I want to talk about some features that I’m
Probably, there is not a single game that gets them all, and it will never be. Actually, I’m pretty sure that if a game tried to grab all my “amazing features” at the same time it would become some kind of Frankenstein monster that nobody (even me) would want to play.
Now, what would make this
amazing terrible Frankenstein game need?
This can actually mean two different things, and I am ok with both.
It can be skills instead of levels, as EVE or Wurm Online do, where your character is always evolving, but there is not a single number defining your power. Your character may be the best in one aspect of the game, but terrible in another, but you aren’t more or less powerful in absolute terms just because of that.
Another view could be skills and levels. Everquest, for instance, has this system where you will get levels as you accumulate XP, but your skills will improve when you use them. So, if somebody helps you power-leveling a tank, you will end at max level, but with 0 (or close by) blocking or parrying skills. Or, in other words, you will not be a tank at all.
This accent on skills can become
Catch up systems
There is a variation that also looks cool. It’s the level-syncing (think ESO). It looks great on paper, but if you get into the game alone, it can be tricky to find groups at first.
The second one is more controversial. I’m talking about
But thinking of a game like Eve, if I hadn’t
Deep crafting system
Maybe deep is not the right word, but it has to be something more than collect materials -> click
My favorite (of those that I’ve known) was Star Wars Galaxies. You had some generic requirements like: “200 units of metal” and you could use any metal you had. But each kind of metal had different properties like weight, strength… that affected to the stats of the crafted item. On top of that, you could try to improve the result with some research points (I don’t remember the exact name). So, in the end, crafting the same item would yield a lot of different results. A bit
Meaningful player impact
I came to MMOs coming from RPGs. I want to shape the world. It can be in subtle ways, it may need the cooperation of a lot of players, it can (probably should) have limitations, but it has to be something.
There are a few more cool things like a complex player driven economy or incentives to cooperate but, in the end, I’ve found they are more subtle, harder to find unless you really try the game and stay for a while.
And maybe that’s the key. You can think a lot about what kind of game would truly be your “perfect” game but, in the end, you try a game and you enjoy it or not. With its virtues, its flaws, its community; thanks to them or despite them.