Player Systems

These are systems that would be on the player character level. Some are new ideas, a few are old ideas in a new direction, and others are just really good systems I like!

I added my thoughts in this green text where relevant.

Reputation - Your impact on the world and it's inhabitants

I believe there is a big opportunity to redefine what a reputation system would look like in an MMO, specifically having a system to allow impactful choices for players to chose when engaging with different communities. The below is my take on what the bedrock of an engaging Reputation system would look like, with further systems built on top. 


NOTE: This is to allow single character accounts to not fall dramatically behind accounts with alts. As an example, completing the Main Story Quest for the first time rewards Reputation on that account, while subsequent completions of the MSQ with other characters (alts) on the same account instead converts the Reputation reward to additional Influence for that character.


Region Loyalty - A RPG decision based upon your Reputation

Sometimes, in the act of balancing an MMORPG, the impactful RPG decisions you would have in a strictly single player game can be somewhat lost. Generally there is a good design reason for "watering down" RPG decision elements (story, game-play, conflicting systems, engineering challenges, etc.), however I think ultimately it should be the designers responsibility to try and work around this, adding systems that encourage impactful player choice while not sacrificing general game-play or providing undue power gains (as doing so would ultimately makes the content feel mandatory). That's why I propose building onto the above Reputation system by adding largely a RPG choice at the end: Once you hit max ranks in your Reputation and Influence targets, you can choose which "Region" you want to ally with


Questing - Your lens into the lore

Questing is generally the de-facto way to learn about the lore of the world and it's people. I think this should be a combination of standard questing systems with text boxes and unique random events that happen as you're adventuring through the world (GW2 Dynamic Events are a great example of this). There should be a variety of quests you can complete, all having their own spin on interacting with your character and the players around you. I've always felt like variety and depth are king in questing content. 

Another thought I've had and would like to explore/test would be an auto-leveling system, where you didn't HAVE to complete questing to max level (strictly on ALTs). Something like a WoW Proving Grounds style, where you could prove your mastery of the class over X number of trials, each trial gaining a level till max. 


Mounts - I can RIDE that thing?!

The different between Guild Wars 2 mounts and all other MMO mounts is insane! I would love to translate that feeling and system to all my MMO's, while combining it with some other spins on the mounting system. 

Also, no "WASD" flying, but having the ability of flight is a great avenue to take different kinds of mounts. A great example of the right way to create flying would be Dragonriding from World of Warcraft: Dragonflight. 


Construction/Housing - A place to call home

Homes have an unique place in RPG and some MMO games. You have really interesting systems like Runescape that allow for intricate buildings and can house all sorts of rooms and equipment, but you need to balance that with power gains and keeping people from isolating themselves. I've always liked the concept of a "building" progression system and the design creativity behind it, but it needs to be remembered that you're in a shared world. The ability to escape and work on your own stuff at times is important, but I don't want to sacrifice the idea that "we're all in this together" and have them only as single player accessible. That's why, with any housing system, it should be predominately focused on cosmetic systems and creating your own "corner" in the world that you can share. Additionally, the engagement should come from a source of personal satisfaction rather than an in-game power structure.



Auction House - The engine of commerce

For an Auction House to function well, you primarily need two things: Ease of Use and Participation

The Ease of Use for modern Auction Houses look to be in a decently good place. They are relatively straightforward, functional, and the "rules" are easily understood (things like UX/UI and First-In/Last-Out are generally well received from their perspective audiences). To me, general Participation in using the AH seems to be lagging behind in terms of iteration. For example, having an option to list a request for an item instead of just searching the AH seems like an easy win. You could expand that to have a notice appear for the player when a particular item posts and setting up an automatic bid for it (though you would likely need to disallow auto-buyouts for this action). Something more experimental could be a true bartering system, where you would post an item and take payment in the form of another item instead of the currency normally used.