   any MMO but MMORPG.
  i agree that RPG is ideal with MMO platform.but i already feel tiresome on MMORPG. also guess most MMO fans will.MMOFPS(Planetside) has been out, and people began to think it's time to make MMORTS. (i assume at least 10 companies making MMORTS now of whole world.)there's a maxim.."be the first or the best"if you can't make the best of MMORPGs. whatever the reason caused by.what will you make to be first?MMOAdventure?MMOSimmulation?MMOSports?MMORacing?MMOFlight Shooting?let's discuss about possiblity and merits for upcoming new MMO   
  i dont think Sports or Racing would gain much as a MMO over a battle.net like normal online multiplayer, 2-16 player play one game from start to finish plus some persistant score keeping system.   ;  If you had a racing game like Need For Speed Underground 2 (I have been playing this recently :) ), where you can drive around and find races to join could work as an MMO.Each race is an instance that is run every (for example) 10 minutes. If there are not enough players to have a complete race then there will be computer controlled cars added to the race.Raceing should not be the only aspect of the game. You could allow players to customise their cars and gain bonuses for them (magazine articles etc). One method for this I have thought of is to have a Appearance stats for the car. These stats are based on how similar the car is to the cars that are winning the big league races. However they are also reduced by having a car that is too similar to too many others (this gives a follow the "heard" but try to have enough differences to stand out from the "heard"). Because this score is dependant on the other players, you will have an ever shifting "optimal value" of conformity and individualism for car designs and configureations. This will give players a constant goal to seek and reason to race (earn money to modify your car).One feature that this kind of game should have is a constant source of income that is not dependant on the races. This could be handeled by having the player's character earn a certain amount of cash over time (like their character had a real job in the world). This income would be indipendant of weather the player was online or not. There could also be "Sponsorships" where the player earns more money for having a contract with a sponsor (they may need to get certain prerequsites before these become available).   ;Quote:Original post by EdtharanIf you had a racing game like Need For Speed Underground 2 (I have been playing this recently :) ), where you can drive around and find races to join could work as an MMO.This game existed.  It was a game called Motor City Online and it failed so miserably that it was taken offline.;  MMOAdventure - About the same as MMORPGMMOSimmulation - Only slight difference from MMORPGMMOSports - Not appliable, you can't have some sport game with 1M people on it!  The most what it can do is like Guild Wars, having town being a lobby for player to look for games, and have completely instanced playing ground.  By then player will start complaining about how it's not MMO.MMORacing - Already been done as stated by SarumanMMO-Flight Shooting - This is a possibility, or is it already been done? Like EVE?;Quote:This game existed. It was a game called Motor City Online and it failed so miserably that it was taken offline.I just read the review. It sounded realy buggy. If WoW had that many issues I think it would have failed too. Towards the end of the review, it seems that the reviewer did uncover some aspects of it that worked and that they did offer a good game. It seemed that it was all the bugs in it that was the main turn off.It still seems that it might still be a good idea, its just that that particular implimentation was quite bad.   ;  I've had a MMOAdventure idea for a while now, although I haven't really spent that much time on it.I was thinking something of a combination of Police Quest and those old photographic D.A games (anyone played those?). Except in a continous shared environment which would generate crimes for players to solve.A possibility would ofcourse have been to have real players play the criminals, but that would IMO stray away from the original concept of the game.Anyway this is not the thread to go in depth on the idea :)EDIT: Note that contrary to lightblade's statement this is nowhere "About the same as MMORPG" if you consider the existing MMORPG games. Quote:MMOSimmulation - Only slight difference from MMORPG Huh? So Fligh Simulator MMO would be similar to MMORPG in what way?   ;  Well, the obvious one is MMOM(Massively Multiplayer Online Mario). I'll let you think of the details. ;)World War II Online featured alot of flight-sim features, so that could sorta cover the simulation/flight genres. It, too, failed horribly.And there was Uru Online that was going to be an MMO adventure. Not enough people signed up for the free beta, so they cancelled it.I'd been thinking of a game somewhat like an MMO stragey game. You wouldn't really build up a base, just control units and blow up things to get more cash. Spend cash to buy new units. Think a turn-based, multiple-units Mech-Warrior. The catch: you'd only be able to make one(possibly) two moves per day. My idea was that once you got alot of units, you'd want to take your time and plan out strategies. Also, only having to log on once a day would make it much more accessible to the average gamer, not just the hard-core. The hard core people could get a vast army of units and spend an hour a day doing a move while the casual gamer just gets a couple of units and logs on for 10 minutes and forgets about it until the next day.   ;  Sounds like a cool idea Ezbez :)Actually came to think of it, I think there is a MMO Flight simulator IIRC.Remember them mentioning something about certain players only playing control tower role coordinating landings etc. Don't remember which game it was! :( Anyone?   ;  MMO adventures have been around since 1979 or so. They are known as "MUD" games (MUSH, MUCK, MUSE, MOO, Mux etc. are subgenres).   