Here's another game idea for you to chew on.
Instead of creating a new character and starting off on a chain of quests that you can accomplish with one hand tied behind your back, how about creating a new character and immediately going off to the nearby dungeon or fortress or battlefield or whatever and joining in a fight?
It's an open raid. There are no groupings, no official raid leaders, etc. There is a goal, however. It can be capture a bridge, or defeat the boss, or rescue the captive, or any other simple goal that everyone playing the game can understand.
How can that be done? How do we divvy up experience? Aren't players who are higher level going to come in and just plow through the open raid? Who gets the drops off the boss monster?
If you must have levels and experience and drops, then do it this way. The area is locked for anyone not in a given level range. They just can't get in. Anyone who can get in gains experience according to their actions. Damaging monsters, healing friends, disarming monsters, sneaking forward undetected, etc. It's that old "use 'em to advance 'em" skill and experience model. How that ties into levels is left as an exercise to the reader.
I wouldn't put item drops in from kills, but I'd hand out cash the same way I'd hand out experience. After hunting a while, If you want something, you go buy it.
Then there's the raid win condition. Everyone is working towards achieving the win condition (capturing the bridge, etc). When that win condition is achieved, the experience that a given character has accumulated get magnified, and special rewards are granted to everyone via that same scale. So the more healing you do, the more healing reward points you get. The more damage you deal out, the more damage reward points you get.
Those reward points can be structured in numerous ways. My preference would be to make them an award of faction points with temples devoted to various goals such as war, medicine, stealth, etc. Or we could replace temples with NPC guilds, etc. Once faction points are accumulated, they can be redeemed as favors that the guild or temple will grant the player character. That might mean items, or it might be skills or anything else that a designer cares to make available through those institutions.
The primary goal of this open raid system is to bring players together towards common goals, just as they are required to do at the highest levels of most games - raids - or in PvP games. The structure employed is intended to avoid the hassle of forming official groups and to simply have the players wade in with their characters. The more the merrier, and rewards are granted on the basis of how you contribute.
I prefer to think of this system as a means of letting characters without levels forge through a series of ever-changing landscapes and goals. However, it works equally well with levels and repeatable content. These would replace the notion of zones devoted to level ranges. Instead, there would be a castle that would be cleared out over and over again during the course of the day. Each reset, the monsters could be varied a little. Perhaps even the structure of the encounter could change.
At the lowest levels, open raids are simple. Players charge in and kill everything. As the levels increase, so does the difficulty of the tactics required. This continues until the highest levels where the players either know and trust each other well enough to handle challenging situations, or they have formed official guilds of players who stick together to tackle the tougher raids.
My version of a tough raid is one that requires reactions from the players, not just planning for a fixed encounter per World of Warcraft raids. The monsters may ambush the group at one of a dozen spots. Or they may have blocked off certain approaches to the end goal. I definitely want the geometry to change, even if the changes are modest - to forestall people constantly using the same geometry exploits over and over again. As in my article about Depth, the opponent monsters themselves may change and different groups may use flavors of different tactics against the player characters. Charges, defensive actions, ambushes, etc. Those can easily be handled with current pathfinding AI.
Ultimately, I'd just like to be able to get into a game and find myself embroiled in some action with other players. That's what massively multiplayer games are all about, in my opinion. Those who prefer to do things on their own even within an MMO should still be able to do that, even within these open raids.

huh, sounds EXACTLY like the public quest system in WAR lol
Thu Nov 15 2007 9:32AM Reportheerobya, thanks for the mention. You're right, it's almost exactly what I just described. I should have known that Mythic would take the next step, given how much I enjoyed Dark Age of Camelot. Now if they'll just make the public quests more involved than killing 500 Squigs in 5 minutes. I'll definitely keep an eye on Warhammer Online.
For those interested, here's a link to an article I found that summarizes public quests:
http://warhammer.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=174
Thu Nov 15 2007 10:32AM ReportNice write-up. I'd definitely enjoy a system like this more than your run of the mill "kill x rats" system. Definitely a more immersive way to start your character.
The WAR public quest system description looks promising, but their example quest really put me off, yes its the kill 500 Squigs in five minutes one.
Thu Nov 15 2007 12:39PM Reportit would work very well with a skilled based mmo....
Thu Nov 15 2007 2:33PM ReportWhat does skill-based have to do with it?
CoH is not skill-based, and it's already doing something very much like what's described here -- Rikti Invasions. Every once in a while a broadcast goes out that the aliens are invading a random zone. Players of all levels can go to that zone and fight off the invasion. Badges are awarded based on defeating so many aliens and helping to defuse so many of their bombs.
Because these invasions use the same system as Giant Monster encounters, you can group with players of any level. Attacks and XP are handled based on each player's individual level; the monsters themselves do not have levels in this event. So no Rikti is too hard or too easy for anyone, and everyone gets in on the fun -- and the rewards.
Preachers of the gospel of "skill-based" need to open up their eyes and see some of the great things that have been accomplished in class-based MMOs. (And if you think "skill-based" is the opposite of "level-based," you need to take more math classes.)
Thu Nov 15 2007 3:49PM ReportHexxeity, occasional events are certainly welcomed by almost any player base. They introduce something new into gameplay, including that sense of community; seeing so many other player characters. But Rikti Invasions - like all events - are truly 'occasional' happenings. It's important that new players get right into the sense of being part of a community.
When I think of this system being implemented, I think back to the days of Crushbone in EverQuest. It was an orc stronghold, and it was a lot of fun. Because of the flood of players entering EverQuest (the only 3D MMO at the time), that starting area was hit by the players like a tornado. With the player base being spread out across games and, indeed, across large geographic expanses within games, it seems to me that players need game structures that bring the players back together.
I've been playing a number of free trials, and unless I actively pursue grouping, all I ever see is people zipping this way and that as they blast through the quests in their pursuit of more levels.
As I write this, it occurs to me that Warhammer Online's system will miss out on my goals if they don't permit shared kills. Ownership of a kill, like ownership of a quest, is the very problem. Players are encouraged to develop a mindset of "mine versus everyone else's" - the opposite of community. Games have attempted to address this, but I don't recall anyone finding a magic success formula.
Thu Nov 15 2007 4:45PM ReportI really like the idea. I've played a lot of MMO games and i keep quiting from getting bored of playing alone. i play online games to play with people not to run around and try to lvl as fast as i can so i can latter play with people in instance sort of things. The most fun i have had in a MMO was EQ with the mass of people in areas and grouping felt easy and CoH/CoV was fun to me allso since groups seemed easy to find.
Thu Nov 15 2007 5:29PM ReportMMORPG.com writes:
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