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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)
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