Your DREAM MMO

Dingdong JIngle-Jangle himself comes to you one day and he makes you, YES YOU in charge of his next big MMO project. It doesn't have to make billions and trillions of dollars, but it does have to be something that lasts a long time and will keep people's interest for years to come.

How do you do it?

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It's Dragon's Dogma Online but localized worldwide, with all the micros being armor skins and shit that mean nothing to gameplay, and a good amount of content that can be done single-player if you wish.

This is literally the only MMO idea I could come up with that I would personally want to play, because MMOs kind of suck.

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Make what EQNext should have been.

Basically these two combined.

It pisses me off to no end that there's Dot Hack games based inside the game, but the game itself is far more interesting than the stories they try to present.

Like, I want to make characters in the classes presented in .Hack, and I want to do the quests and explore the areas like they are presented in that game, and honestly? We have the tech now to make something relatively close.

Rimworld, but its in real time and an MMORPG.
You log in, you get a capsule with 6 randomly generated colonists. You pick which 3 survive and which 3 die, then you are thrown into the world at a random minimum viability spot.
Better run and hide fast, or be able to negotiate your worth, because more established tribes will come to collect the metal from your ship and clothes from the corpses.
The whole planet has only 1 NPC town, very heavily defended, so the admins can do damage control of the economy, and so that planetary democracy can be done there via voting (spend ingame currency to vote). You can vote on criminalizing organ harvesting or shit like that.
All politics and factions are player created and player ran, open PvP everywhere. Your base is on autopilot while you are gone, and you can set up basic AI behavior (like in Rimworld, plus some very basic combat options like Dragon Age: Origins had).

There's something that approaches this, but not anywhere near as detailed. Can't really remember, but it's for linux.

Zelda MMO
the areas and races are all there

They kind of tried it with Fragment, but IIRC it was like max 3 people

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Phantasy Star Online 2 with the aesthetic of 1 and the larger instanced areas of Dragon's Dogma Online

THIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIS.

Holy shit, all my money.
I know that fragment exists but ps2 servers are kill.

Just proof that MMOs are dead, the games revolving around them live longer :(

THIS, please just give me an actual The World MMO. Imagine one with all classes, areas, and features from the games but with modern updated graphics and mechanics. I would never log out.

I just want MMOs where the in-game community isn't dead.
Pic related and discord killed the atmosphere of MMOs.
Now people don't immerse themselves in the world and almost all interaction happens outside the game.
It's so souless.

Also player-driven worlds and roleplay like Star Wars Galaxies. where you don't have to be a combatant and can play the entire game being a merchant, dancer, blacksmith or any other career path.

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Rend got me convinced that there's a better way to scratch the itch. No endless, soul-sucking grind, but rather a weeks- or months-long cooperative RPG that resets when you win or lose. So right now I'm just wanting it to either get fixed or for something to come out that avoids its problems.

>Win by getting kills, rather than running around in a field spam clicking
>Ways to limit playtime effectiveness, so it's more about strategically using your time rather than just playing the most
>No honeycombing base-building bullshit
>Allow the game to end when one team has clearly won

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m8 external chat has been around since the dawn of MMOs. In-game community changed but it isn't because communication offerings did.

Re-release WoW on consoles from a first person perspective, with a proper hit detection system, a new in-game engine, and overhaul new expansions after BC

>with all the micros being armor skins and shit that mean nothing to gameplay
I don't get how people like this. Just about every MMO out now is just a visual mess of people running around in nonsensical dress up shit rather than armor fitting for their level and class. Feels like I'm playing mobileshit.

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>2.5d graphics
>6 classes, 3 races, 3 major world zones
>Sword class, hammer class, 2 staff classes, archer class and merchant class.
>Any class can be tank or dps, only 1 of the staff classes can heal tho. Healers are not necessary tho since you can heal in other ways.
>Game is pve/pvp focused aas in all PVE content got PVP aspects to it
>There's only one instance of each dungeon, which means 1000 of players would be in the same dungeon at the same time
>Full on PVP in dungeons, max party size is 5
>No dungeons untill lvl 40, there are 3 lvl 40 dungeons, 3 lvl 50 dungeons and so on. Max lvl is 100 btw
>A lvl 41 player can't enter a lvl 40 dungeon but can enter lvl 50 dungeons. A lvl 41 player can handle himself and solo stuff in lvl 50 dungeon if he got bis gear, his biggest opponent would be other players and bosses.
>need to COOP with other partys to beat bosses btw, first player who picks up the loot gets. Player who picks up the gear and dies inside dungeon drops everything he picked up for other players to pick up.

Open world exploration themed RPG
Set in the MTG universe, playing as an un-named Planeswalker.
You can witness the events of the Thran-Phyrexian war, the Eldrazi titans, the Rise of Nicol Bolas, etc. as you explore the planes.
You can run into other real players and have MTG battles when you do.

>high fantasy
>no instanced zone bullshit (consolefags begone)
>world building takes precedent over story
>main storylines should be about the world, not you
>quests more like Runescape in being adventures that would open access to new areas and features, or change existing ones
>exp in general would be more from exploring and fighting your way through dungeons, ruins, the overworld
>combat system of late-life wildstar with aiming abilities and telegraphs fuck you, I like it
>all characters start as a chosen class with a handful of abilities
>some abilities learned by leveling classes*, some learned from monsters, some learned from exploring, drops, loot, etc
>can equip only a limited number of abilities
>you can equip any ability from any class, and your current job is based on that combination
>ex: 6 fighter abilities and 4 priest abilities = paladin
>”set bonuses” from same class abilities, so pure classes have bonuses for being just a 10/10 X, but the hybrids get some of the bonuses from being a 4/10 X and a 6/10 Y
>abilities aren’t all attacks or heals of course, but buffs, debuffs, summons, utility, etc are included too
>should be possible and viable to make a class of any 10 abilities, including pure buffers and debuffers, a class with just ten pets, etc
Yeah balancing would be hell but this is a dream after all.

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It definitely felt way different after skype happened.
In-game lobbies and hubs feel way deader now.

I just want a true sandbox MMO that isn't EVE.
We had it down over a decade ago why is it so fucking hard to replicate and improve?
why the fuck did everything copy WoW?

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It's basically sid meier's pirates, but online.
No bullshit potbs grind either.

I work for the marketing team of an upcoming MMO (That will absolutely be a flop,) and whenever the discussion of communications or in-game community would come up, one of the lead devs would just shrug and say, "Eh, people can just use Discord or whatever..."

I didn't used to hate this genre, but after working alongside the people that make them, I certainly do.

>Dingdong JIngle-Jangle himself
to whom are you referring? Is this a genie of some renown?

>Doesn't know who Dingdong Jingle-Jangle is

Get a load of this guy.

I don't think we'll see a return of in-game chat until a game comes along that makes purposeful use of it and kinda forces the players into relying on it.
Dark Souls had a feature that did that although it was a very small part of the game's overall experience.

Yeah because around that time was also when party queues, world chat, auction houses, etc. and secondary factors like wikis all took over.. The games became more convenient, which means less sociable. Practically everyone was on chat programs even before teamspeak, the popularity of those didn't suddenly take off at skype. There's just no reason to talk to people in game now.

The worst part about it is they're probably right. The market has been conditioned to basically not care about talking in-game. like
said if you want people to talk you're basically going to have to force people to.

How would you even force people to? If I want to meet up with a friend in an MMO we can just start coordinating from discord or something before we even launch the game and then meet each other at a location without even joining a party. How do you design around that?

Being in the biggest, most hated guild in Archage at launch but with more class depth, less bugs, no stupid labor mechanic, and less shitty RNG.

>There's just no reason to talk to people in game now.
I think this is the key people neglect when they say “discord bad”. Guilds and community groups always used external communication tools. The reason noone talks in current games is because they don’t need to. Quests are all marked, so no needing to ask for help. There’s no travel time with how many games let you teleport/ferry between hubs so no downtime to talk in zone chat. Fights are not difficult on overworld content so no need to lfg. Dungeons are all arranged for you and are completely 0 challenge so no need to discuss strategy. There’s no downtime for mana and cooldowns so no awkward silence to fill with chatter. Computers are good enough to make tabbing between a full screen game and a database not take longer than just asking people for answers too.

Not saying wikis/databases/Discord popularity didn’t trim things down a bit more, but they’re far from the biggest issue.

Well, some games can get players to use voice chat in game by adding functionality. I've been playing Elite Dangerous with a good buddy of mine, and we play using the ingame comm chat instead of discord because it adds another layer of immersion. The crackle and hiss of a long range communication makes it sound super authentic

Facilitate communication and don't streamline around it. Create areas where people naturally congregate with shops and shit, create needs for them to chat (partying, dungeons, guild forming, complex game systems that require explaining, trading, etc), and don't add systems that let players bypass communication. Capturing friends communicating isn't really feasible without utterly forcing them to, the thing that's reasonable is strangers talking to each other. People make friends and guild mates when there's a reason to talk to the people around you.

Also don't add world chat. Nobody makes friends through that shit, it's just spam on spam that replaces local chat.

>There's just no reason to talk to people in game now.
And 90% of people like it that way. Don't forget that.
If you bring back "reasons to talk to people", the majority will bitch and moan and quit.

Am I supposed to think those people leaving is bad?

I just want a good, grindy, exploration heavy VR MMORPG.

Yes, because they outnumber you. They have more votes, and the publisher is counting.
If you were an MMO veteran, you'd be aware of the dozens of MMORPGs that died after all the sheep left and it was just the hungry wolves PvPing as the game rots and shuts down.

This, I'd take smaller MMO communities that pull people in who actually care about in-game interaction and immersion over discord faggots spouting memes

My dream MMO
>Slow paced, methodical combat that's based on implementation of abilities and coordinating attacks with your team
>It's not just about mashing buttons, dodging telegraphs, and getting the highest number
>Tab targeting, but your position on the battlefield matters
>Combat is not overly flashy with a million lasers and magic auras flying everywhere. You can actually see what's going on
>There are a healthy amount of traditional classes to choose from, and you can subclass to modify you main class (And you can change or modify your classes at any time by going to the house.)
>Passives and "special abilities" you unlock from classes can be equipped across any class for more customization
>Game has a classical fantasy aesthetic, similar to Dragon's Dogma. Enemies look like monsters out of tapestries, armor and weapons look mostly realistic until endgame
>Standard fantasy races (Elves, dwarves, Migmy, orcs, etc) but they all have some attribute that makes them unique
>There are no factions, but guilds have a "rivalry" system set in to place, and guilds are encouraged to form unions or alliances, and in-game events are based on how guilds interact
>Doesn't have to have great graphics, but an emphasis on large world to explore with lots of regions, locations, and dungeons that are not all scaled to level.

Monster Hunter MMO

>How would you even force people to?
I heard about no man's sky having problems with the devs not properly implementing multiplayer early on.
So when players were in the same space they would not see each other, they'd be like ghosts.
So what ended up happening was that players would build structures to signal that they were there.
however that of course is a very limited form of communication.
I think that's why dark souls messages worked, too, it had an indirect form of communication that helped immerse players

Also tying comms to gameplay could help, like trading.
Another solution is just to make in-game chat systems more convenient than external comms, but you'd also have to market something like that really hard.
On a side note I really hope death stranding does something like this, the info on the game has been pointing to it having a heavy focus on how players communicate

This is why mmos are a stagnant genre. Even if you made some incredible world with new tech like one set on something like a No Mans Sky planet, you would have to implement all the convenience features everyone expects diluting the experience anyway. It is always going to be like this.

Is that guy doing fine? Kinda troubles me seeing him break so many superstitions.

The World It's literally the perfect VRMMO.

Clown mmo, 90's japaneese cartoon visuals, it's not about grinding levels, it's about pranking other clowns and making people laugh with your tricks. You can pick a job specializations like magician, mime, strong clown, juggler, animal tamer, etc. Huge character customization and outfit designs, unicycle race with rubber chicken lances, guild castles are bouncy houses, instead of raids you have to execute highly technical live performances like cirque du soleil.

Honk
you're always poor and in debt, marriage with other clowns is possible, you can become a sad clown and perform melodramatic sketches.

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would play the fuck out of

t. literally mad at the prospect of having to talk to people