Before I go any further, I've gotten several complaints from my loyal readers that they have no idea what I'm talking about here. Specifically, they want to know what all this MMO stuff is about. If you know what an MMO is, then go ahead and skip this part. If not, I'm going to put it as plainly as I know how.
MMO is short for MMOG which stands for Massively Multiplayer Online Game. Basically what we're talking about is a game which is connected via the internet between many different players from different physical locations. Typically it is a single game world where all the player's characters exist together and can interact together. MMOG is further divided into several categories, MMORPG or Massively Multiplayer Online Role-Playing Game. MOBA or Multiplayer Online Battle Arena. Not to mention a few more obscure ones. These games run the gamut between simple life simulation games like Second Life, to hyper realistic sandbox space simulation games, like Eve Online. The variety and multitude of online games is simply astounding.
I hope this answers any questions my readers have. If it doesn't, please leave a comment below asking for clarification. I'll see what I can do.
I've always had the opinion that the two most important things in any video games are freedom and realism. Before we go any further, allow me to clarify. When I say realism I don't mean an exact copy of our world. What I mean is that things in the game are realistic in the context of that world. As a great English professor once told me, "People will be believe the impossible, but not the improbable." In other words, if there are dragons in that world, I'll believe it when they singlehandedly destroy a castle. However, I won't believe a character with shoddy dialogue, or one with stupid motivations, or an ancient, cunning dragon being tricked by a fourteen year-old boy.
That's not a direct reference to anything, by the way. I just love dragons. Also, I don't like Eragon, so if you can make that burn fit Eragon, that would be perfect.
Now that I've laid out the two things that are most important for me, I'm going to immediately contradict myself and put in some caveats. First of all, I'm not totally opposed to bending reality somewhat to make game mechanics more fun. For instance, if we played, say a Lord of The Rings game and all the main characters were playable classes, there would be huge gaps in power between the players, since they exit in the story. Everyone would want to be Gandalf, and no one would want to be Merry or Pippins. And that wouldn't be good game design. So something has to be done about that. Preferably it would be something that doesn't mess with the internal logic of their world. Just flat out making Merry as strong as Gandalf would be an easy fix, but would also suck in terms of realism. A better fix is to have Merry face easier challenges, as he did in the book.
Alright, we got our priorities and our caveats out of the way. Let's get down to brass tacks. There are essentially six specific game play mechanics that must be present for any game to be my perfect MMO. As usual I'll break them down into sections in order of least important to most important.
1) Skill based characters
Skill based characters basically means that the characters don't level up in the traditional sense, instead each character has access to every skill, and players level individual skills up by using said skills. For example, every character would start with a one in horseback riding, and to raise horseback riding, you have to ride horses. To raise swordsmanship you fight enemies with a sword. To raise skill with magic you cast spells, etc.. I prefer this mechanic over traditional leveling for two reasons. First, it means that characters are not restricted by class, which feeds into my freedom thing. Secondly it means that players do not have to be in a group to share experience, since XP is gained by using abilities, not by defeating enemies.
2) Permanent player created buildings
I'm not a big fan of Minecraft. I don't really like playing it. However, I give it credit where credit is due. Before Minecraft came out I had never even considered the idea that we might someday play virtual games where we could construct our own buildings. This particular point is extremely important, because my idea for a perfect game involves a vast uncharted wilderness with the players starting in a central point and working their way out, clearing land and beasts, until they claim the world. With that basis, permanent buildings are a must.
A single, human person built this alone and for free. Just think about that.
3) Permanent NPC death
For those of you who don't know, NPC just means non-player character, or to be even more clear, a character in the game, which is not controlled by players. As players build villages, trading posts, and outposts, NPCs will slowly come into those places and inhabit them. These NPC will be generated with random genders, body types, coloring, names and skill sets (although the skills will make sense for what they are, a shop keeper would have skill in shop keeping etc.). These NPCs will be totally unique. So to make the players have an emotional connection to the world, if an NPC dies, it will stay dead. A new one will eventually come to replace them, but not for a while, and Ted, the fair haired, stocky man, will never come back.
4) Realms controlled by GM
Again, some explaining. GM stands for Game Master. Originally GM referred to someone who ran a D&D game, but the definition has expanded to include people who arbitrate in online games. I already mentioned that my game would basically be a man vs. wild sort of thing, but I want this game to be a living, breathing world. Until computers are smart enough to figure out how to adapt to new situations we'll just have people who control the realms and make sure it stays challenging for the players. What I'm basically imaging is that the GM will be in control of monster population and migration, and any raids on towns or villages. They will periodically plan raids on these places, and give players a chance to figure out when and where ahead of time so enough players can be online and in position be of help.
5) Small population realms
So I'm not sure what would be reasonable here. Basically what I want to avoid is the ridiculous overcrowding that sometimes happens in some MMOs that don't have checks on population. I'm thinking no more then a thousand per realm, though that may change. One character per player per realm, and every realm will have different topography. The smaller population will also add to a sense of community, which I mentioned World of Warcraft used to have, but no longer does. Obviously I don't know what number I want for realms at this point. If this ever becomes a reality, testing will need to be done.
6) Permanent mob death
Mob means enemy. Its old gamer slang from way back in the day. It refers to any enemy, be it monster or person or monkey, which is a person but also a monster. Some of you, those who play MMOs, are probably thinking this is a stupid idea. Well let me finish. As you clear an area of Orcs, those Orcs stay dead. However, deep in the jungles to the west is the native Orc breeding ground. If players clear an area and don't create a village or outpost nearby within say a week, an Orcish raiding party will show up and retake the land, building a stronger camp than before. And not just Orcs. All manner of monsters and people and monkeys will have the same treatment.
I think I'm going long here, so I'll finish with that and split this into two entries. Next week will be the last entry in this four-part foray into online video games. It will be a vivid imagining of what my perfect MMO will look like.



