Ngruk said:
One thing, that has not been done, but you feel is either a must in next gen or a serious differentiator that could set a game apart.
Some general comments/thoughts/gripes:
Do something in cities and towns that no one else has done before. Whether this be making NPC"s more lifelike, have a quality we haven"t thought about, or creating a feature within NPC"s that sets them apart from other games.
I think this plays to what others have mentioned before me.
The more the world that"s presented feels like it"s representing reality, the more people will want to be in it.
What about towns that move depending on war faction/weather? Caves that have entrances that close and open depending on X. Whirlpools in the sea that lead to spawns, pearls you can dive for, drowning pc/npc boats? Rare monsters that come out once every month, and
raremonsters that are controlled and operated by the GM staff.
Sights and visuals rarely scene - glowing objects appearing for two weeks in a wooded area that has a traveling group of level 20s going what the heck? Have this visual because it"s about ready to tie into your lore at a city, the lore in which then has the NPC"s in your city talking amongst themselves and to PC"s. The NPC"s in said city eventually leave and charge in unison out into the X with the glowing objects that appeared in the wooded area.
Non-instanced anomalies are the most important thing a game can offer (this is after solid combat mechanics, everything is after solid and fair combat mechanics). It feels more like a world that has magic, that it"s not a system of 0"s and 1"s. You"re logging in because you don"t know what the hell will happen, there"s always a chance something really odd might happen at any time. Hey look over there, a tree just turned black, what the heck was that, the whole zone is decaying!
Not everything is random and chance, but random and chance exist in a world of magic and monsters. Finding the sweet spot between this magic, and the ability to gratify ones self with material that"s "always" there is indicative to your resources and manpower, if you manage that well, you"ll have something amazing (assuming you have good resources and manpower).
Consider instanced and non instanced high end encounters. Brings in both the competition some miss, and the self serve some are used to. Demonstrate the ability to serve both player-types in that respect, have encounters so close to convenience it"s absurd, and some encounters that traveling their is a distance away, with traps, mini encounters, sights to see, indicative of bringing the travel element back to mmo"s, but only situationaly.
Without changing the technology, I"m uncertain if re-inventing the wheel on combat mechanics is anything to consider, besides extreme outcome variability (spells leading to other things, spells to the extreme (changing whether), skills that have a minimal chance to be something else) I think the core mechanics of combat are a gamble, but the possibilities for anomalies in them could be taken further (why can"t wizards port to more places than the city? that could be an obstacle in itself...). The amount of meta game still available is quite fantastic.
The only thing you can truly make that you know, positively, will be successful is making an immerse and beautiful world. Set yourself apart in that way, take npcs to the next level. Consider how to make artificial intelligence pathing more advanced, or at least more varied. Any way to take pathing to a different level really.
Work with the meta aspects as much as you can so as long as combat and game play remain strong and fun.