoe03 Member Posts: 732

    I generally don't like the breakdown presented by the OP so I'll just use my own, primarily because things like Housing is just a feature I would have in any game (really not much options if we think about MMO's that actually implemented Housing) etc.


    Combat: I think mostly, its the same across the board, its a matter if you want more of an FPS action style (very rare in MMO's) or the traditional hotkey setup, to me it doesn't matter personally, I can do with either.


    Economy: EVE Online. I want to think this is what you really meant when you said Crafting, to me crafting is mostly the same in all MMO's, put items A, B, C in inventory, hit craft button and you make product D. I think the how resources are gained, how items are produced and then how these are allocated is a much bigger portion of an MMO. I personally think EVE Online's the best mostly because of having localized economies which is pretty much unique to that game, if it can be combined with an improved version of the old Star Wars Galaxies resource system, it would be even better.


    Social Organization: FFXIV ARR. I think this is probably the most important part of an MMO, I'm thinking of everything from LFG tools, to guild structures etc., I think overall, FFXIV ARR is the best, it has just about every possible way for people to organize themseles whether its formal or informal.


    Progression: EQN or old SWG. To me, this can vary especially because pure sandbox and pure theme park seem to be the two sharp contrasts in terms of progression i.e. horizontal vs vertical. I think what's best is a hybrid. It's hard to choose a single game here as the newer more modern games seem to be heading in this direction anyway, ideally as much varied activity combined with depth for each activity is I think what most people can agree on or want. IMO EQN has the best potential to find the sweet spot between these two. If I had to choose what's currently out there or was out there probably old Star Wars Galaxies had a good system and was also a hybrid.

  • sunandshadowsunandshadow Member RarePosts: 1,985
    Originally posted by Jairoe03

    I generally don't like the breakdown presented by the OP so I'll just use my own, primarily because things like Housing is just a feature I would have in any game (really not much options if we think about MMO's that actually implemented Housing) etc.

    Hmm, personally I think there's a fairly large amount of variation in housing systems in existing MMOs, even though none of them is perfect.  Here are some examples:

    Dofus - Houses are not instanced, and the number of them in the game is severely limited.  Only a guild master can buy a house, which is lame, and the house's appearance isn't modifiable, also lame, but the house does provide storage, a teleportation point, and optionally a crafting workshop.  Additionally a mount-breeding paddock can be purchased as an addition to a house.

    Wizard 101 (WildStar is similar) - each player gets an instanced "dorm room" which the players are encouraged to upgrade into a house on a personal island.  This house can be decorated with wall hangings, sculptures/statues/plants, crafting workbenches, and the player's pets can wander around within the house.  The house is also where all plant growing sim gameplay takes place, and all crafting is done.  Other players can visit.

    A Tale In the Desert - Houses are non-instanced and built by the player out of modules, on a square grid, much like houses in The Sims 2.  In previous versions of the game houses could be painted, but I think they removed that ability as a graphics optimization.  An assortment of storage chests and crafting appliances can be built within the house, while other types are built outdoors, around the house, and plant-growing sim gameplay is also done here, plus gathering of whatever resources the house is built near.

    Minecraft - Houses are built out of blocks (voxels), making the house as much a sculpture as a functional object.

    Landmark - Building crafting is very flexible and the results can be very pretty.  I don't have information about their functionality.

    The Mighty Quest For Epic Loot - The house is a dungeon for other players to attack.  The player can change out and rearrange rooms, then place a variety of traps and monsters.  Players must beat their own dungeon to activate it for other players to challenge.

    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • Oldskoolgamer2600Oldskoolgamer2600 Member Posts: 4
    I'm going to have to go with Ultima Online for all categories.

    image

  • strawhat0981strawhat0981 Member RarePosts: 1,198
    Originally posted by Oldskoolgamer2600
    I'm going to have to go with Ultima Online for all categories.

    Plus, lightsabers!!! 

    Originally posted by laokoko
    "if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".

  • sumdumguy1sumdumguy1 Member RarePosts: 1,373
    Perfect MMO will never exist.  Why?  Even my best gaming friend and I don't agree on the logistic of how it should play or what it should look like and have as part of the game.  If a developer combined what only he and I wanted, I 'm pretty sure the game would lose money due to production costs.  My point is if we can't even decide on a perfect MMO, how can one truly exist.  Perhaps a better way to look at it is with so many options, maybe there is a perfect game out there for most people.  Yeah, I know, wishful thinking on my part.
  • BBPD766BBPD766 Member UncommonPosts: 98
    Originally posted by DMKano

    the perfect MMO?

    It's the one you find fun right now.

    The idea of taking all the best bits from different games and putting into a single game thinking it would be "perfect" is just laughable.

    It doesn't work like that.

    More often than not, a new MMO takes bits and pieces from its' predecessors and builds on them (if not flat out mirrors them). To think it wouldn't be possible to blend the "bits," whether it's identically or similarly enough to emulate the desired effect into a single game is downright "laughable." History has already shown this.

    I'd say mixing all these disparate systems together in a single game would most likely make the WORST MMO of all time.

    What do you think an MMO is??? It is JUST that.; A single game made up of disparate systems.

    MMOs are not designed from their parts - the parts are made to fit the original game design, not the other way around.

    Really? How about explaining Landmark then...you know, the "part" that BECAME a game design? Which coincidentally was  a "part" that came BEFORE the current game design of EQN? Or for that matter, can you explain the AI "part" by Storybricks? .....you know....the "part" that was already built and came BEFORE the current game design of EQN?

     

     

  • Jairoe03Jairoe03 Member Posts: 732


    Originally posted by BBPD766
    Originally posted by DMKano the perfect MMO? It's the one you find fun right now. The idea of taking all the best bits from different games and putting into a single game thinking it would be "perfect" is just laughable. It doesn't work like that. More often than not, a new MMO takes bits and pieces from its' predecessors and builds on them (if not flat out mirrors them). To think it wouldn't be possible to blend the "bits," whether it's identically or similarly enough to emulate the desired effect into a single game is downright "laughable." History has already shown this. I'd say mixing all these disparate systems together in a single game would most likely make the WORST MMO of all time. What do you think an MMO is??? It is JUST that.; A single game made up of disparate systems. MMOs are not designed from their parts - the parts are made to fit the original game design, not the other way around. Really? How about explaining Landmark then...you know, the "part" that BECAME a game design? Which coincidentally was  a "part" that came BEFORE the current game design of EQN? Or for that matter, can you explain the AI "part" by Storybricks? .....you know....the "part" that was already built and came BEFORE the current game design of EQN?  
     


    I have to agree with DMKano, taking parts of MMO's is fun to conceive of a "ideal" Frankenstein version of what you envision of an MMO, but ultimately taken those systems separately from different MMO's does take a lot away from the fact that these systems were designed around each other to fit together as a whole. Sure, we can break down MMO's in terms of its system but like a craft system isn't entirely defined by the actual crafting (imo) as it is also defined by how the resources are spread out in the world and how they are acquired and gained and then redistributed etc. When we think in terms of Economy, we have to think in terms of combat, accessibility, social organization etc. too and vice versa for all those things.


    Generally these games are designed as whole worlds with parts that fit together, I don't think its as simple as "blending" features (from your favorite MMO's) together and hope they magically work properly without including the other parts that help support that particular feature as well. Star Wars Galaxies wasn't just great because of one feature, it was a sum of its parts, i.e. OP's original list of his picked features, half of them were from 1 MMO even across all the categories that he established.

  • ArChWindArChWind Member UncommonPosts: 1,340

    1.) Never will be a perfect MMO. No matter how well it is built there will be something that will have a flaw.

    2.) What you may like may not be what someone else likes.

    Just the way it is.

    ArChWind — MMORPG.com Forums

    If you are interested in making a MMO maybe visit my page to get a free open source engine.
  • SamuraiXIVSamuraiXIV Member Posts: 354
    Final Fantasy XI Online was perfect for  me I played 10 years then started Final Fantasy XIV A Realm Reborn which is a very good looking game but not even close to FFXIs depth.

    "mmorpg.com forum admins are all TROLLS and losers in real life"
    My opinion

  • sunandshadowsunandshadow Member RarePosts: 1,985


    Originally posted by Jairoe03
    I have to agree with DMKano, taking parts of MMO's is fun to conceive of a "ideal" Frankenstein version of what you envision of an MMO, but ultimately taken those systems separately from different MMO's does take a lot away from the fact that these systems were designed around each other to fit together as a whole. Sure, we can break down MMO's in terms of its system but like a craft system isn't entirely defined by the actual crafting (imo) as it is also defined by how the resources are spread out in the world and how they are acquired and gained and then redistributed etc. When we think in terms of Economy, we have to think in terms of combat, accessibility, social organization etc. too and vice versa for all those things.
    Generally these games are designed as whole worlds with parts that fit together, I don't think its as simple as "blending" features (from your favorite MMO's) together and hope they magically work properly without including the other parts that help support that particular feature as well. Star Wars Galaxies wasn't just great because of one feature, it was a sum of its parts, i.e. OP's original list of his picked features, half of them were from 1 MMO even across all the categories that he established.
    I disagree. It's completely reasonable to assume that if we are designing a new MMO using a list of favorite parts of existing MMOs as a guideline/inspiration, that this new MMO's design can also be developed to have its systems fit together (not magically, but with design skill) as a whole world.
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • Po_ggPo_gg Member EpicPosts: 5,749
    Originally posted by sunandshadow
     
    I disagree. It's completely reasonable to assume that if we are designing a new MMO using a list of favorite parts of existing MMOs as a guideline/inspiration, that this new MMO's design can also be developed to have its systems fit together (not magically, but with design skill) as a whole world.

    The problem is not the "can't be done" part, the problem is the effort / result ratio. -> it can be done, for 1 (or a handful) player(s).

    "if we are designing a new MMO using a list of favorite parts of existing MMOs"  - no such thing as we, and favourite is different to everyone. Just look at this very thread, with only a dozen replies, but still, you won't be able to "frankenstein" together a so-called perfect game for just their needs, let alone a much larger playerbase. That's why I and many others said above, there's no such thing as perfect mmo. Even if someone would make a perfect one for your needs, you would find parts in it you don't like 100%, or what other games are doing better.

     

    All you can do (from dev's point of view) is either stick to your own favourite aspects and hoping that the resulting game won't be too niche and will lure in enough players - if you're an indie who wants to build his love project. Or, on the other hand the suits will give you the parameters based on lots of research, of which areas and in what amount you must put in the game, and where should your focus be, etc. to make a common ground for the largest possible share of the playerbase.

    As a player, your only option is searching for games which suits you the most. If you find a prefect one, good for you. The market nowadays is stuffed with games anyways...

  • JabasJabas Member UncommonPosts: 1,249

    Today my perfect mmorpg is ArcheAge.

    Tomorow i dont know image

     

     

     

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