After 15 years experience with role play games, every one gets some symptoms of fatigue, but that is not the point I wane talk to.
The Elder Scrolls series has a great past, but with every quest that comes out and every dragon I defeated, I realized how linear roleplay games are. No, thats wrong, they are not! ...but gamedesigners make them linear. So lets have a look at all these games out there. Most of them have great graphics, you can make moves you never dreamed of, can slash emenys biger than a house and more colorful than a butterfly. Some of them, like Oblivion, are a bit more realistic but still, you have to face the fact, in every single game you have go kill plenty of emenys and tingle from NPC to NPC. Ok, ok, you are right, sometimes you can pick up some weeds... great.
With every new version, the graphics get better and better, and with every gametrailer coming out I'm thinking "Oh my God", they spend all their money in graphic design more blood more killing more death, instead of new interesting roleplay options.
Weelll thats not what I understand of a good MMORPG. I would like to tell you, if you're allready reading, what I would like to see in a good MMORPG. Don't be scared I'll spare you the usual stuff (hope so).
Imagine you come to the world, may be you wake up in a cell like last time (Oblivion), someone comes for you and brings you to a importand person, you have to hurry up because something horrible happens. STOP THAT. thats sooo "argh" you know... can't you find something new? That flashback follows me since 15 years. How about they DON'T want you or may be you have to do your quests as a slave... and don't ever think about a thief/murderer. (That was for the little "nerve-wracking" things)
For me it would be more interesting to have a game where items and needs have a biger role in the game. Not the things like every one think of, like: "I would like to have a [place here]".
People need food, water, room to live, houses to build, wapons and tools to work, fun and culture, streets to build and so you need these things too.
By side helping people getting these things, you surely have to do a main quest but thats what comes second, because you do that quest for keeping people alive who share your needs and give you a living standard.
Lets make a example: How about you could help builing a sewer to one of the villages. That sounds like a typical quest, but imagine what would happen, if you had to build this water course yourselve with your pickaxe or some stones you place there. When you worked there, some trolls came along and asked what you are doing there. How about telling them a good story so they help you? What about you miss the village entrence by placing the stones like you want to and flood the village insteed.
See thats stuff that needs no big story, but can activate things with random stuff, that activate other things. If you don't know what I'm meaning, have a look at the game Minecraft. I don't want a second Minecraft beware, its just the freedom you have, to do what you like to, paired with the options to change the world or your enviroment permanent. So please dear gamebuilders, don't make loads of new wepons or silly useless things when they don't have any affect on the physic engine, thats boring and needs a lot of processing power.
Here another example: We all have to eat and drink so what we gone do to survive? No we don't go to the shop and buy some apples! Or well lets say they have food, but here are some possibilities for real usefull quests. We have to plant appletrees first, farming, hunting some meet. Preventing animals and ok lets say "monsters" from killing and destroying our ressources or the one from other farmers. This will have affect at the amout of food the village has. Villagers will eat that food so this will have several effects to the prices, business with other villages (this allso could be a source of income) or if you really don't care and the vilagers can't help themselve, they could die.
Sounds a bit like a economy simulation, thats right, why should have our enviroment no real affect to our quests? In fact ressources was allways the thing empires wanted to guard. Its not only surviving by having enogh HP its more than this.
These kind of szenarios are the ground where the quests come from and gives them sence. Thats what it makes exciting doing any quests.
Now we might have a processing problem. May be, but whats better, a gorgous graphic with no possibilitys than slaughter some skelettons you did since ever and you allready can find in every single game, or a game that do not look like wonderland 3D but is fun to play?
So, why did i posted this?
It would be interessting to read, what you think about game linearity, onesided content and own ideas that gives MMORPG a new direction.
(you surely have noticed, that my motherlanguage is not English so please be patient :wink_smile: )
