I was thinking today about GW2 and WoW and Wildstar and I wondered: If I could take the best parts of any game and make a perfect one what would it look like.
Lets assume that we can hire a team that can program and do the art style how we want it. We only have to come up with the direction, mechanics, and style/setting. Technical stuff would be done by the crew we hire by our wildly successful kickstarter program.
OK...Go!
My thinking goes like this.
Main areas to decide: Reputation, Questing, Combat, Crafting, Story/Pacing/Direction, Looting, Interaction/Open World Grouping/Open World PvP, Structured PvP, .
Reptutation:
Questing:
Combat:
Crafting:
Story/Pacing/Direction:
Looting:
Interaction/Open World Grouping/Open World PvP:
Structured PvP:
What do you think?
ADMIN EDIT: Listified for readability.
Lets assume that we can hire a team that can program and do the art style how we want it. We only have to come up with the direction, mechanics, and style/setting. Technical stuff would be done by the crew we hire by our wildly successful kickstarter program.
OK...Go!
My thinking goes like this.
Main areas to decide: Reputation, Questing, Combat, Crafting, Story/Pacing/Direction, Looting, Interaction/Open World Grouping/Open World PvP, Structured PvP, .
Reptutation:
- The game revolves around reputation
- The factions in this game are Chaos/Neutral/Order. Any class/race can be any faction depending on your choices and rep gain.
- Sliding scale of -100 to +100 on rep points. -100 to -16 is Chaos, -15 to +15 is neutral, +16 to +100 is Order
- Your class, armor/weapon colors, armor/weapon attributes, personal/race/zone rep, and situational rep affect reputation.
- You have personal, race, zone, and situational reputation values.
- Personal is how npcs see your class, armor/weapon attributes. Its like what people "know" about you by what they see, I.E. sterotypes. Thiefs will have a lower rep, heros a higher one, (in a normal town. In a shady town or slaver type town the oppisite is true.)
- Armor/weapon color effect personal rep.
- Zone reputation is specific to each zone. the more you earn one way or the other is how people in the zone think of you in that specific area. you can have +100 in one town and -100 in the next town if you steal from the next town and bring the goods to your home town to sell.
- Race reputation is like zone reputation but it is how each race sees the other races. If you do good for a race that hates you they will hear of your deeds and like you more. If you do that in the zone, that race likes you more for both reps. Moving up in one race rep usually means you move down in another since races like and dislike each other in varying amounts.
- Race and zone reputation is earned and is added to personal to change how people see you. Think of it as this person knows you more now and either confirms the stereotype or dismmisses it for you as an individual.
- Situational reputation changes dictated by the actions you take around them. if they think you are a good guy and you steal from them then they automatically drop rep for you and hate you or attack you if its a big enough deal. If they see you steal from their neighbor they like or friend then they drop rep, but not as much. If you hurt an enemy of theirs they like you more.
- Personal, zone, race, and situational all add up to a rep number. The rep number is what the npcs base their interaction on you on. NPC's have rep numbers too and the closer your number is to theirs the more they like you. If yours is too far away from theirs they may not interact with you and they may even attack
- Most situational actions that cause rep loos or gain will be forgoten in a certian amount of time depending on how bad/good it was. Lets say neutral rep is 0, absolute good is 100 and absolute bad is -100. if you are at 0 and kill their sister in front of them you go to -100 and it may take years of ingame time for them to forget/forgive. if you just steal from them it may only take a week.
- Open world pvp will effect the situational reputation of the npcs around you depending on if the see you attack someone they like or hate.
- There is a separate Dungeon reputation that you can earn for each dungeon. Sliding scale from -100 to +100 you always start at 0. Killing things in the dungeon reduces the number so you can ignore it for a normal type dungeon run. The rep never resets. You can do quests and stuff to raise the number and if you make it to certain "tiers" of +numbers you can go in the dungeon without being attacked and even have a separate dungeon experience where you help the inhabitants.
- Dungeon inhabitants will attack/ignore/help you depending on your group average rep. Ideally you want all people in your group to be on the same side of the rep scale. Theoretically you can get a group stacked with one type and one person with the other type to leech run with you to change his rep.
- Dungeons are scaled in difficulty for number of people up to 5 (or whatever) and event driven.
- While not the largest determining factor for agro, your personal dungeon rep will help the monster decide agro. The more you have the more likely it will attack you. Remember if you are killing the dungeon inhabitants you will be maxing your negative rep.
- Raid dungeons will probably not have dungeon rep attached to them.
- World bosses will probably be associated with a dungeon and that dungeon's rep. This way you can attack or help with world encounters, and if you are gettin ganked run to the friendly world boss and they will stomp your ganker.
Questing:
- I would do a mix of GW2's dynamic quests and traditional questing.
- The traditional questing will be more like the original Ultima style where there is no hand holding it just says go get me this, or go talk to this person. You would have to find that person in your travels and remember that you needed to do something.
- To facilitate this you have a journal that you can click on a conversation and it drops in it. Then you can go back to it whenever you need to remember. The only limit to the journal is how much convo you save. I would have it indexed smartly so that each convo if saved attaches to keywords. That way if you meet a person you check your journal to see if you have a saved message abou that person.
- In the meantime while in the world or when traveling to a destination dynamic quests pop up and you can join them. That way you can just run around and get xp or you can follow a story line through traditional quests, but more likely both.
- Co-operative questing like in GW2 for dynamic quests. The only diff is that if its open world pvp and you click to accept a dynamic quest you are pve to others on the quest till you finish or leave the dynamic quest. That leaves ganking and open world pvp open for those who want to, but those people are open to pvp from the whole group who has accepted the quest.
- Dynamic quest grouping or "soft grouping" makes it so you can work with people from any faction without worrying about harming them.
Combat:
- Wildstar type combat with telegraph zones. you can still target an enemy to get the health readout, but only a few "elite" skills can auto hit them. Otherwise its all conal (or other shapes) targeting.
- movement durring every skill, some will get benifits from standing still. like a channel spell will gradually hit harder if you stand still, or will keep hitting for even amounts if you are dodgeing.
- GW2 invuln dodging is win and in the game.
Crafting:
- Dynamic crafting that is discovery based but no xp gain. GW2 without the xp.
- Dyes. Also the color of your armor/weapon will effect your reputation with everyone you meet.
- Combining of 2 pieces of armor by a crafter to get best of both in one piece. Each piece has x number of atributes, higher level has more. weapon and armor atributes also have rep attached to them so if you get a piece that adds order skills then order npc's like you more and chaos npc's like you less.
- Armor/weapon rep gains or losses are minimal so you can use whatever you want and still stay in your faction.
- I would let Tristan design my housing, but make it only available to be made in a town, or very low density in the open world.
Story/Pacing/Direction:
- I like swords and sorcery type games.
- Factions are chaos/neutral/order, based on your rep. you can speak with people from other factions, or in faction language.
- The game is highly based around rep and the way people interact with you and where you can safely go is based on that rep.
- Character creation is going to be based on personality test questions to give you a chaos or order character. Based on how you answer your questions you also chaos and order points to spend on chaos or order skills. As you level you get neutral points that can be spent on chaos or order skills as you choose. these skills will move your reputation towards chaos or order.
- Leveling role points will be neutral that you can spend on either side to lean in a direction for character advancement "trees"
- In structured PvP its chaos vs order, with neutral people being able to choose which side they want to play on. It also opens up the possibility of 3 faction fights
- Open world killing of your own faction will move your zone reputation away from your top end. killing opposite factions will move it toward the top of your zone faction.
Looting:
- Looting is instanced like in GW2 even for gathering
- Looting for quest items has a chance to fail, but the more you loot for that item per quest the better the chance to get the item. This would make it so the more you do the quest the faster the items come pouring in.
- Looting chaos attributed items as order and vice versa can give the item a "captured" status (usually reserved for top end awesome looking items). Captured items count as having the attribute points in the opposite faction. The "Captured" status goes away as soon as you modify the item with anything other than a dye.
- Items are either not ever binding or bind on account.
Interaction/Open World Grouping/Open World PvP:
- Open world PvP, possibly PvE worlds not sure.
- Anytime you are in a group of any kind you cannot harm those others in the group. Nameplates change color depending on if you are PvP or PvE to them.
- Hard and soft grouping
- Red for chaos, yellow for neutral, blue for order, green for in your group. You are able to attack anyone but green nameplates.
- Hard grouping is traditional 5/10/20 man groups with portraits and health/etc info on your screen.
- Soft grouping is when you join a dynamic quest, others on the quest will have PvE coloring name tags to you but no info on your screen.
- People on your friends list/party/guild will get priority in rendering on your screen.
- Like the journal you have a personal map that you can access that can be zoomed in to 3rd person level or as high up as to see the whole area/lands. This map has a fog of war anywhere you havent explored when zoomed in more than the normal map. You can make notes and checkpoints on the map if you have explored it. And share those with others on your friends list.
Structured PvP:
- Separate game from PvE
- Can have 2 or 3 faction battlegrounds
- I suck at PvP so need a PvP person to figure this section out.
What do you think?
ADMIN EDIT: Listified for readability.