Introduction
My background with online gaming, being mainly MMORPG's, go back to the days of UO, DAoC and EQ. I know this will sound very cliché and very worn out by now, but i genuinly believe that the old gamers have a different view on online gaming today than the current playerbase has.
Now bear with me here as i try to explain why. Before i go into detail, i also want to mention that patience is one of the biggest factors in all of this. Patience today equals time, and people either do not have the time or are just not willing to spend the time on an MMO to let it evolve and grow into what the community wants it to be.
People set expectations and standards before an MMO is even launched. They create an image of the MMO and ask from their designers to make a game that is not created by them (the devs) but by the community. And there is the biggest flaw.
I recently activated both my DAoC and Warhammer accounts, and by playing these games it reminded me all over again what Guild Wars 2 needs to be successful, and what made the mentioned games so hard to forget.
PvP - Zones, objectives and environment
The importance of a BIG PvP zone seems to have been filtered out over the years. It is the number one key to creating a competitive community where team work and pride is the incentive.
Short distances and going from objective A to B within minutes will eliminate the element of surprise and tactical advantages. You can see a byproduct of what happens when this is ignored in other MMO's. People tend to just hang around the major objectives and 'camp' for easy prey.
This not only eliminates the element of surprise, but it also discourages soloing or smaller operations to be carried out.
By having bigger PvP zones with longer running distances and good environments inbetween them, the game does not only become more fun to play, but it feels REAL. The excitement of going out into a battlefield and having absolutely no idea of what will happen next, isn't that really what MMO's are about?
Castle and keep sieges
If there's one thing we can learn from DAoC (and there are many things to learn from DAoC when it comes to sieges!) it's that castle and keep sieges are supposed to take time and require a lot of team work.
Castles and keeps that take hours of effort, resources and tactics will establish a sense of identity for the leaders, guilds and people involved. People will talk about what a great leader Bob was, and what a wonderful job <Knights of the round Table> did with their flank at a resource objective that eventually lead to a victory for the realm!
This also includes the money spent on upgrading your castle, or setting up siege weapons such as ballistas and trebuches.
Sieges that come quick and easy will fade out of memory fast, no matter how big the reward was.
Communication
All of the above will eventually come down to this, communication.
There are a features that will be extremely vital for all of this to work.
- A world wide PvP channel for people to communicate and plan their next tactical moves in.
- An invite/vote only leader channel. The best way this can be done, in my opinion, is by allowing guilds or alliances to assign ONE leader to speak in this channel. This can be an option once a guild and/or alliance reach a certain level.
- Markers for the leader to pin point where exactly he wants each group or warband to defend or attack.
- An active alert system. It needs to be easy to see/know when your realm is under attack and where you need to be to defend.
(Remember, this is MY point of view, so don't freak out or overreact!)
A constructive discussion is welcome!