Shadow of the Colossus had some great large creature slaying. Finding the points to stab, hanging on to the creature, charging up for a large stab.. This active real time combat would be great, but how does it tie in to an mmo? We can't ALL climb around on big stuff as a group, that'd be silly..
I feel EQNext would benefit from intricate group content, almost co-op, as opposed to the raid game. Why not create engaging, rewarding, risky encounters that can be tackled solo or in a small group with the same flare as the raid game? Is it really just the waiting around and the headaches of 20+ people bouncing off the walls that makes the raid game what it is?
Climbing around on a giant creature could be one way of handling that kind of combat. I think most large monsters would be able to scrape a player off without much issue though, so it would be a risky move to try solo. However, if you get a group that disables a creature to the point where someone can hop on and finish it off, that could work.
In a traditional raid setting every player has a role. In wow, you only get three generic roles; healer, tank, dps. But with some fights you get fight specific roles or sub roles; if there is a switch that needs to be flipped, adds that need to be taken care of, a weird mechanic that requires someone to stand RIGHT here and not move ect. Whatever it is, only one or a few people can fill that role for that fight. So if you treat performing the killing strike on a large beast as another one of those roles, then not letting everyone do it doesn't seem like such a big deal.
But I think the biggest difference from scripted raiding would be that the players are essentially dictating what kind of a fight it develops into based on the strategies they decide to use. In a scripted fight, the actions of the creature are immutable and dictate how the players need to respond. In a more free form fight, the players initiate the process, and the creature responds to them or continues doing what it was doing, depending on how effective the players' actions were.
Real basic example would be the dragon fights in Skyrim. After you do enough damage the dragon either crashes out of the sky or stays grounded. This changes the fight. I think this can be expanded upon with more refined criteria for changing the fight and a greater variety of responses from the creatures.
We have scripted phases in fights now, so that's not new. I guess I am saying the next step would be to have multiple possible phases for each creature that branched out instead of being linear; and which phases were activated would depend on the actions of the players.
I know people rarely acknowledge your posts, but I wanted to let you know that I always read them beginning to end. Some of the shit you say is batshit insane, but most of it is really interesting and would make for a great MMO. One day when I'm swimming in pools of gold coins I'll hire people to put together tech demos for some of your suggestions and see how they actually play out since they sound so sexy in theory.
Yeah, I don't tend to hold back when I am thinking of possibilities. That's the nice thing about not actually following through on any of these ideas, they can be as out there as I want them to be. But I think there is some real benefit to just starting a dialogue about possibilities. Otherwise, we get stuck thinking that the only way to do something is the way it has been done, and that leads to stale boring crap.
The style of gameplay that has been well represented in MMO's so far is one that focuses on a sort of flashy, over the top, exaggerated experience. It wants to give the player a roller coaster ride; fast, exciting, and over pretty quick. There is nothing wrong with this style, and done right it can be extremely fun.
There is however, another style of gameplay that is a bit slower paced, and strives to approximate a sense of reality within the game world. It draws the player in by presenting a world that tries to hide all of it's systems behind natural looking mechanisms and presentations. The rules will be different from the real world, but the more real world logic you can apply to the game, the stronger it's illusion.
Now before you say, well that's just the themepark/sandbox debate. It isn't really. Themepark/ sandbox really refers to the amount of freedom a player has to change the world or how to explore it. What I am describing is a difference in how the world is presented to the player, which is Arcade versus Simulation. My Ideal game would be a simulation sandbox style game. I realize that isn't everyone's style, but right now, there hasn't really been a true sandbox simulation andI think it should definitely be given a shot. So maybe some of my ideas sound out there for the arcade themepark mmo's, but I see them working in a different context.