MMORPGs don't have at all the level of a game that I'd imagine they should, and probably could.
My MMO would focus around ROLE PLAYING. You are a character. Because of this, when creating your player, you lack complete control over it's making. You can choose it's race, or maybe a subrace, and how much of each parent is in the race, hair type (curly, strait, layered, etc. Your hair style changes when you get it cut, etc.), age range, and one of MANY starting professions. Then a few questions about your character, like how they'd react to a situation, their preference of the sea versus the woods, etc, would determine the fine-tuning of stats, as well as the starting location for the player, as well as the NPCs that are associated with that player. You'd start out a simple peasant, or maybe a merchant, living in a town. You can't see your stats, but based on your occupation, your stats range. You may be stronger physically, if you're a woodcutter.
Just the starting of your character ALONE is 20000000 times better than any current game. This insures unique characters that fit into the world, not ununique characters and a world that allows for a concept like that to occur.
Combat would be simple. Your strength only says what you can pick up and throw around. The damage of weapons is NOT based upon your strength. The game plays something like Jedi Academy, in that you can run around freely, jump, slow down, look around, all seemlessly. To attack someone, or something, you don't "initiate" anything. You walk up to them, and slash. A simple concept. Your blade goes through an object if it's got a lower hardness than your blade. A mace smashes things that have a low sturdiness, and an arrow pierces things that are sparsely covered. Magic is unhindered by physical armor, unless of course it's physical magic. Metal will not burn, etc. When someone strikes, their skill or proficiencies with that weapon tell how hard they are to block. If the enemy does not hit the block button when being attacked from ahead, he will take the damage, if any occurs. Blocks can be directed in front, behind, to the side, etc, all by the directional key.
Multiple weapons is handled the same way, except the weapon that is currently not being used to attack with is now blocking to it's side, as well as behind and in front diagonals of that side. Shields are always blocking that side and it's diagonals, as well.
Classes are abscent. You MIGHT have magical abilities, you might not. there are certain percentages to certain extra-abilities in each region. Some places might have a higher likelyhood for Drake-blood, a magical property blood. Spend time in the woods, and you start to become more attune to the concepts of the animals there. Animals might be more used to you. You may be of Woodland blood where animals have an immediate affinity to you. Classes are irrelivent if you're a well-rounded player.
Magic is far more mysterious in my MMO. Everthing has a life-force: Blood. There are other forms of life-force that can be tapped into, though. Only the more greusome magical groups use their own blood, or the blood of magical creatures as a form of magic. Religion, and the divine faith grants their follower's a divine force to deal their blows with. With this power, you can build your own magic. You must prepare your magic before you can just up and cast it (Except for natural magic, that which comes from you or the earth. These skills are passive though, faster running, stronger jumping, far sight, seeing in the dark, etc. If you have these skills naturally, they'll be yours forever). To prepare magic, you see what resources you have available. A necromancer may have slaughtered an Orc, drained his blood, ground up his bones, and now has a pound of orc bone, and 3 blatters of orc blood. With this, he can tap into eliments, types of attack, passive or casted, protection, auras, missiles, blessings, curses, what have you. some parts of magic require specific objects or types of magical force to 'build.' All of this is prepared beforehand, and the actual casting uses up the magical force, or the items used. Some magic can be made to last forever, but requires powerful and rare artifacts or a great deal of power accumulated. Groups can build some types of spells when working together.
I've got tuns more, but these are SIMPLE but importent aspects that would increase the gameplay of a lot of MMOs.
So, what are YOUR concept ideas for MMOs, or ANY game?
JediKirby
My MMO would focus around ROLE PLAYING. You are a character. Because of this, when creating your player, you lack complete control over it's making. You can choose it's race, or maybe a subrace, and how much of each parent is in the race, hair type (curly, strait, layered, etc. Your hair style changes when you get it cut, etc.), age range, and one of MANY starting professions. Then a few questions about your character, like how they'd react to a situation, their preference of the sea versus the woods, etc, would determine the fine-tuning of stats, as well as the starting location for the player, as well as the NPCs that are associated with that player. You'd start out a simple peasant, or maybe a merchant, living in a town. You can't see your stats, but based on your occupation, your stats range. You may be stronger physically, if you're a woodcutter.
Just the starting of your character ALONE is 20000000 times better than any current game. This insures unique characters that fit into the world, not ununique characters and a world that allows for a concept like that to occur.
Combat would be simple. Your strength only says what you can pick up and throw around. The damage of weapons is NOT based upon your strength. The game plays something like Jedi Academy, in that you can run around freely, jump, slow down, look around, all seemlessly. To attack someone, or something, you don't "initiate" anything. You walk up to them, and slash. A simple concept. Your blade goes through an object if it's got a lower hardness than your blade. A mace smashes things that have a low sturdiness, and an arrow pierces things that are sparsely covered. Magic is unhindered by physical armor, unless of course it's physical magic. Metal will not burn, etc. When someone strikes, their skill or proficiencies with that weapon tell how hard they are to block. If the enemy does not hit the block button when being attacked from ahead, he will take the damage, if any occurs. Blocks can be directed in front, behind, to the side, etc, all by the directional key.
Multiple weapons is handled the same way, except the weapon that is currently not being used to attack with is now blocking to it's side, as well as behind and in front diagonals of that side. Shields are always blocking that side and it's diagonals, as well.
Classes are abscent. You MIGHT have magical abilities, you might not. there are certain percentages to certain extra-abilities in each region. Some places might have a higher likelyhood for Drake-blood, a magical property blood. Spend time in the woods, and you start to become more attune to the concepts of the animals there. Animals might be more used to you. You may be of Woodland blood where animals have an immediate affinity to you. Classes are irrelivent if you're a well-rounded player.
Magic is far more mysterious in my MMO. Everthing has a life-force: Blood. There are other forms of life-force that can be tapped into, though. Only the more greusome magical groups use their own blood, or the blood of magical creatures as a form of magic. Religion, and the divine faith grants their follower's a divine force to deal their blows with. With this power, you can build your own magic. You must prepare your magic before you can just up and cast it (Except for natural magic, that which comes from you or the earth. These skills are passive though, faster running, stronger jumping, far sight, seeing in the dark, etc. If you have these skills naturally, they'll be yours forever). To prepare magic, you see what resources you have available. A necromancer may have slaughtered an Orc, drained his blood, ground up his bones, and now has a pound of orc bone, and 3 blatters of orc blood. With this, he can tap into eliments, types of attack, passive or casted, protection, auras, missiles, blessings, curses, what have you. some parts of magic require specific objects or types of magical force to 'build.' All of this is prepared beforehand, and the actual casting uses up the magical force, or the items used. Some magic can be made to last forever, but requires powerful and rare artifacts or a great deal of power accumulated. Groups can build some types of spells when working together.
I've got tuns more, but these are SIMPLE but importent aspects that would increase the gameplay of a lot of MMOs.
So, what are YOUR concept ideas for MMOs, or ANY game?
JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ