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Submission + - What qualities make for a good MMORPG?

Anonymous Gamer writes: "I am a long time RPG gamer. I've played pen and paper games for over 20 years, from Palladium Games, to Star Wars, to classic D&D. I have also been playing computer RPGs for a long time, all the way back to Legacy Of The Ancients (1987) and before.

Today's MMO's often leave a lot to be desired. I do not play WoW. I do not play Everquest. I've tried them all, and the "grind" just didn't appeal.

What makes a _good_ MMORPG, in the minds of Slashdot's crowd?

I like factions. I think EVERY world should be full PVP. The user-generated content of games like NeverWinter Nights has kept it going for years now.

My ideal MMO would have a "Elder Scrolls" style of progression in levels. You get better at the things you practice most.
Factions would be blended together, with guildmasters able to declare hostility to others, allowing for the "tags" of others to change colors based on that. User created drama can bring a great deal of fun to a game. Limiting the population somewhat will bring more of a family feel to the world. Limiting the resources to gain money and power quickly will keep the competitiveness high between factions.

There should be laws, and the world should be able to change. For example, if Reynard the thief decides to burn down the pawnshop because he got a bad deal on a gem he stole. The AI of the game should not only allow him to do it, but punish him by causing the guards to target him on sight. Perhaps his name would get a symbol next to it, allowing for players to hunt him down for the bounty. Bottom line, if you're a bad guy, you should eventually be driven out of civilized lands altogether. Good guys and newbie players should be wary of journeying alone in the wilds, because bad things happen to good people.. and good games. Perhaps people on a development team will read our ideas and run with it."

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