RangerWickett
Legend
In a real game, players are entertained by the story they're adventuring through. I haven't touched MMORPGs for about 4 years, but when I was last in them, the 'story' consisted of, "I'll pay you 1gp for each rat skin you bring back from the dungeon."
I would hope that some enterprising designer would come up with a way to work the concept of "adventures" into the game, so that instead of wandering around and killing stuff, you actually take part in plots. There might have to be thousands of possible plots available, of varying levels of complexity, but it would really help the game out. I have no idea how complicated this might be to code, though.
Basically, think of it this way. You can wander around and avoid killing stuff, and this is the most basic adventure: "Survival." If you just live in the camaign setting, you'll accrue XP slowly but surely. Like maybe a level for every 24 hours of active playtime.
Or you can wander around and kill stuff, in the adventure called, "Training." This is a little faster, but because it has no plot element, and contributes nothing to the sense of community any good MMORPG needs, just hunting stuff won't level you fast enough. There could be wilderness areas full of monsters, and perhaps dueling schools, and so on, and the harder challenge you beat, the more XP you get, but it'd still only be, like, twice as fast as just sitting around or shopping.
The meat of the game would be story rewards. If you or your party succeed at an adventure's goal, you get XP. The way to figure out who's working on an adventure and who wins it would be tough, I'm sure, but we could manage it. Some adventures would repeat often, things like, "escort the merchant" or "track down the criminal" or "rescue the lost orphan." Y'know, it'd be kinda like Grand Theft Auto 3. And there'd also be site-based adventures, like dungeons, where you can get treasure. Think Undermountain, which was basically a glorified excuse for people to level.
Then there'd be uncommon missions, things that you might have to sign up for or something. Things like 'track down the pirate kings,' or 'defeat the beast of the fire forest,' or 'stop the lightning rail hijackers.' These would be major XP generators.
And then there'd be a few ongoing world plots, like how the Lord of Blades seems to be preparing for war, or that a mighty, unstoppable dragon is prowling a certain area, looking for an ancient treasure.
Basically, it's gotta be more like D&D, and less like LevelQuest.
I would hope that some enterprising designer would come up with a way to work the concept of "adventures" into the game, so that instead of wandering around and killing stuff, you actually take part in plots. There might have to be thousands of possible plots available, of varying levels of complexity, but it would really help the game out. I have no idea how complicated this might be to code, though.
Basically, think of it this way. You can wander around and avoid killing stuff, and this is the most basic adventure: "Survival." If you just live in the camaign setting, you'll accrue XP slowly but surely. Like maybe a level for every 24 hours of active playtime.
Or you can wander around and kill stuff, in the adventure called, "Training." This is a little faster, but because it has no plot element, and contributes nothing to the sense of community any good MMORPG needs, just hunting stuff won't level you fast enough. There could be wilderness areas full of monsters, and perhaps dueling schools, and so on, and the harder challenge you beat, the more XP you get, but it'd still only be, like, twice as fast as just sitting around or shopping.
The meat of the game would be story rewards. If you or your party succeed at an adventure's goal, you get XP. The way to figure out who's working on an adventure and who wins it would be tough, I'm sure, but we could manage it. Some adventures would repeat often, things like, "escort the merchant" or "track down the criminal" or "rescue the lost orphan." Y'know, it'd be kinda like Grand Theft Auto 3. And there'd also be site-based adventures, like dungeons, where you can get treasure. Think Undermountain, which was basically a glorified excuse for people to level.
Then there'd be uncommon missions, things that you might have to sign up for or something. Things like 'track down the pirate kings,' or 'defeat the beast of the fire forest,' or 'stop the lightning rail hijackers.' These would be major XP generators.
And then there'd be a few ongoing world plots, like how the Lord of Blades seems to be preparing for war, or that a mighty, unstoppable dragon is prowling a certain area, looking for an ancient treasure.
Basically, it's gotta be more like D&D, and less like LevelQuest.