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Role Playing Discussion  » What would you like to see in a RPG?

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34 posts found

Advanced Member

Joined: 7/07/04
Posts: 824

Gamer Forums, where "First World Problems" are our specialty!

4/09/12 9:44:33 AM#21
Originally posted by Kiljaedenas

One thing I've noticed is that there definitely seems to be a lack of steampunk-ish MMOs, so you might want to try that. One particular genre that I've seen in a couple of TV shows and the Facebook-linked game Battlestations 2 is the one where Earth has broken up into a series of flying islands, and you need airships to get between them. If you could make a full 3D MMO based on that, personally I think that would be bloody cool, but that's my personal take on it.

That reminds me of an incredible game that came out for the SEGA Dreamcast, called "Skies of Arcadia".  Google it, and take a look at some of the screenshots (the look was a little Japanimation, but it was still great).  That game was amazing.


Apprentice Member

Joined: 6/16/10
Posts: 24

4/09/12 5:36:02 PM#22

I want to see a game that's stripped down to the basics so Role Playing is actually possible. I'm a pretty serious role player, and even I get lost in trying to get my stats to be higher than everyone elses. So what you gotta do is create a world that is elegantly simple to shape by the will of the players, and make Role Playing the best way to advance in the game.

Step I: Create your shell game world. This includes all the things that players need to make characters, all the monsters you want in your game, all the skills and stats you want to work with (make sure that you don't put too much focus on that one), make your game world and set up your cities and your powers that be, like lords and city guards and everything. Write a library of lore for your world to give it depth, from how the world was created, to all the different religious groups and cults, to the legends and myths of the races, to history of all the different empires that exist, to what kinds of plants you can find in the world, to the things you can make out of the resources in the world... EVERYTHING!

Step II: Beta test and work out the mistakes. Make sure you get some good feedback to fix all the mistakes and add things that would make the game better. In choosing your testers, put some emphasis on the fact that you intend to focus the game on role playing but balance that with regular MMORPG gameplay to attract other crowds.

Step III: Take your beta testers and find friendly players who have experience in roleplaying and have time to dick off on your game. Appoint them as your personal army of Game Masters/Dungeon Masters. Have them all develop storylines for a specific region of your world map and give them everything they need to make the stories come to life; the power to spawn monsters, control the actions of the Bot's around the cities, the ability to plant traps and obstacles for the player characters to overcome in the quests. Also give them the power to control the tactics and triggers for their NPC's and Monsters. For example, allow them to set a bunch of Highwaymen Mobs to hide in the trees by a road until some one passes by and then ambush them and demand money. If the highwaymen get their way or kill the player, they stay there. If they all die, then that encounter cannot be triggered again unless the local GM tells the system to reset the encounter. The GM would be able to control how the highwaymen fight as well. Will they strike from afar or fight melee, and under what conditions? Will they try to flank or attack head on? Will they use the trees for cover or not? If they find out they're losing, will they flee?

Step IV: Keep your GM's on the same page. Meet with them for a video chat or something every now and then, and encourage them to follow the same system of development in their quests- I'd go with making sure that players know how to make the right decisions and to make sure they know that they can't get away with the same rash behavior of theirs from other MMO's. For instance, if a player walks into the ambush with the highwaymen and they're outnumbered with no way to possibly take them all, he'd do well to just give them their money and make it out alive. I'd also say that in the newbie region, there should be something to save your ass when you screw up, like a bunch of elf scouts taking out your highwaymen if you get too close to death, who will take you back to their camp and heal you and tell you not to screw up again. Or, if you're an enemy of the elves, they might hold you captive and you might have to come up with an escape plan.

The GM's would have to make sure that each encounter had a potential for success though. People get pissed off when they're hopeless. Permanent Death is the way to go when you're not in the newbie area. People will take their characters more seriously. Plus, a low level cap (20?) would be great too. People would max out their characters and then have to go exploring the game world for new powers instead of leveling.


Elite Member

Joined: 9/16/11
Posts: 2349

4/14/12 6:09:39 PM#23
Just one thing:

Warhammer Fantasy RP Video-Game done right. I'd kill to see Ulthuan in all the glory of Skyrim's engine(I guess that Oblivion's engine could work too). And I MEAN THAT!!!

Elite Member

Joined: 1/04/05
Posts: 5286

4/14/12 6:19:03 PM#24
Originally posted by finny174

Hi, Im creating a MMORPG game  using Unity3D and I would like to know what would you like to see in a RPG? Or what's something new that you would like to see? The more ideas the better. Thanks.


Wow, that isn't a short list. A decent, engaging story for one (there's really only a couple MMOs I feel really do that right).

- Different combat mechanics. The old D&D, aggro table is just too stale nowadays. Plus I know there are more interesting ways to handle combat, just few studios willing to try them.

- Improved character customization. Looks are nice, but I would take more options in how you setup how your character plays over looks any day. I'd also like to see a balanced system in which players can create their own skills. (not unlike some of the old skyrim games, but I feel it can be done better). Also, no pre-defined classes would be awesome

- Better crafting. Most games, again, fail to make crafting all that meaningful.

- Voice overs. I feel this is almost necessary with the new generation of MMOs. It's just too hard to go back from that.

- Interesting bosses & boss fights. Sick of tank & spank. Either more bosses with environmental factors, or more interesting fights, period.

** Probably the most important thing, though is just a solid base of an MMO for which you can expand upon in a lot of different ways. Sadly, most games fail to do even this.


Apprentice Member

Joined: 7/22/13
Posts: 3

10/30/13 5:01:39 PM#25

I would like an RPG with extreme sandbox features.

You create race, choose type of land. Race would need to fit the climate of the land. 

Once the game starts, it's you and the empty land where you need to build, craft and  hunt to survive.

When you build, NPCs will show up trying to do the same as you. At the end after many hours of gameplay, you will have allies, enemies and dusins of kingdoms around you. So the game sort of build it self through smart scripting. As things happen history will write it self, and quests and new npc's will be dynamically generated.

In an online perspective others make their races and lands, and will be connected together and make the even world bigger.

Game need to include, dungeons and reasons to build them, same with faith/religion, economy currency policies across kingdoms/lands/people. politics between kingdoms/lands/people.


edit: important, needs to be in medieval/fantasy setting.


I guess you get the point. :) It's more like having the players complete the game. And every server/game would be very different from another.


Elite Member

Joined: 8/27/04
Posts: 8124

Perhaps tomorrow will be better.

10/30/13 5:09:41 PM#26

First thing that EVERY game should have is an ECO system.Resources should be seasonal as well,not re-spawns every 30 seconds after harvested.Mobs should only drop what they are using/carrying.EVERYTHING should be discovered from scratch,no npc's selling stuff out of thin air .Bosses should NOT be stagnant predictable spawns,they should appear anywhere,anytime.

I could go on and on but most devs don't like to put in the effort i want to see.
Samoan Diamond


Novice Member

Joined: 12/24/05
Posts: 2197

10/30/13 5:12:02 PM#27
open world.

"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse


Elite Member

Joined: 6/13/07
Posts: 1341

10/30/13 5:18:43 PM#28

A well thought out, well written world.  One that makes some internal sense.  


Unless you are positing that the players are amnesiac aliens dropped onto a blank canvas planet, the characters need to have some sort of grounding in knowledge of the world they inhabit.  

If you are holding out for the perfect game, the only game you play will be the waiting one.


Novice Member

Joined: 10/21/13
Posts: 3

11/07/13 8:05:24 PM#29
I check the gameplay first then if I like it I check out the story. If I like both the gameplay and story I check out the finer parts of what makes a good RPG to me.

Novice Member

Joined: 11/07/13
Posts: 5

11/07/13 8:58:39 PM#30
The world where it takes place. I like it if it's a really big world with lots of places to explore.

Novice Member

Joined: 2/16/13
Posts: 864

11/07/13 9:13:57 PM#31
I thought you'd never ask. A world of Victorian intrigue peopled by myriad dramatis personae, an ever-changing cast of characters, affluent and impoverished alike, each part of an evolving world. These individuals hold the keys to riches, secrets, plots, quests, and all manner of interesting devilry. Let us create characters who fight over these people, whether through thievery, bullying, diplomacy, murder, or vile sorcery. Some might seek to kill the heiress and steal the family key that leads to a famous art collection within which rests the map to an ancient Dragon lair, while others might seek to protect this fair damsel and thus curry fair with her family. Who knows what could happen then? Let the crimes leave traces, and inspire games of cat and mouse between rival seekers of fame or infamy. Let it be a game of games, where pvp is enacted only by those playing parts in the sub plots. And who knows if killing that rival player is the best bet if they might hold secrets valuable to you? Who knows where the quest ends? Is it in the attainment of a strange relic, or is that only the beginning? This will all be very complicated. You will need to include an entire system of deep diplomacy and deception mechanics, as well as a cooperative/competitive quest evolution system that functions in a modular fashion within a larger, open world. No big deal. Virtuous players might be consulting detectives or aspiring faerie lords, while the unscrupulous types could be evil masterminds or treacherous rogues. You get the picture. Or, if none of that is realistic (and I cannot fathom why it would not be,) just make whatever and include boob sliders of every possible kind. Actually, include the boob sliders either way. :P


Advanced Member

Joined: 5/18/08
Posts: 2269

11/07/13 9:19:02 PM#32

Assuming you are talking a MMORPG and not just a single player RPG. Avoid static spawns. If I walk into an area and then visit it again 6 months later I should see something different this time.


Apprentice Member

Joined: 6/13/10
Posts: 2129

11/07/13 9:23:18 PM#33
A true successor to DAOC.

Novice Member

Joined: 12/03/13
Posts: 5

12/03/13 7:55:55 PM#34
A lot of quests involving killing stuff...err uhh...enemies. I don't like errand quests like talk to *insert NPC name here* and deliver this to *insert NPC name here* in *insert Village/Town name here* ...
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