When I witnessed the hundreds of new MMORPG titles in GStar 2007, much of them all look the same. For me, in order to survive in this highly competitive industry, it’s not just a matter of designing an MMORPG with better graphics or gameplay. There has to be something DIFFERENT in it.
Obviously, cloning a successful game like World of Warcraft won’t cut it anymore. Let’s face it, designers and developers have to come up with something original, something that would separate their game from the rest. This is where creativity comes in. This post is an attempt to look into what has been done before and perhaps hear your ideas on how you want MMORPGs of the future to look like.
First, let’s examine what’s been done and then go to what the future holds.
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- High Level Content – this is where WoW excels. A game SHOULD have something to aspire for. The grind, the levels and the items are not enough to satisfy an avid gamer’s lust for “something to do”. Once you get all the uber-items, what next? This is one question that designers should answer. Perhaps a super boss can be adequate. Others turn to massive guild and faction-based wars so that you put your high levels, items and abilities to good news. In short, WoW’s motto of “life begins at 70″ holds true for them
- Instances - Instanced dungeons, quests or areas are not new anymore. But there seems to be a need for it. It’s not just the joy of knowing no one can mess with your plans but it may also be apparent in reducing lag. But this calls for an added layer of technicality, and in some, hardware costs. Instanced items are becoming a staple in MMORPGs today.
- A more interactive environment - towns are simply boring. I think it’s best that designers put elements where guilds or individuals can personalize stuff like a “tambayan” (headquarters). Also, camps and waypoints with guards and fortifications are a good way to tell the world that “hey… this is our turf! Go #@*#% somewhere or you’re gonna get hurt”. Another idea could be dungeons where “owning” factions can put traps or other tricks for the enemy to encounter. In short, give GM powers – well, not to everyone, to those who “win” it by completing a quest or acquiring requisites for it.
- User Generated Content – UCG is all the rave nowadays. Second Life started it and now companies want to cash in on it. But it’s not as easy as opening a box. In fact, that “Pandora’s Box” can mean disaster for the game system if the designers don’t get it right. By this, I mean it in terms of gameplay and balance. It’s a fine juggling act but we’re getting there.
- Pets – some MMORPG games call for a more interactive system of pets. Not only do you level yourself but your pet comes into play now. You also level them, give them skills and some items. Your decisions will affect your game as you make your pet augment your weaknesses and help you in PvP or PvE.
- Better PVP – I have observed that Filipinos want a “massive PVP” or siege system. Ragnarok is responsible for this. A huge chunk of the fun is in organizing your guild and planning for the massive combats. The games that have a stable design on massive PVP will make it big here in the Philippines.
These are just some things from the top of my mind. What about you guys? Care you share what you would like to see in future games?
Cheers,
GM T
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