Southraven
Goblin Squad Member
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I'm interested to know more of GW's plans regarding activities that fall outside what's already been discussed.
Combat, whether it be PVE or PVP is a given and is a staple of MMO's.
So to is Crafting, and it's attached games of Economics.
Nation building is an announced element also, though a little further down the track.
What I'm thinking of is a little more esoteric, and could I guess, in parts be accused of falling into Themepark gameplay elements. To which I would counter yes they could be, but it would depend how there were implemented.
This fourth category is one I feel has been traditionally somewhat overlooked in MMO's, although some have had a few elements thereof, but none had all. I'll call it 'adventuring' elements and see what you think.
These elements are focused on giving players things to do outside of combat and crafting. So far I have: Exploration and Map Making, Thievery and traps, Magical Research, Religious Duties, Cultural Developments and Challenges of Strength.
Let me break them down further :
Exploration and Map Making - For players who choose to specialise in the outdoors and associated skills. It's difficult to really refelect how this works in a game unless you can in some way restrict players visibilty of the whole world, allow for a very real possibility of getting lost. It could be refelected by penalties to actions (or bonuse to the outdoorsman, the effect is the same) for operating in wild country. Perhaps monsters have smaller aggro radiuses to the woodsman, perhaps archery penalties are decreased, and the ability to actually create maps of your travels would all be ways of giving some advantage to our outdoor friendly friends and maybe lead to their discovery of hidden glens and crevices atht others missed. (This is also something that could be applicable to streetwise cityfolk in crowded streets and some dwarves in the darker dungeons of the River Kingdoms.)
Thievery and Traps - For the stealthier brethren perhaps there is just that little bit more to be found than the average adventurer can find. A keen eye, some quick wits and nimble fingers can access things no-one else can. This can be applicable in almost any situation. Hidden rooms unnearthed, dastardly traps avoided, and acrobatic skills emply to reach places others cannot. Essentially this looks at enabling ways for the Bards and Rogue inclined builds to have more to do than just be "dps and buffing".
Magical Research - For the more mystically inclined, perhaps there are certain things that cannot be discovered just by adventuring. Perhaps some arcane knowledge can only be unlocked through diligent experimentation and research. Golems built, spell effects discovered, strange portals opened to other planes of existence where all kinds of unique knowledge can be found. This looks to give magic inclined players some interesting ways to uncover lost knowledge. Unlocking gateways, finding lost tomes tucked away in old libraries, understanding more about that weird tube you just found in the liches lair.
Religious Duties - For the faithful, the Gods require many things to be raised in their estimation. Converting the common folk, uncovering lost religious artifacts, guarding places of great sanctity, confronting and purging the enemies of the other faiths. While the tenets of every being worshipped is different, all require certain acts be performed to ensure the ongoing spreading of the word. The paladin/cleric/monk/druid styles can all be represented here, giving them duties they can choose to perform outside of the hack'n'slash healbot roles we're all used to.
Cultural Developments - For the more artistically inclined, perhaps the populace is in need of culture. Songs can be written, works of art made, great deeds turned into epic odes, new interpretations, forms and styles are always waiting to be found. Perhaps a noble adventurer could yet uncover the next great wave of inspiration? Bard types especially would like this, and it can give players a very different and unusual way to contribute to the MMO.
Challenges of Strength - For the warrior/barbarian combat is mostly all, but the call of the great Black Knight/Dragon/Troll that rampages through the land can land to greater renown, and maybe a unique fighting talent or two learned in the process.
So as you can see I'm looking at ways of making progression a little more spicey and unpredicatble.
They key as I see it to making this work, is an element of randomality, otherwise it will be all over "GettingeverythinginPathfinderin30days.com" shortly after each element is located. That's a fair bit of work and I can see Ryan and his fellows declaring 'Southraven, you're Mad!' Which is true. However I'm still interested to know your thoughts on how feasible this might be, and if any of it actually interested you or is something you might like to see. Or can you think of any more?