Olorinus the Ludicrous wrote:
the only games like the OP wants that I ever played were MUDs. To be honest when I first started FFXI (my first MMO) I was really disappointed that stuff like RP wasn't built into systems the same way. In the MUD I played before - you actually had to get accepted into a guild (each of which was run by players and controlled a class) to get your higher level class skills. It was neat. Later on you could be a class that was unaffiliated by a guild but there was power-ups (not to mention strength in numbers) if you were part of your class guild.
Gods were actually players that had ascended as well, and each god had a real cult, and could bestow powers on followers who (once again) met requirements. Roleplaying was strictly enforced. Honestly, it was really fun, unfortunately very very difficult to play because typing out combat commands and learning how to get around in a world completely based in text is hard. I wish there was an MMO like that though - with all the institutions run by players and with real roleplay with benefits.
Won't happen though, too niche for development cost.
I reached god (well immortal) status in a MUD before... took years though lol infact just did it back in maybe 2008-2009 and I had been playin since 1997 or 2000. I also played one where you could pick a class but you didnt have access to ALL abilities that class offered if you didnt join a guild, sooo while you could play without being in a guild, youd never reach your full power/potential without being in one, and to get abilities you had to rank up in the guild, so everytime you ranked up in the guild an ability/abilities were unlocked, and to rank up you had to pass tests which we given to you by higher ranking guild members (as opposed to an automated or npc given tests) so other players controlled whether or not you progressed, the test (in my case sense I was in a thieves guild) ranged from:
1. Assassination
2. Seeing if i could sucessfully steal from another guild member or equal or higher talent than me (it was part of the test so they got their stuff back lol)
3. seeing if i could beat a guild member in the PVP arena
4. See if could successfully resist another guild members hypnosis (we were of serpent class and thats how we stole, he used hypnosis to get people to give us there stuff "willingly" as opposed to physically taking it ourselves. But with the right triggers or macros hypnosis can be avoided, or the right items or abilities for example an item that makes it impossible to see what Im carrying.. if my attacker doesnt know what Im carrying he/she doesnt know what to steal from me and thus cant though of course there are ways around THAT too.
5. finding the guild hall, thats right even after joining the guild you couldnt even enter the guild hall until you first figured out WHERE it was, and then figured out how to get in it ONCE you found it, and that was also a requirement for ranking up lol.
also yes roleplaying in there was also strictly enforced.
Another one i played was mostly PVE it was all quest based, no fetch quest all quest required HEAVY puzzle solving and you were only given extremely vague hints and other players couldnt physically come and team up with you and help with teh quests (even if you were both new and stumbled upon it together yo couldnt do/complete it together), if you died you lost experience points and could level down, also you had to avoid instant death traps, instant death rooms (i.e walking into the room was immediate death) and EVERYTHING you carried is dropped where you died, which means youd have to go back to that place and pick them back up (assuming some other player didnt find them first), however if you died in an instant death room then your items were lost because no one (except an immortal.. which i eventually became) could enter those rooms, but immortals werent allowed to interfere, so those items were lost until the servers were reset and everything is returned to its original locations, which the only way to reset was ask an immortal to do it, but all the other players in the game had to agree (as resetting would disrupt their play/progression) or if no immortals were online there was a reset room that you could reset in manually but ALL players had to be in that room for it to work.
the way to become an immortal was make it to a certain level then have some prerequisite quests completed. i just completed ALL quests on the list so i would have knowledge of them all (it also shocked me that even to this day you cant find cheat guide on the internet that shows the solutions to all those quests).
As for super vague quest hints that were allowed, theres on quest with this hard to navigate forest maze (i used to do the mazes by simply wandering around aimlessly until I got out but that maze was so elaborate that "brute forcing" it was practically impossible) there was also a maze that had a room that turned into an instant loop with no exit so while you didnt die the only way to get out was to teleport back to your homepoint which would require dropping all your stuff, so with all youre stuff stuck in that loot room, you didnt lose exp (because no death) but all those items and armor you worked so hard for are again lost until next reset. speaking of which armor and weapons were limited and thus you couldnt keep them after you logged off, so every reset (if there was a lot of ppl playing) was a race of seeing who could get quests done or get to certain areas first/fastest to decently gear up their character for harder stuff, since everyone starts off naked when they log in or reset.
But back to the hints for that super maze... the only hint I could be given was "follow the flowers" and i noticed in the forest you seen areas with flowers of different colors so I tried everything from following blue flower trails, to red flower trails to trying things like taking paths that started with 1 flower, then had 2 flowers, then the path that had 3 flowers hoping hat an increase of flowers by 1 on each path meant the right way, then when that didnt work i tried following paths that only had one flower, or paths that only had 2, or paths that only had 3 etc etc.
Nothing worked, then I remembered a flour mill near the forest and a note i picked up at one point during the quest that mentioned someone who works at the mill cheats on his wife with a woman who lives in a cabin in that forest (the very same cabin that my locator spell showed that the item i was looking for was located in), I also noticed an npc in the mill that was on an endless loop of walking into the mill picking up a bag of flour and walking out. so thats when I connected the dots, pulled out my sword and cut a small hole in one of the bags of flour, the npc immediately came in picked up that bag and walked out, will I left the mill there was a trail of flour going wherever the npc went, which lead to (and through) the forest and to the cabin.
so "follow the flowers" hint. was a play on words for flour and the flowers in the forest were there as a red herring to distract people who got that hint.
Now THAT what i call a developer putting thought into making a quest and something that keeps the player engaged and mentally stimulated (cause i definitely had to use my brain MUCH more than my brawn for ALL of those quests, some i didnt solve for years)
All the kinda stuff i listed above keeps the world much more immerse, and draws you in.. not to mention stuff like those quests would change any educated persons mind about "video games being for brainless people or rots the brain... those quests did the complete opposite or rot my brain.. if anything it forced me to push it close to its limits lol). Moreso than anything Ive ever done in school... especially since school is mostly lecture then memorization, whereas this was no lecture, teaching or memorization it was more of a "throw them into the deep end of the pool and hope they figure out how to swim before they drown" which is just the way i like it.