Saturday 18 December 2010

The must-have features of a next-gen MMO, part I

Here's one of my random posts about MMOs, rather than P&P.

To be honest I love to drone on about this subject, and have considered starting up a new blog for this topic alone.  But one blog is enough for any man.  So I'll restrict myself to the odd meandering thought in the direction of video gaming RPGs.

I'll also keep it short.

1. Rag-doll physics.  For too long MMOs have featured no real physical interaction between PC and mobs. This is most obvious and most disappointing when a PC is in combat against some massive beast.  You seem them, standing at the beast's ankles, slashing away, with totally unrealistic interaction with the beasts massive size.

Take a page out of the awe-inspiring Shadow of the Colossus's book.  The little fella in that game literally had to scale each beast to get to the weak-spot before he could do any real damage.

What I want to see is a dragon knock you flying with one sweep of it's massive tail.  I want to see bodies tumbling through the air and laying in a heap, stunned, broken, dashed.

IMHO rag-doll physics allowing for proper interactions with enemies of disproportionate sizes is a must for a next-gen game.  Admittedly the above examples are somewhat fantasy-focused but its fairly obvious how the same can be applied to sci-fi, horror, whatever.

2. Deformable landscapes.  Spells, heavy weapons, however serious damage is inflicted it should leave a mark on the natural world or unshielded structures.

3. Interactivity with structures.  In many ways this is kind of an extension of deformable landscapes, but what I want to see is a little sneak-thief being able to scale the wall of a building.  Add some of that Assassins' Creed / Prince of Persia virtue into MMOs and have people be able to utilise structures to their advantage.  Dovetailing nicely with rag-doll physics, parties should have to think cleverly about how they approach killing large beasts.  Climbing pillars so they can leap onto the back of a beast, providing an opportunity to hit a weak-spot a la Shadow of the Colossus, or toppling over pillars so they come crashing down on a beast's head.  Rather than the WoW approach of having the party do what often ends up as some intricate dance around a boss - up the ante of such games by ramping up the realism provided by the combination of these three points.

There is obviously a lot more that could be said about this subject, hence the part 1 appellation.  But these points, among others, are at the core of it.

pilch out.

1 comment:

  1. i agree with all - the comment i made was largely to do with deformities of landscape being permanent unless there is deliberate third party involvement to repair/reconstruct - possibly by the players themselves if they had the appropriate skills, or even wanted to.

    for instance in lotro there are numerous ruins of different styles around - i reckon if there was a masonry skill you could if you chose to begin work on reconstructing said ruins back to full buildings - time consuming, but what a cool impact on the environment for others - you might end up with gangs of players rebuilding ancient forts/towers/etc - eg weathertop

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