Saturday, July 16, 2011

Review: MMORPG

MMORPG is probably one of the most popular genre for online gaming at the moment, with the poster child of Ultima Online, EverQuest and World of Warcraft. Behinds these glorious title, there are at least a few hundred unknown titles fighting in the same space offering free gameplay with in-game purchase. After browsing through a dozen of them and reading in depth into Eden Eternal, Aika Online and Fiesta Online, I come up with the following observation and idea.

Generics
Like most MMORPG, it’s usually setup in a fantasy-themed (sometimes sci-fi), where we select our race (Human, Elf, etc.) and class (Warrior, Mage, Cleric, Archer, etc.), with a bit of visual customization (skin color, hair, etc.) and start questing. We run around town to get quest, kill some monster and level up for better skill (super bash, fireball, etc.) and equipment (dragon blade, ice armor, etc.).

This is the basics, and of course we have more advance system like pet, crafting, rune stones, guild, etc. How does a game actually differentiate itself if the gameplay and mechanics are almost the same?


Theme & Feel
I do admit the logo/poster, theme, description and art work play a very important role as 1st impression when selecting a game. If the game is realistic, the art work have to be top notched with beautiful character (probably sexy as well). If it’s cartoonish, things have to be cute and clean (since we don’t fall for sexy cartoon character, it needs to have something special like mystic creature).

I guess I am bored with fantasy and sci-fi themed, but I am attracted by Pirates theme, Mixing Old Guns with Magic, or even Magic with Mecha. The artwork and theme just feel good and cool, with something different and refreshing. Rather than traditional theme, I like fusion or something of alternate reality (Final Fantasy costume, equipment and transportations are amazing).

Pet System
I guest a pet system is a fairly interesting part of the game (using a mystic creature rather than another character like us as our sidekick). A good twist to the pet system is transformation (like Pokémon and Digimon), where the pet actually transform into something different and stronger besides just leveling. It could transform into a more defensive role or offensive role (specialization).

We could probably build an entire mini game for the pet (acquiring good quality food, pet training, etc.) and even allow for multiple pet switching, but that is an idea for another day.

Relationship
I really like the idea of relationship, where one of the games allows finding a sweetheart with another player. I think rather than forging the relationship directly (just marry anyone directly as long as they agree); I like the idea of fostering relationship (solving quest together, existing each other, etc.) and gaining relationship points. The relationship could be upgraded from Stranger, Friend, Comrades, etc. After a certain relationship level and by mutual agreement, we could foster deeper relationship as sweethearts, husband/wife to soul mates. Besides love relationship, there is the possibility of Master /Apprentice and Ultimate Comrades.

The benefit of fostering relationship is both social and in game advantage. We could engage in certain activity together such as crafting engraved present for each other, earning badges, private communication lines, intimate gestures, etc. For in game benefit, we can craft certain items only soul mates could perform, allow direct teleportation, combo attacks, unlock ancient wisdom, etc.

Multi-class System
I am a believer that the initial character should be generic, and allowing classing and specialization along the way. One idea is Class switching, where we could have different leveling for Warrior, Mage and Archer, and we can switch freely between them (Level 10 Warrior, Level 3 Mage). Though it gives more freedom to player to change playing style, but it does make each player less unique and also cumbersome to develop all classes. Another idea sub classing, a Mage could learn Warrior as a secondary class to buff up his HP and Strength, thus turning into a warlock.

Clan War
Besides killing each other and big monster or attack/defend city, clan could work together to build or conquer “Wonders”. A clan could conquer Temple of Merlin, thus all mages shall get a 10% buff as long as the Temple is defended.

Battle Arena
I like battle arena as a testing ground to test our firepower, thus we could have simulated enemy in waves, continuous swamp or big boss. We can also do PVP where it can be a single mode, dual mode, group mode, massive mode and etc. There is no harm in PVP, and it allows a ladder board or special equipment and badges for the champion. We can even have a competition for the ability to kill the most number of enemies under a minute.

Badges, Achievement Timeline, Relationship Progress
Besides getting badges, I like the timeline recording of milestone Achievements. Like when we kill Jabba the Hut, when we join a clan war and taken the Black Fortress, or when we 1st meet our Soul Mate. The Badges page (kill 10 enemy in a single blow), Achievement Timeline page and Relationship Progress page (Pet, Sweetheart, Friends, NPC, etc) all make satisfactory bragging view of what we had done (or played).

A Lot of Running Around
I find running around and talking with different people to get quest are the usual practice, but it’s quite annoying (some game created the auto run to NPC or direct teleport to Questing Ground to reduce the annoyance). Rather than having a dozen quests in hand, we really should streamline it down to 1-3 quests at a time (not limiting the quest slot we can take, but the actual quests available). Perhaps 1 Epic quest (the main storyline), 1 Special quest (sub-storyline or special NPC) and 1 time filler quest. About the running around thingy? There should be a magical communication/teleportation device with all quest NPCs are listed and we can communicate with them when we are in town (also avoid problem of many players surrounding a particular NPC).

Tutorial, Questing & Story Telling
Limit the amount of text shown on screen explaining gameplay mechanics or quest story. I’ll be busy playing, not busy reading. Give me a simple liner on what to do, and store the rest of the story in a diary/storybook which I can read if I am interested with the story.

I like the idea of showing a cute character (usually a fairy or mystic creature) when displaying text, it sort of lessens the pain with some eye candy (fairy with the right expression).

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