Faille said:
Much as I would like to experience a Fallout MMO, I would much rather GMG, or any other developers, try and identify what attracted people to the fallout games, and use that as a guide in developing their game, but starting from scratch, so that if necessary, they can throw out parts that don"t work or drag the game down.
I"m sure that it is different from person to person, but to me at least what springs to mind:
- Adult content, was not so antiseptic and PC to become a turn-off (I won"t play a sanitized Fallout, whether FO3, or MMO).
- Oddball content (was it Harold, the zombie, who had the tree growing out of his head?)
- Guns. "Nuff said.
- Spraying said guns through crowds, including your own party members.
- Reloading your game after the above goes badly (now known to me as "Pulling a Cheney"). Might be fun in an MMO, your ranger (minigun-toting idiot) goes "oops"...time for a CR.
- Interesting skill/attribute system, though a few complaints here and there
- Everything from 40k-type power-fists, to lasers (pew pew!)
- Interesting storyline that wasn"t regurgitated from a gazillion other games
- Concept art of course must be mentioned. Cool.
- Turn based. I liked the X-com stuff too /shrug. Not that this would make a diff in an MMO...but anyways
- Robots, cyborgs, aliens, mutants...
- Gotta love "Kama Sutra Master", and who didn"t take the "Always view the worst way to die" thing?
- Imagine, just imagine, the FO:MMO cyber. That, and the Screenshot fun to be had along with it.
For an MMO, add in any combination of:
- Mutant
- Alien
- Cyborg
- Robot
- Addict/fiend
- any variation of social paragon/deviant beyond just RP emotes
- military/civilian/tribal/hubologist/BoS/etc
- beautiful female something or other type - so the Cuppycakes have something to play when there are no elves
- Crafting that matters, items that can only be crafted, drops that are worthless unless a "crafter" fixes (drugs, repairs like Vic, etc)
I"m still not sold that anyone could transfer the "it" that Fallout had, into an MMO. And even if someone could actually pull it off, I wouldn"t want it marred by PoK/Barrens chat, PUGs, raiding (in my mind, thats contrary to Fallout, but since few have broken that mold...) and e-peen wars that weren"t in the FO games.
If someone could take the FO IP, combine in a dark, gritty EVE type world (based on terra firma though), with a faction system that was integrated into full-on PvP rather than just values attached to mobs, and a deviation from tank/healer/DPS exactly (not sure how it would apply to FO though)...I"d at least buy a box and try it.
Faction kept popping into my mind throughout this. Kill a hooker? Faction. Kill another PC of a different "faction"? Same dealio. Guilds = Mob families/Organizations etc.. Guilds being a focus not of raiding, but of territory protection/control (as in DaoC or even EVE), as well as "war" control...so, having Guild Leadership being able to toggle war status to represent whats going on, with faction thresholds versus other Guilds. Of course I realize that prob is too cumbersome, and a huge undertaking, so a "hands off" EVE type sandbox deal might be preferrable, I admit...might just have to keep up on who is KOS to who, PC-wise.