|56 posts found|
OP 2/05/11 6:43:10 PM#21
Meowhead: You do realize that out of all of us, you have the most elaborate and expensive project to date? For one saying you don't need certain things to do this, you sure would need the most out of any of us in order to do it. But I do sympathize with you; because I find it kind of sad too that at least half of the respondents just want a better version of a MMO that is already out.
I’ll admit you have some great ideas, and you did not break any rules that I established (because there was no such rules, mind you), but when I originally wrote this thread I designed my own dream MMO to the extent that it would be impossible to make. Fearing that it would never be made (well, it still probably won’t), I changed some of the unrealistic aspects of the game to a less hard-core version of itself.
The only way I could see your MMO being made is somehow GPS, infrared, and 3D technology becomes so cheap that you would not need to subsidize your products. I don’t think something like that would cost trillions of dollars to make, because you could make all towers/houses/whatever identical to each other. Remember the game True Crime: Streets of LA? Sure, it was buggy, but it contained most of Los Angeles but most of the houses were duplicates of each other. Unless you want to painstakingly craft every house uniquely based on its GPS picture, I could see this being made with probably 500 Million or so.
But I do not know all the features your game would have and I don’t know how deep they go, so I could be wrong. I am kind of disappointed with the answers here I thought I could get deep, detailed, unique ideas like what I posted but instead I got lazy answers with barely any detail besides “it would be like this MMO”, save your answer, Meowhead, but I still don’t think you fleshed out some of your key ideas far enough with us. I would like to hear more.
2/05/11 7:15:32 PM#22
Originally posted by Sanity888
I would make DAoC 2.
And it would be a traditional MMORPG from the pre-WoW era.
Few changes compared to DAoC (I'm talking about the DAoC from around the first expansion, Shrouded Isles I believe it was called?), updated graphics obviously, a better crafting system, more of a player economy, i.e. less loot drops. More PC animations to support role-playing. More fluff. More pubs. :)
2/05/11 7:23:49 PM#23
I'm fully aware my game would be the most expensive to make, that was pretty much the whole point to it. :D Most of the money would be going into hiring the huge teams of people you'd need to translate the whole world into 3D, and the infrastructure you'd need like improving GPS, and creating a world wide dedicated 4G network solely for the purpose of letting people play this game. Well, that and paying for everybody to be able to get the equipment. I mean, just for the glasses free 3D we're talking several thousand dollars per stay at home player. :)
One thing I was thinking of, is that you would be able to have a rather large amount of crafting done... you could chop down virtual trees, virtually mine, and destroy/create objects in areas that people somehow manage to claim. One could either rebuild an in game house to more closely match their real one, for example, or work together with friends to create a fortified castle that exists solely in the virtual world.
Actually, one problem I was thinking of, was it would be hard to deal with cities in this game. If you have enough game players in a city, the monster density might end up overwhelmed, and of course there's the minor problem that I can't imagine any city being happy with tens of thousands of people stumbling down their streets, waving their hands in the air and casting spells.
Since I was thinking of magic energy being an actual resource, I suppose that the powerful crossing of ley lines that cities would be built upon in the virtual world would be drained and overwhelmed... meaning that city gameplay would be fairly different from rural gameplay. In a city, everybody would have less overall magic, and it would be more about subtlety and skillful use of resources to combat, perhaps more team efforts to take down any big threats.
I think I'm rambling a bit, I woke up just a few minutes ago. Did you have anything specific you wanted me to expound upon more? There's a lot of ideas behind the game, and I can't really put it all in a single post. :D
2/05/11 7:32:45 PM#24
Shadowrun...and not just as FPS, a full-fledged MMORPG.
LONG LIVE DAOC!
2/05/11 7:34:22 PM#25
2/05/11 8:15:23 PM#26
Im trying to make my dream a reality for the whole world to enjoy.
My MMO is titled Realms.
I'd like to take out the leveling system by implementing a knowlegde system as said in some posts which i believe adds the ''real'' aspect to a mmo, what most fans want.By doing this the weapons in the game would lvl as armor and things of that nature but your characters knowlegde would matter on everything you do from confronting the forces that bid you ill to crafting a lvl 5 armor piece,its all knowlegde
Unique System...this is the next big thing i believe in the MMO world. Accomplished this would add a huge unique feel that i've noticed fans complain about just about as much as they do about bugs. People are tired of seeing their armor set,their weapon,and most of all the same face. Basically this allows the user after reaching a certain knowlegde to create and shape their own armor and weapons and adding procs and things of the sort.
If your tired of seeing your toon swing his sword left to right with a thrust parry or dodge thrown in for accent then the Defense System is something you've been waiting for. This makes battles enjoyable to watch and be apart of. Tucks rolls ducks leaning and swaying dodges and parrys. The defense system will make battles seem more epic as you raise in whatever skill you chose.
Realms will span across a huge landscape and it's my goal to find a way to do all this and players still be able to run with low reqs without instances everywhere.
Monthly fees would be stationed but only 5 bucks..seeing as how i have three other games im currently working out also.
This is a real game so i cant release to much information but these are key features i think done correctly any MMO fan would be consumed in. Adding a truly unique and real aspect..something other companys only BS about.
Some more intresting ideas ive had...
Wizards will be born by finding spellbooks instead of created with skill sets. You find the spells you use them and as you use them they grow in power and they become easier to use..as real wizards do.
I dont think a game of this calibur would be hard to balance out or run and i think it would be easily accepted by old inbetween and new MMOers.
2/05/11 8:32:50 PM#27
Deep crafting system, like FFXI has.
Guild Wars 2's 50 minutes game play video:
2/05/11 8:57:43 PM#28
Well I have been working on a high concept document for a while now. Just pre-production stages. Got a lot done. So basically I am making my ideal mmo. Here are some philosophies that I am taking into account.
- A community first game. This means grouping content will be rewarded moreso than solo play. Solo content wil be avialable as well. A ratio of about 60 grouping, and 40 percent solo content.
- A game were wisdom and challenge is a factor everytime you log in.
- Top heavy PVE oriented gameplay. Hardcore PVE needs to make a comeback (like Old EQ) but implemented correctly.
- Realistic graphics with flavor.
- A vast seamless world that will captivate you to explore and adventure on a single shard server. Possibly no instances.
- In-depth class design which will immerse you directly into a class. To simulate that you are indeed that class you have chosen.
- Two immense combat mechanics that allow tons of strategy with player adaptability within the fluidity of combat. Combat mechanics complement class design to allow a vast array of many options. Must become a tactician. Can't go into many battles without strategy of somesort.
- AI that will be very intelligent. For an example, whereas a more militaristic mob will adapt while in combat to your fighting style so you'd always want to be on your toes.
- A main plot line that will twist and turn you and flip you upside down. However, players can directly influence the world and the plot to have different possible climax's and outcomes. This does not mean raiload gameplay. Players have freewill to choose if they want to influence or not. Somethings may or may not change due to player choices.
- A player driven economy with separate crafting classes where player can establish their own markets.
- Raid Compaigns for progressing players and end game content that will immerse you into possible real militaristic medieval strategies.
2/05/11 10:54:57 PM#29
What's The Point of the Game?:
2/05/11 11:51:39 PM#30
-Pre-CU SWG economy (no NPC drops, full player economy)
-SWG crafting (including durability from use, and more ammunition/fuel usage)
-SWG housing with no restrictions on the number of structures you can own, and no requirements to be in some lame guild to build something. And no restrictions on where you can place houses, like in some lame pre-plotted town in Darkfall, except on steep grades like in SWG.
-possibly full barter system, get rid of gold altogether, no quests that give out gold.
-no Levels, skills with a limit.
-No indestructable player owned structures, no indestructable equipment.
-Full PVP/Full Loot
BUT (big BUT) it shouldn't take months to years to build your Player Owned Structures craft equipment, it should take minutes and hours, so losing stuff in PVP isn't so devastating. Minutes or Hours, not Months and Years, no exceptions, no alpha-classes, no alpha-equipment.
-More advanced combat. If it's a fantasy game make it like Oblivion where you can hold your shield up with a left click, and design your own spells like in Oblivion. If it's a space game, make it like WWIIONLINE where the physics of impact against plates of armor are properly simulated without using simple hit boxes.
-Logistics. No teleporting equipment/avatars. No mailboxes, no universal or regional Auction Houses, no warp gates, no no no. No infinate weight carrying, yes to pack animals or trucking supplies that are heavy or bulky.
Be Brief, Be Bright... Be Gone.
2/06/11 12:08:38 AM#31
My dream MMO would actually in some ways be similar to VG (so disappointed in that game). It woudl have free flight with many types of ground and air mounts, underwater combat
Housing with ways to customize your house or plot as in this room is there, that room is there, a wall around the place with a gazebo... think a combination CoH and Istaria for that, with decorating it like CoH. And not instanced preferably or if they it needs to be, than have an entire instanced town so it at least doesn't feel instanced.
Iniitial character customization at least as good as CoH. And either mutliclassing like Istaria, or some kind of robust skill system. And if i can't learn everything than some way of changing that like what FFIX did. I don't mind alts but I would prefer to make one great character and develop them as much as I can.
Good crafting system as versatile as Istaria and SWG, but allowing different qualities like VG, but not as grindy as those two (not sure how to do that one actually). And ways to customize the items, both in stats, and in looks. I.e 12 different handles for this one sword blade or, 22 different images for 25 different shaped/color/size/metal shields...
Some sort of player input quests where they can develop a story like in Ryzom of CoH but actually have it be in the game unlike Ryzom CoH instead of in some alternate reality. Everything from a fed-ex because I really dont' want to get those pelts to deep epic quest lines. Then be able to tie those quests in to some of part of your part of the world, say your home or your town or your guild...
Lots of quests be they tasks for fed-ex or deep epic ones. Just things to do for those days when I feel like following the script.
sorry for all you pvp folks but for me pvp only in specific areas, they can in the real world, but not the whole world. I want to pvp sometimes but not all the time.
Lots of dungeons instanced for great storytelling and open to meet new people. Some phasing again for storytelling - great tool IMO.
Have quest xp and and mob grind xp be somehow equivalent to give me options on how I want to play for the day. Same with group/solo/pvp/craft. I want xp for all, so I have several ways of leveling/progressing my character.
GM events - from live play where the GM's take control of some monster and have them terrorize the place to silly little game of the day where they may play a magistrate of some kind.
Loot is all random and adventure loot is good. Crafted is better but I want a reason to go after that mob in the first place - and for something more than just a great item to put to use in crafting. Something for the adventurers.
Hmm I'll add to this as I think of more.
edit - I like some of the ideas for the afterlife. I'm not a fan of penalties but make the afterlife a game as well, either a puzzle or quest to solve all in some maze all randomly generated so you can't just memorize the patterns.
Quit worrying about other players in a game and just play.
2/06/11 12:36:31 AM#32
Originally posted by Meowhead
2/06/11 3:28:22 PM#33
Originally posted by Meowhead
Hehe, awesome stuff. Have you read Rainbow's End by Vernor Vinge, or Accelerando or Halting State by Charles Stross? Some similar ideas in those s-f novels.
My own dream MMO (at least as I'm thinking at the moment) would be an MMO based on the Dying Earth stories by Jack Vance - or possibly Big Planet/Showboat World. Heck, any Vance.
The virtue of Dying Earth being that it's got magic and science coherently interwoven as part of the IP. The scenario is that it's a few millions of years in the future, the twilight of the species, the sun occasionally flickering and wheezing, about to go out any minute. A million empires have risen and fallen, man has conquered, lost, re-conqured stellar empires several hundred times. Magic and science are indistinguishable, but only a few eccentrics practice either - most of the few human beings left are peasant farmers in the paradigmatic type of fantasy scenario, towns are few and far between, and people stick to themselves in little peculiar enclaves; the wilds are filled with eldritch monsters, remnants of past experiments gone wrong, or whatnot, and the very air, the very rocks and stones, are thick with ghosts of the past. And the key theme to it all is the irony of the fact that even to the last possible minute, even in the face of inevitable doom, some people (our heroes and villains) will still strives, attempts to fulfil his desires, etc., etc.
Players would represent some of the few eccentrics who still dabble in science and/or magic (or both) and who still have some curiosity about the world, venturing forth and discovering the strange inhabitants of this twilight world (and or other worlds - remember, space travel is an old thing, easy, but it's just that nobody bothers any more); and also discovering the remnants of civilisations past. (The idea here would be that fresh content would be created as a collaboration between the top guilds in the game and the developers - archaeological discovery by the guilds, or perhaps even rarely, by individual players, of certain evidence of buried stuff, either caches of s-f stuff, or magic stuff, or gates to other worlds, magical or science-fictioney. Once "discovered", that place or portal or whatever, becomes part of the game, but it's actually partly UGC, designed by devs giving "questions" and the players "responding", thereby collaborating on the design of the content.)
Classless system, based on powers and abilities that are "aware" of each other in a build, and automatically balance against any other build, for a given level of overall "power". Skill based system, but within a levelling paradigm that sets total skill points assignable per level (much like FE). Some skills learnable offline as per EVE.
Open world FFA PvP, but with fairly strict rules to discourage ganking of people starting out (similar risk/reward balance to EVE - you start out in the most civilised, most well guarded part of the world, the more you venture out, the less guarantee of safety, but the more chance of "striking it rich" through the discovery of some long-lost artefact of power, or whatever).
Combat: EVERYTHING. Based fundamentally on an advanced body model that models (though of course needn't render except when cut or broken) bones, muscles and fascia. No more "floating" - animation a combination of real-time modelling based on physics (solid ground, objects, etc.), with motion capture and the occasional bit of handmade.
Damage is based on damage to bones, viscera, muscle and fascia. Damage pretty close to real life, only compressed and with powerful "shielding" of one type or another. But a physical shield might stop piercing damage, say, but you'd still feel a visceral shock through it; an energy shield might stop a blunt weapon but be vulnerable to something moving very fast that might spike through you, and require medical treatment. All sorts of rich, complex variety, and some hard choices to make, whereby your powerset and abilities just might not be viable against a certain type of enemy.
Starting from a robust system of hand to hand combat based on actually functional martial arts (Eastern and Western, including e.g. wrestling), fencing of all sorts, from mediaeval European systems (as are being re-discovered now) to ancient Eastern (as are still practiced as clan treasures in China today, for example). Motion capture using experts from those styles. Moving on to projectile weaponry, designed in collaboration with experts from the military, etc. Science-fictioney beam weaponry. Magic, based on the Vancian system of "taming" familiars from other dimensions to do the dirty work, and going back to the paradigm of spells being mentally difficult to retain, but incredibly powerful in totally altering reality sometimes.
Damage not to be the only thing that "counts" - somehow to work it so that healing and support also get advancement from healing and supporting. Players who choose support or healing roles will be more survivable, but they don't have to do damage to advance. No "tank" as such - enemy mobs naturally and intelligently go after the greatest damage dealer, or the key support character, so in teams people have to work to protect each other. But there may be characters who have both huge damage and huge defences. A certain amount of tankmageyness and imba here allowable, because damage is not king.
Absolute total crafting system where the crafting is itself UGC (within some dev-designed parameters of course) and may sometimes, at an advanced level, produce totally unique items. Crafting to include basically everything you'd actually do to craft, only time and space compresssed and "miniaturised" - i.e. more sim-like. Harvesting - everything from plants and animals to salvaging of ancient artefacts, which then need to be brought into working condition as part of the crafting.
RvR in that there's a general Good vs. Evil theme, but possible to be neutral too (will be interesting to see if Xsyon can pull this off). Basically there are groupings of these rival "magicians", but it's not always clear what their goals are - only that their methods are clearly either good or evil.
2/06/11 3:43:35 PM#34
An actual war, prefer sci fi, but fantasy is ok too.
Instead of playing for Upgrading gear, play for territories, these territories could be broken up and instanced so that theres not too many people in one area, otherwise it would just be a lag fest.
By gaining these territories, the crafters can get rare materials, and build fortresses between crafting items for sale. It would be nice if all crafters could contribute, and the enemy comes and destroys ya base. Crafters could get money for this. Whilst the combatants get paid as mercs to help defend the fortress or go into the enemies territory and retrieve some item of importance (quest).
crafting should have variable stats due to the quality of materials used when crafting them. It should be a class in its own right, with ways for combatants to make their own income.
A good crafting system can be just as interesting and produce satisfaction as combat, NO NOT WOW's crafting system, more like SWGs, but with updated content, maybe some sort of customisation.
Combatants could have a proffesion to craft smaller but useful items, but i dont think combatants, (i.e. a warrior for example)really has time to collect minerals on the battlefield and have the knowledge of making uber armor plates :S
If its done right, then you really have two different types of game, pew pew and being a craftmen, I prefer the systems to be separate yet both forfilling than have combatants with proffesions that are tedius mas production crap that give no satisfaction in making.
Hard Core Member
2/06/11 3:49:48 PM#35
Asheron's Call with a graphics update, a commercial spot during the Super Bowl and a official re-launch.
2/06/11 3:55:50 PM#36
A sci-fi version of UO pre-trammel. On engine like WoW's but updated for today. (so that everyone can play it regadless of their hardware) and blizzards world design etc.. With better class balance for more diversity in PvP.
Remember Old School Ultima Online
2/06/11 4:04:38 PM#37
I wouldn't touch some of your "dream MMO's" with a 10 foot pole, most sound like glorified WOW clones In 3D smell-a-vision.
2/06/11 4:49:22 PM#38
There's some cracking ideas in this thread. Wish someone would produce them. Heres my two pence worth;
Get Brad McQuaid back.... hold on there, don't lynch me yet because you would need to;
1) Keep him off the gear.....no dodgy powders (allegedly).
2) Don't let him run the company... or any part of it.
3) Make sure he turns up on a daily basis.
Vanguard as we have heard many times could have been awesome. No need for another autopsy, but the idea of a huge world with genuinely interesting places to explore was fantastic. I still remember first seeing Old Targanor in the distance after a long hard ride- it was awesome (hats off to the late Keith Parkinson RIP great artist.) Ships crafted by players to get to remote places... great.
Brad was a very good ideas man.
I would love to see an MMO where;
Creatures like snakes, rats or whatever don't drop plate armour, topaz jewellry or other ridiculous drops.
Armour and weapons should be purchased, preferably made by crafters or rare drops from humanoid type mobs.
Quests are fewer but detailed, long and harder to achieve, a sort of mini adventure on their own.
Magic users of all persuasions must prepare their ingredients, scrolls and potions before the adventure.
Meaningful PVP, perhaps where its part of a quest i.e. some players have taken a quest to guard a Necro in his tower for a set period whilst he summons an undead creature of great power. Others have taken a quest to invade the tower, despatch the guards to their doom and top the necro.
A guild has control of an island producing good crafting resources,,,, get a group or raid them and take it from them.
Enough of the straight forward horde/ alliance, good guy/ bad guy stuff.
A lot less combat, but more meaningful. Make it an achievement to take down that evil troll.
Modern MMO's lack involvement, they are so one dimensional, its like a first person shooter with company.
Kill 30 of these... next quest... 25 of those...next quest...300 of them (repeatable) ooooh goody!
2/06/11 5:01:40 PM#39
I will go ahead an say this game would never work because it would be protested to death for some aspects of it.
Call of Cthulhu. Take the you reached X level now you can make a clone thing from Tabula Rasa, rename it apprenticing. Set it to every time you complete a major mile stone in the game, IE quest, or every time you set down to write a letter = saving your level. Add in character death, when your character is defeated he has a timer, when it expires he dies unless someone else gets there to save you before you croak. When you die or goes insane your "Apprentice" steps up to take over. Set it in a wild west like era. Add in Alchemy and magic to give it a slight steam punk feel that works well with call of cthulhu.
Populate the world with various monsters, zombies, and aliens. Put in a lot of dark places, spooky music, and set it in 5.1/7.1 surround sound so you can hear things coming. The more you learn, see, and do the more that characters sanity slips, and the weirder your screen looks. Insanity gets fought off by booze, religion, and drugs. If it slips to low you have to be cleansed by a healer class, either Medicine Man, Alchemist, or Doctor.
Setting it in the early wild west era allows for a mix of firearms, bows, and melee weapons. Fast travel Via timed stage coaches departures, or go slow on a train, so you can jump off if need be. Add in a random mechanic that stops both slow and fast travel sometimes with monster attacks. Player mounts ranging from horses to spirit animals and undead steeds for the magically inclined.
Make it a hybrid game, sand box elements within areas. Explained by some territories being owned by the railroad, government, homesteaders, miners, townships, and native Americans. These areas would hold quests, vendors, and trainers. Build it off a profession skill system. Each player can take up to two professions, be they both combat or trade skill, or a mix. Even so they can still learn almost any skill in the game and work it. Each profession will have special skills that are just for them.
Example: Shamans/Medicine man or woman: Get spirit magic allowing them to call spirits for aid to heal, attack, and guide them. Alchemist: Get chemistry, they can make potions that are weapons, heal, and do other things. Mages: Thaumaturgy works as offensive magic. Gunfighters: trick shot, starts with only three and the more you use them or fight with pistols the higher the skill gets, and the more you can learn. Buffalo Hunter: Sharpshooter, worked up using long range attack skills and fighting with riffles. ETC.
Add in a teaching system, while sitting in a guild you can teach a skill up to your level with it. The speed of which is determined by your teaching skill and the students scholarship. Crafting like most mmo's but allow players to buy expensive tools to do it in the wild. That way people can dabble if they want to in another skill. Dabblers can make the same stuff as someone who takes say the tanner or smith profession, but they can't make the master work versions of items, or build things for guild towns.
Which is why having non combat classes will also work, it allows people who just want to make things to make them. No need to go out and fight in the real world as your levels in the crafting professions are tied to your crafting skills of that type. Also add in a merchant class, whose skill in haggling. They get to identify items, haggle for better prices, and have the power to set up shops in town to sell player made stuff on consignment.
Why do I feel it would work, because the teach verb will allow people to sit around, craft, sell, and gamble against other players while getting much needed rest to heal up and cool down. (Cool down removes sanity damage) While still learning skills.
PVP would be open in the game, but attacking someone lower level than you unprovoked would get a bounty on your head. Which any player could collect, once collected though your bounty is off and any higher level player that pk's you would get one on his or her head. You can also get bounties by zone disruption, I.E. killing quest npcs, vendors and the like.
Now this is problematic because you have to go to a telegraph office in town to write a letter to save your character. So if you pk someone, and you haven't saved in say 15 skill ranks, then your going to lose all those if you die. With a bounty on your head no normal town will do business with you. So I'd put in Hideouts which are like evil player towns, they have telegraphs to save your character, at an expensive price, as well as most town goodies. Of course they are well known, and if your bounty gets to high the npcs there will attack you for it.
To stave off pk death if a player is killed by a higher level character he has an option of Left for Dead, which will mean he wakes up in town with almost no hp, and a hefty sanity hit. Taking a bit to work off, or if they are not enjoying their character to much they can Scratch it down. Which rounds your current skill levels off and passes all your possessions and information on to the new character who starts fresh either at your homestead, or the guild city.
Players resurrecting in the guild city have their old characters name added to the list on the guilds boot hill. Which lists all dead characters in the guild, who killed them, if they have been avenged and when. Likewise anyone that goes insane gets sent to the mad house, where they are left to gibber in peace. But, from time to time the dark forces would act up and bring up zombies, (names taken from the roles of the dead), or posses the insane and attack the guild cities and surrounding areas. I think it would be fun to have to blow your own old characters head off.
Quests would be set up to allow you to do them all legal like, or do them down and dirty. (Shiney, lets be bad guys) This would swap your alignment from good to evil. Evil people take less sanity damage from seeing terrible things, as they have done terrible things. While good people have an easier time of being healed from Sanity damage. Also how good or evil you are would determine how you heal damage. Weather it is playing the harmonica on the porch, goin to church, or having a drink with friends. Or visiting the cat house, getting fall down drunk, and hoorahing a town. I'll let you guess which one is good and which is evil.
Raids would have a different mechanic for fighting than the rest of the world. When a person is down in a raid and they are saved, they pop up at the last fall back spot the raid has cleared and taken. Then they come up to the raid and get back in the fight, suggesting the idea that some healers be left in the fall back room to tend the newly revived.
Someone set us up the bomb
2/06/11 5:44:00 PM#40
Originally posted by Loktofeit
Right there. That right there is cash money period.
I'd buy the rights to UO, make UO2.
Vangaurd came close but had a lot of bad. minus all the bad:
Not a level system but Sandbox w/ skills
bad programming = lag
crafting would be challenging/semi fun but not retardedly tedious
Management/staff would be competent/proffesional/interactive.
Do not need bleeding edge to run
Iron hand on economy = no gold selling (as much as humanly possible of course)
Artwork to fit Sosaria and not Telon
No Trammel, the game must have a true feeling or risk... heart in throat stuff
Give European players same level of resources/proffesionalism as localised servers
Would add raid dungouns though as an upgrade as well. (that's a whole nother page though, not typical raid etc)
I'd hire ol Richard on board for suggestions but mainly for namebrand recognition with the series and to have him primere it at [Insert Gaming Conventions].
I'd invest good money into advertisement. Seriously though, no game out there has done advertisment on scale with WoW in regards to television adds. This would be high on the priority list. Not 80's celeb, but one that would make you want to know more at the website.
It will be beta tested internally for months an then when its almost finished, and i do mean almost finished, then it will be released for public beta. Beta's these days gets a lot of attention from players an mmo sites. Bad publicity will tank my game faster then anything else, so that will be nipped in the bud with quality beta.
Ultima Online has a following. The first mmo of notority that set the stages for others like EQ, DoC, WAR, WOW.
This is a cash cow just waiting to happen.
Ask Michael Bay how he's doin with Transformers. He might be mangling the story but he bought a quality franchise that was collecting dust an invested money time and effort and now is making bank.
Just need some passionate investors that want quality and not just $$ fast!now!gimmie!(lookin at you smedly)