Persistent world
What happens when a player is idle or logged off?
Stay put
Go "home"
Go [somewhere]
Hire protection
NPCs with full lifecycles (essentially bot-players acting in any and every capacity a player might)
NPC adversaries that track the player down from across Calydon
Players cannot damage NPCs in towns
Players can build buildings at the edge of towns, or they can try to develop their own town (significantly more expensive)
How does a player find one market vs another market?
Character:
Reputation
Decision making (leadership & adventuring)
Auto-choose option based on probability and character traits or manually decide
Passive Skills
Skills associated with weapon usage
Weapon attune:
The longer a character uses a single weapon, the more effective the character becomes with it. If the specific item is lost or broken, but is found or repaired, the character retains the effectiveness with that weapon. If the character begins to use a different weapon, but it is of a similar type to a weapon that the character has become attuned with, s/he starts out with a higher affinity to that weapon.
Skill synergy bonuses
Training for skills
Food consumption
Persistent character in world even after log-out
Multi-classing(?)
Resting (faster recovery)
Party members
Run by AI
Will pick up and use the best things they find (can find things the player cannot)
Portability for character: importing into potential sequels.
Movement speed related to the weight you are carrying
Combat:
How do companions behave?
Damage appearing as fading arc
Can pre-design character combat strategy for streamlined automation? (FF14)
Ie: If HP<10%, use medikit
If ammo, attack with bow, else use knife
Controls and Display:
Click to move to location
Graphical inventory
Hover-over stats display
Initially simple interface, highly customizable.
Minimap
Custom key-binding
Economy:
Every player operates independently except for the economy. There will be two merchants in town. One will have a (limited) supply of most common goods at the game economy price. The second merchant will carry goods available from other players, displaying the lowest cost item based on the characters bartering skill. (For example, a player with a great barter skill of 90% will see the 90% lowest costing item from the global market.)
Barter/Currency System
Goods are traded in a barter system, similar to that seen in the Fallout series. A player may trade his/her goods to in game merchants for their set price, or s/he may list them at a specific value with the global merchant. To see if his/her goods have been sold, s/he can speak to the merchant to collect currency of value equal to the items sold to other players in the game.
When buying goods from the global merchant, it is not necessary to use currency, as the global merchant will alternatively accept goods as their low/average value.
Flavor and Interactivity:
Dialog with user-entered text, for a learning growing game vocabulary (older project of Shig: FREUD)
Romance plots
Dynamic monster names
Rich, deep NPCs and interactions
companion(s)
attack, talk
Player managed cities
So large it can’t all be explored by foot
Travel (and combat therein) can be automated, but takes time (discourages long trips)
Last minute decisions
MMO environment
Quest log
Text narration of events
Ambient sounds (e.g. occasional airplane overhead)
Flickering lights due to irregular electricity and dying bulbs.
Ongoing tasks will be animated (e.g. mineral harvesting in RTS)