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Note: This list contains generlizations and specific features that I would like to see in a MMORPG. I have alphabetized it by the first letter in the line. A reason to have Charisma that doesn't involve NPCs Action-based animations Bounties on criminal players Cause and effect (Say some players decide to start killing NPC caravans along a road. Guards begin protecting that area.) D&D-based rules set Experience for non-combat actions such as casting spells or picking locks Fast method of travel between areas (ie Ultima's moongates) Fleshed-out thieving abilities (ie Climb Walls) Flight Food (people gotsta eat, else they get weak. Stimulates the economy) Guards with crossbows Hirelings Holidays Item-item manipulation (ie pour oil on a cloth, wrap it around a stick, light it, and it's a torch) Jumping, Flying, Climbing, Crawling, Etc. Multiple governments (countries and such, or any creative way of working it in) Multiple perspectives (switchable camera angles and such) Non-combat abilities and spells other than gathering/craftmaking/travelling NPC faction wars NPC trade economy (NPCs actually move stuff between cities and sell to other NPCs) NPCs have schedules and actually close up shop for the night (or day, as profession may have it). One-time events Patroling guards Pets, including mounts PvP has a purpose, is not just random people killing random people. Quest generation (like in Elder Scrolls games) Quests can be failed (ie escort gets killed) Quests that have players working against each other Real-time combat Religions Rope arrows (like from Thief) Skill-based experience and levels Terrain-manipulation (ie chop down a tree, leave a stump) Time (night/day, morning/evening, seasons) The ability to party Unique items Weather, and actual effects caused by the weather (ie NPCs run indoors when it starts raining) back to info | ||||
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