2. Gameplay Mechanics
This section will discuss and detail the various gameplay mechanics which would constitute to the perfect MMORPG. It will include how the game controls, how skills are used by the player and the general aspects that make the game feel fun and nice to play.
2.1 Control System
The game should not attempt to create anything needlessly complex in the way the player interacts with the game. Movement should be a standard WADS setup with the mouse being used for targeting and camera movement. Holding the right mouse button should rotate the character and holding the left mouse button should rotate the camera, but keep the character moving in the same direction. Left-clicking on a target should select them but it should not make you run up to attack the enemy, nor should it engage you into auto-attack. Right-clicking the target should select them and begin auto-attacking.
2.1.1 Skill use/ Spell casting
Skill or spell use should be incorporated in an intelligent fashion. Any keybinds should be specified within the UI like most MMORPG’s of current whereby you have an action bar where you can choose to place your skills, numbering from “1” to “=” along the top of the keyboard. This is fairly standard within the genre and would still be fine to use. It may also be possible to have a reactive combat system with the use of First-Person camera and the left mouse button attacks, the right blocks (or similar skills therein based on class).
2.1.2 Inventory
The play should have access to his inventory from both a button on the UI and a button on the keyboard. “I” would be a good choice to use, however “B” is very popular due to World of Warcraft. Adding the use of “I” would make the game feel different, however, which is a good thing. The depiction of the inventory in-game should follow one of two patterns. Every item takes up 1 slot, and the player has a certain number of slots based on how many bags they own. Every item has it’s own weight and the player can become encumbered. Money should have a weight, too, to promote bank use. Or, the game could use items as taking up several slots (like Neverwinter Nights, Diablo etc.) as well as having a weight to them. This way, the game would feel more realistic as you couldn’t have 10 suits of armour with you at once. Though, players may not feel happy with this, it is important to bring back the challenge in the MMORPG genre instead of spoon-feeding your audience.