Common Features
Common Features
Section titled “Common Features”Related: FantasyWeb · FantasyWeb Research · FantasyWeb Features
Imported from local source file: research/common-features.md.
Newgame Consolidated Feature Set
Section titled “Newgame Consolidated Feature Set”Created: 2026-06-03 Purpose: consolidate the feature/mechanics inventories from five prior game research files into one common superset for a new persistent online RPG / PBBG / MUD-inspired game. Source files read:
everquest-features.mdmelvor-features.mddiscworldmud-features.mdsimplemmo-features.mdtorn-features.md
This document combines and normalizes the major features from EverQuest, Melvor Idle, Discworld MUD, SimpleMMO, and Torn into a shared design vocabulary. It is not a one-to-one clone of any single game. It is a consolidated mechanics and player-action blueprint that encompasses the systems found across all five references.
1. Design identity
Section titled “1. Design identity”Newgame is a persistent, text/action-first online RPG where players build a long-lived character through combat, skills, economy, social organizations, crime/legal risk, idle progression, quests, crafting, collections, and competitive systems.
The game should support several overlapping play styles:
- Traditional RPG/MMO play: classes, roles, parties, raids, quests, loot, death recovery, factions, and long-term gear progression.
- MUD-style text interaction: command verbs, room/location descriptions, conversations, emotes, guild/profession identity, player-run institutions, writing, councils, roleplay, and deep help systems.
- Idle/skilling play: repeatable actions, offline progress, mastery, production chains, automation upgrades, and completionist goals.
- Browser/PBBG play: timed resources, daily tasks, stepping/travel, PvP, markets, guild wars, leaderboards, premium currency, and session-friendly actions.
- Crime/economy sandbox play: nerve-like crime actions, jail/hospital consequences, companies, factions, banking, stock/market systems, property, racing/casino side systems, and risk/reward timers.
The common fantasy is:
Create a persistent identity, choose how to spend limited resources and time, perform actions, gain skill/XP/items/money/status, join organizations, unlock deeper loops, compete or cooperate with other players, and accumulate long-term progression across many parallel systems.
2. Consolidated source-game coverage map
Section titled “2. Consolidated source-game coverage map”{| class=“wikitable”
| ! Source game/file !! Major feature families contributed to Newgame |
|---|
| EverQuest |
| - |
| Melvor Idle |
| - |
| Discworld MUD |
| - |
| SimpleMMO |
| - |
| Torn |
| } |
3. Unified core gameplay loop
Section titled “3. Unified core gameplay loop”3.1 New-player loop
Section titled “3.1 New-player loop”Create account and character.
Section titled “Create account and character.”Choose identity options such as name, origin, race/species, background, class/profession, faction alignment, deity/belief, or starting stats.
Section titled “Choose identity options such as name, origin, race/species, background, class/profession, faction alignment, deity/belief, or starting stats.”Complete tutorial/newbie tasks that teach:
Section titled “Complete tutorial/newbie tasks that teach:”** looking/examining, ** travelling/stepping, ** fighting, ** resting/healing, ** inventory/equipment, ** quest dialogue, ** training skills, ** shops/banking, ** chat/help.
Perform early low-risk actions: fight weak enemies, step/explore, gather materials, commit beginner crimes, run errands, train at the gym, complete starter quests, or begin an idle skill.
Section titled “Perform early low-risk actions: fight weak enemies, step/explore, gather materials, commit beginner crimes, run errands, train at the gym, complete starter quests, or begin an idle skill.”Earn starter XP, money, items, skill levels, achievements, faction changes, and unlocks.
Section titled “Earn starter XP, money, items, skill levels, achievements, faction changes, and unlocks.”Buy food, tools, bags, weapons, armour, spells, supplies, or property/rent basics.
Section titled “Buy food, tools, bags, weapons, armour, spells, supplies, or property/rent basics.”Join a group, guild, faction, company, club, or other social structure.
Section titled “Join a group, guild, faction, company, club, or other social structure.”Pick one or more longer-term goals.
Section titled “Pick one or more longer-term goals.”3.2 Session loop
Section titled “3.2 Session loop”A normal session should support short or long play:
Check status: resources, cooldowns, mail, notifications, tasks, market sales, guild/faction events, and offline results.
Section titled “Check status: resources, cooldowns, mail, notifications, tasks, market sales, guild/faction events, and offline results.”Choose an activity based on available resources:
Section titled “Choose an activity based on available resources:”** fight, ** train, ** travel, ** gather, ** craft, ** quest, ** crime, ** market trade, ** socialize, ** manage property/company/guild, ** perform idle action, ** send agents/companions, ** join event/world boss/raid.
Resolve action outcomes.
Section titled “Resolve action outcomes.”Gain rewards or consequences.
Section titled “Gain rewards or consequences.”Spend rewards on progression.
Section titled “Spend rewards on progression.”Set up the next timed/idle/offline action.
Section titled “Set up the next timed/idle/offline action.”3.3 Combat loop
Section titled “3.3 Combat loop”Select or encounter a target.
Section titled “Select or encounter a target.”Evaluate target difficulty, rewards, faction/legal status, and risk.
Section titled “Evaluate target difficulty, rewards, faction/legal status, and risk.”Engage solo, with companion, party, guild, raid, or mercenary.
Section titled “Engage solo, with companion, party, guild, raid, or mercenary.”Use attacks, spells, abilities, pets, consumables, buffs, debuffs, tactics, crowd control, and defensive options.
Section titled “Use attacks, spells, abilities, pets, consumables, buffs, debuffs, tactics, crowd control, and defensive options.”Manage HP/life, mana, endurance/energy, aggro, cooldowns, positioning/state, and consumables.
Section titled “Manage HP/life, mana, endurance/energy, aggro, cooldowns, positioning/state, and consumables.”Win, flee, die, be hospitalized, be jailed, or retreat.
Section titled “Win, flee, die, be hospitalized, be jailed, or retreat.”Loot rewards, split rewards, gain XP/skill/faction/crime progress, and trigger achievements.
Section titled “Loot rewards, split rewards, gain XP/skill/faction/crime progress, and trigger achievements.”Recover, heal, rebuff, repair, or serve penalties.
Section titled “Recover, heal, rebuff, repair, or serve penalties.”3.4 Skilling/idle loop
Section titled “3.4 Skilling/idle loop”Pick a skill action: mine, fish, chop, craft, train, research, educate, worship, work, gather, or perform a profession.
Section titled “Pick a skill action: mine, fish, chop, craft, train, research, educate, worship, work, gather, or perform a profession.”Pay input costs: time, cooldown, energy, tool durability, materials, money, attention, or risk.
Section titled “Pay input costs: time, cooldown, energy, tool durability, materials, money, attention, or risk.”Action repeats actively or idles offline.
Section titled “Action repeats actively or idles offline.”Gain skill XP and per-action mastery.
Section titled “Gain skill XP and per-action mastery.”Produce materials/items/currency/status.
Section titled “Produce materials/items/currency/status.”Convert outputs through production chains.
Section titled “Convert outputs through production chains.”Unlock new actions, recipes, tools, modifiers, automation, and areas.
Section titled “Unlock new actions, recipes, tools, modifiers, automation, and areas.”Repeat toward mastery/completion.
Section titled “Repeat toward mastery/completion.”3.5 Economy loop
Section titled “3.5 Economy loop”Acquire money, items, materials, currencies, or premium tokens through gameplay.
Section titled “Acquire money, items, materials, currencies, or premium tokens through gameplay.”Store them in inventory, bags, bank, vault, property, guild storage, market listings, or collection logs.
Section titled “Store them in inventory, bags, bank, vault, property, guild storage, market listings, or collection logs.”Use merchants, player markets, auctions, bazaars, barter/buy orders, direct trades, stock markets, museums, shops, dumping grounds, and premium stores.
Section titled “Use merchants, player markets, auctions, bazaars, barter/buy orders, direct trades, stock markets, museums, shops, dumping grounds, and premium stores.”Convert resources into power, convenience, cosmetics, social standing, or speculation.
Section titled “Convert resources into power, convenience, cosmetics, social standing, or speculation.”Track price history, taxes, listing fees, risk, market manipulation, and scarcity.
Section titled “Track price history, taxes, listing fees, risk, market manipulation, and scarcity.”Reinvest profits into better gear, property, company/guild support, crafting mastery, education, or competitive play.
Section titled “Reinvest profits into better gear, property, company/guild support, crafting mastery, education, or competitive play.”3.6 Social/organization loop
Section titled “3.6 Social/organization loop”Meet players through chat, forums, groups, guilds, companies, factions, travel parties, raids, PvP, markets, help channels, or roleplay.
Section titled “Meet players through chat, forums, groups, guilds, companies, factions, travel parties, raids, PvP, markets, help channels, or roleplay.”Join or create an organization.
Section titled “Join or create an organization.”Contribute resources, XP, money, items, labour, writing, leadership, or combat power.
Section titled “Contribute resources, XP, money, items, labour, writing, leadership, or combat power.”Earn ranks, permissions, perks, shared storage, social identity, and access to organization-only content.
Section titled “Earn ranks, permissions, perks, shared storage, social identity, and access to organization-only content.”Participate in guild wars, faction chains, raids, councils, newspapers, community challenges, companies, or clubs.
Section titled “Participate in guild wars, faction chains, raids, councils, newspapers, community challenges, companies, or clubs.”Build reputation and long-term relationships.
Section titled “Build reputation and long-term relationships.”3.7 Long-term progression loop
Section titled “3.7 Long-term progression loop”Raise levels, stats, skills, mastery, ranks, merits, AAs, achievements, and organization standing.
Section titled “Raise levels, stats, skills, mastery, ranks, merits, AAs, achievements, and organization standing.”Unlock deeper content: harder enemies, professions, crimes, raids, dungeons, missions, companies, travel destinations, production chains, and events.
Section titled “Unlock deeper content: harder enemies, professions, crimes, raids, dungeons, missions, companies, travel destinations, production chains, and events.”Optimize gear, pets, companions, property, titles, loadouts, buffs, passives, and automation.
Section titled “Optimize gear, pets, companions, property, titles, loadouts, buffs, passives, and automation.”Complete collections, bestiaries, item logs, achievements, quests, medals, honors, and completion capes/titles.
Section titled “Complete collections, bestiaries, item logs, achievements, quests, medals, honors, and completion capes/titles.”Build alternate characters/personas/classes/play styles.
Section titled “Build alternate characters/personas/classes/play styles.”Continue through seasonal events, expansion-style updates, server rule variants, and community meta systems.
Section titled “Continue through seasonal events, expansion-style updates, server rule variants, and community meta systems.”4. Feature/component inventory
Section titled “4. Feature/component inventory”{| class=“wikitable”
| ! Area !! Consolidated features/components |
|---|
| Account/platform |
| - |
| Character identity |
| - |
| Stats/resources |
| - |
| Progression |
| - |
| Commands/actions |
| - |
| Combat |
| - |
| Magic/abilities |
| - |
| Skills |
| - |
| Idle/offline |
| - |
| Quests/tasks |
| - |
| Economy |
| - |
| Items/inventory |
| - |
| Crafting/production |
| - |
| Travel/world |
| - |
| Social |
| - |
| Organizations |
| - |
| PvP/conflict |
| - |
| Risk/recovery |
| - |
| Housing/property |
| - |
| Companions |
| - |
| Completion |
| - |
| Events/minigames |
| - |
| Monetization |
| - |
| Moderation/rules |
| - |
| Meta/community |
| } |
5. Player identity and account systems
Section titled “5. Player identity and account systems”5.1 Account
Section titled “5.1 Account”Features:
- Register/login.
- Email/password or external auth.
- Account security settings.
- API keys for external tools.
- Notification preferences.
- Privacy preferences.
- Session history and logs.
- Mobile/browser/desktop compatibility.
- Cloud save/account sync.
- Account-wide unlocks.
- Character slots.
- Premium membership state.
Actions:
create accountloginconfigure securitygenerate api keyset notification preferencesclaim account rewardcreate characterswitch character
5.2 Profile and public identity
Section titled “5.2 Profile and public identity”Features:
- Public profile page.
- Avatar/portrait.
- Badges and honors.
- Titles.
- Rank.
- Level.
- Organization affiliations.
- Showcase items/collections.
- Personal biography/status.
- Battle statistics and achievements.
- Privacy toggles for sensitive information.
Actions:
view profileedit biographyequip titleselect honorequip badgeshowcase iteminspect playersend message
6. Character creation and build model
Section titled “6. Character creation and build model”6.1 Character choices
Section titled “6.1 Character choices”Newgame can merge the five sources by allowing characters to define themselves across several axes:
- Race/species/origin: EverQuest-style race benefits/faction starts; MUD-style culture/background; cosmetic or mechanical traits.
- Class: combat role and ability package.
- Guild/profession: Discworld-style occupational identity and advancement costs.
- Deity/belief/worship: faction, rituals, temporary boosts, quests, or roleplay.
- Background: crime/economy/social starting modifier.
- Stats: initial stat allocation.
- Server/ruleset: standard/live, seasonal, progression, hardcore, ironman/solo, idle-focused, PvP, or economy-focused.
6.2 Classes and roles
Section titled “6.2 Classes and roles”Core roles should cover:
- Tank.
- Healer.
- Melee DPS.
- Ranged DPS.
- Caster DPS.
- Crowd control.
- Pet/summoner.
- Support/buffer.
- Debuffer/slower.
- Puller/scout.
- Rogue/thief/criminal.
- Crafter/merchant.
- Leader/commander.
- Hybrid classes.
Class examples as archetypes:
- Warrior / brawler / berserker.
- Paladin / holy knight.
- Shadow knight / dark knight.
- Rogue / thief / assassin.
- Monk / martial artist.
- Ranger / hunter.
- Bard / performer.
- Wizard / mage.
- Witch / ritualist.
- Priest / cleric.
- Shaman / alchemist.
- Necromancer / death mage.
- Enchanter / mind mage.
- Merchant / trader.
- Criminal / fixer.
- Company executive / worker.
6.3 Alternate personas and alts
Section titled “6.3 Alternate personas and alts”To encompass EverQuest personas and common PBBG alt/account concepts:
- One character may unlock alternate personas: alternate class/profession builds with shared account/character identity.
- Personas can have separate skills/spells/loadouts/bind points while sharing inventory, bank, achievements, and organization ties where appropriate.
- Switching should be restricted by safety rules: out of combat, not jailed/hospitalized, not in a locked mission, not mid-trade.
- Additional characters/alts may exist per account, subject to anti-abuse rules.
7. Stats, resources, and timers
Section titled “7. Stats, resources, and timers”7.1 Primary stats
Section titled “7.1 Primary stats”Merge of RPG/MUD/PBBG stat models:
- Strength: melee damage, carrying, intimidation, mining/smithing.
- Defence/Constitution/Stamina: HP, mitigation, survival.
- Dexterity/Agility: accuracy, evasion, stealth, theft, quest success, crits.
- Intelligence: magic, research, education, crime planning, skill learning.
- Wisdom/Faith: rituals, healing, prayer, resistance, skill learning.
- Charisma/People: trading prices, charm, leadership, negotiation, company/social systems.
- Luck: drops, critical events, crime outcomes, gambling, rare encounters.
7.2 Derived combat stats
Section titled “7.2 Derived combat stats”- HP/life.
- Mana.
- Endurance.
- Armour/defence/mitigation.
- Accuracy.
- Evasion.
- Damage reduction.
- Resistances.
- Critical chance/damage.
- Initiative/speed.
- Threat/aggro generation.
- Healing power.
- Spell power.
- Carry capacity.
7.3 Action resources
Section titled “7.3 Action resources”- Energy: combat, arena, training, sprinting, PvP.
- Nerve: crimes and risky illegal actions.
- Happy/morale: gym/training effectiveness, work, social actions.
- Guild points / faith points / prayer points: profession or belief abilities.
- Action points: idle/active actions.
- Quest points: quest attempts or unlocks.
- Profession stamina: long idle jobs.
- Cooldowns: cooldown timers for crimes, drugs/boosters, travel, hospital, jail, missions, raids.
7.4 Regeneration
Section titled “7.4 Regeneration”Resources regenerate through:
- Real-time timers.
- Ticks while online.
- Offline simulation.
- Food/drink.
- Rest/sit/meditate.
- Healing NPCs.
- Hospital/medical systems.
- Potions/drugs/boosters.
- Housing/property/staff bonuses.
- Guild/company/faction perks.
- Premium upgrades or membership caps.
8. Command/action interface model
Section titled “8. Command/action interface model”Even if presented in a browser UI, the common model should be reducible to verbs.
8.1 Core verbs
Section titled “8.1 Core verbs”lookglanceinspecttargetconsiderhailsaymovesteptravelfollowattackcastuse abilitylootequipunequipbuyselltradebankcraftgathertrainworkstudycrimeresthealfleejoininvitemessagereport
8.2 Help/discovery
Section titled “8.2 Help/discovery”Borrowing from Discworld and MMO manuals:
- In-game help search.
- Command syntax pages.
- Room/location help.
- Item help.
- Skill help.
- Class/guild help.
- Newbie channel.
- Wiki links.
- Tooltips/docs.
- Spoiler-aware hints.
- Tutorial tasks.
Actions:
help <topic>syntax <command>tutorial nextask newbie channelview guide
9. World, travel, and exploration
Section titled “9. World, travel, and exploration”9.1 World model
Section titled “9.1 World model”The combined world can support both MUD rooms and browser location hubs:
- Named locations.
- Travel routes.
- Rooms/areas with exits.
- Random step encounters.
- Material nodes.
- NPC services.
- Markets/shops.
- Faction territory.
- Dungeons/instances.
- Abroad/travel destinations.
- Event locations.
- Player/guild property.
9.2 Movement systems
Section titled “9.2 Movement systems”Features:
- Directional movement.
- Step/travel button with cooldown.
- Sprint/fast travel using energy.
- Mounts.
- Teleport/gate/origin/bind points.
- Airstrip/abroad travel timers.
- Carriages/ferries/routes.
- Travel parties.
- Campfires/fellowship travel.
- Guild hall portals.
- Housing anchors.
- Pick/instance selection under crowding.
9.3 Exploration rewards
Section titled “9.3 Exploration rewards”- Exploration XP.
- Location unlocks.
- NPC discovery.
- Shops/services unlocked.
- Material nodes.
- Random encounters.
- Collectibles.
- Achievements.
- Faction discoveries.
- Quest hooks.
- Hidden commands/puzzles.
10. Combat systems
Section titled “10. Combat systems”10.1 Combat modes
Section titled “10.1 Combat modes”- Solo PvE.
- Group PvE.
- Dungeon instances.
- Raid encounters.
- Battle arena tiers.
- World bosses.
- PvP attacks.
- Duels.
- Guild/faction wars.
- Bounties.
- Territory/chain fights.
- Crime-related combat.
- Event bosses.
10.2 Combat flow
Section titled “10.2 Combat flow”Common steps:
Choose target or encounter.
Section titled “Choose target or encounter.”Evaluate target through con/difficulty/rank/level/power.
Section titled “Evaluate target through con/difficulty/rank/level/power.”Choose stance/tactics/loadout.
Section titled “Choose stance/tactics/loadout.”Engage.
Section titled “Engage.”Resolve rounds/actions.
Section titled “Resolve rounds/actions.”Use abilities, spells, pets, items, and defensive moves.
Section titled “Use abilities, spells, pets, items, and defensive moves.”Apply buffs/debuffs/status effects.
Section titled “Apply buffs/debuffs/status effects.”Check flee/auto-flee/death/hospital/jail states.
Section titled “Check flee/auto-flee/death/hospital/jail states.”Grant rewards/consequences.
Section titled “Grant rewards/consequences.”10.3 Combat components
Section titled “10.3 Combat components”- Auto-attack.
- Manual skills.
- Special attacks.
- Critical/special procs.
- Weapon delay/speed.
- Dual wield/two-hand/ranged styles.
- Combat triangle or damage-type affinity.
- Armour and resistances.
- Accuracy/evasion.
- Aggro/hate.
- Taunt.
- Pulling.
- Crowd control.
- Pets/summons/mercs.
- Consumables.
- Loadouts.
- Stances/tactics.
- Auto-eat/auto-flee.
- Death/hospital/jail outcomes.
10.4 Role-based combat
Section titled “10.4 Role-based combat”- Tank holds aggro and survives.
- Healer restores HP and cures.
- DPS kills quickly.
- Crowd controller manages adds.
- Puller controls encounter pacing.
- Support buffs/debuffs.
- Pet class delegates tank/DPS to companion.
- Criminal/rogue uses stealth/backstab/poison.
- Bard/performer uses songs and temporary effects.
10.5 Death, hospital, jail, and recovery
Section titled “10.5 Death, hospital, jail, and recovery”To encompass all five games, defeat can branch:
- Death/corpse: corpse recovery, resurrection, XP loss, item risk.
- Hospital: timed incapacitation, medical item use, attacks causing hospitalization.
- Jail: failed crimes, busting, bailing, jail time, crime penalties.
- No-health state: cannot perform some actions until healed.
- Hardcore death: permanent or severe penalty mode.
- Auto-flee/wimpy: automatic retreat at threshold.
- Resurrection/healing: player, NPC, item, spell, mercenary, or hospital recovery.
11. Magic, abilities, and supernatural systems
Section titled “11. Magic, abilities, and supernatural systems”11.1 Spell/ability categories
Section titled “11.1 Spell/ability categories”- Direct damage.
- Damage over time.
- Healing.
- Buffs.
- Debuffs.
- Roots.
- Snares.
- Stuns.
- Mezzes.
- Charms.
- Fear.
- Summons.
- Teleports.
- Resurrection.
- Invisibility/stealth.
- Levitation/movement.
- Rituals/prayers.
- Songs.
- Curses/auroras.
- Disciplines.
- AAs/merits/perks.
11.2 Magic resource models
Section titled “11.2 Magic resource models”- Mana.
- Prayer/faith points.
- Guild points.
- Reagents/runes/components.
- Cooldowns.
- Spellbook/memorized slots.
- Skill checks.
- Fizzle/interrupt/channeling.
- Alignment/deity/faction requirements.
11.3 Ability progression
Section titled “11.3 Ability progression”- Learn from trainer/guild.
- Buy spells/books.
- Research/craft spells.
- Unlock via level/skill/mastery/AAs/merits.
- Unlock through quests/achievements/faction.
- Equip ability loadouts.
- Upgrade ranks.
12. Skills, mastery, training, and education
Section titled “12. Skills, mastery, training, and education”12.1 Skill families
Section titled “12.1 Skill families”A combined skill tree should include:
- Combat: attack, strength, defence, hitpoints, ranged, magic, prayer, slayer, weapon skills.
- Gathering: woodcutting, fishing, mining, farming, harvesting, foraging, treasure hunting.
- Crafting: cooking, firemaking, smithing, fletching, crafting, tailoring, pottery, brewing, baking, jewelcraft, tinkering, alchemy, poison, research.
- Social/people: bargaining, teaching, leadership, persuasion, charm, company management.
- Covert/crime: stealth, theft, burglary, hacking, lockpicking, assassination, smuggling.
- Faith/magic: rituals, spells, divination, conjuration, evocation, alteration, abjuration.
- Utility: swimming, tracking, sense heading, safe fall, cartography, archaeology, astrology, summoning.
- Training/gym: strength, speed, dexterity, defence, battle stats.
- Education: long-term courses that unlock passives, jobs, crimes, crafting, efficiency, or perks.
12.2 Skill progression models
Section titled “12.2 Skill progression models”Support multiple improvement paths:
- Use-based skill-ups.
- XP purchase at guilds/trainers.
- Player teaching.
- Self-teaching.
- Taskmaster random awards.
- Idle/repeating actions.
- Offline simulation.
- Training/gym sessions.
- Education courses.
- AA/merit/perk purchases.
- Mastery per action/recipe/item.
12.3 Mastery
Section titled “12.3 Mastery”From Melvor and crafting systems:
- Each repeated action can have mastery level.
- Mastery improves efficiency, success chance, output, interval, cost, or bonuses.
- Mastery pool/checkpoints can give global benefits.
- Mastery tokens or special drops can accelerate mastery.
- Completion goals require mastery across all actions.
12.4 Education and long-term passive training
Section titled “12.4 Education and long-term passive training”From Torn:
- Courses run over real time.
- Courses unlock skills, passives, crimes, jobs, item effects, or crafting options.
- Course trees/faculties create long-term planning.
- Education can be accelerated by perks, property, company specials, or premium items.
13. Idle and offline progression
Section titled “13. Idle and offline progression”13.1 Repeating action engine
Section titled “13.1 Repeating action engine”Features:
- Select action.
- Display interval/time remaining.
- Repeat until stopped, resource exhausted, death/risk state, bank full, or condition fails.
- Accumulate XP/items/currency.
- Track mastery.
- Support action queue or limited automation where balanced.
13.2 Offline simulation
Section titled “13.2 Offline simulation”Features:
- Calculate progress while away.
- Cap offline duration.
- Show offline summary.
- Respect resource requirements.
- Prevent impossible/dead states.
- Support safe offline actions and risky offline actions separately.
13.3 Idle professions
Section titled “13.3 Idle professions”From SimpleMMO/Torn/Melvor:
- Long work shifts.
- EP/energy conversion.
- Profession ranks.
- Company jobs.
- Passive wages.
- Skill XP.
- Locked actions while working.
- Promotions and career pathways.
13.4 Agent/Overseer-like missions
Section titled “13.4 Agent/Overseer-like missions”- Collect agents/helpers.
- Send them on timed missions.
- Match traits/rarities to tasks.
- Claim rewards after timer.
- Use as catch-up or side progression.
14. Quests, tasks, jobs, missions, crimes
Section titled “14. Quests, tasks, jobs, missions, crimes”14.1 Quest types
Section titled “14.1 Quest types”- Dialogue keyword quests.
- Item hand-in quests.
- Kill quests.
- Collection quests.
- Delivery jobs.
- Puzzle quests.
- Profession/guild quests.
- Faction reputation quests.
- Epic/long-chain quests.
- Newbie/tutorial quests.
- Repeatable tasks.
- Time-limited event quests.
14.2 Tasks and daily objectives
Section titled “14.2 Tasks and daily objectives”- Daily tasks.
- Weekly tasks.
- Monthly tasks.
- Streaks.
- Completion chests.
- Task rerolls.
- Auto-perform for repetitive tasks.
- Multiple-click actions for bulk execution.
14.3 Missions and adventures
Section titled “14.3 Missions and adventures”- Instanced/group missions.
- Scalable heroic adventures.
- Mission shops.
- Lockouts.
- Generated objective chains.
- Rewards: XP, currency, loot, faction, flags, achievements.
14.4 Jobs and companies
Section titled “14.4 Jobs and companies”- Starter jobs.
- Player-run companies.
- Employee roles.
- Director controls.
- Work stats.
- Company specials/perks.
- Wages.
- Promotions.
- Company stock/inventory.
- Company competition.
14.5 Crimes
Section titled “14.5 Crimes”Crime system should include:
- Nerve cost.
- Crime skill.
- Crime categories.
- Success/failure outcomes.
- Jail/hospital risk.
- Evidence/logs.
- Illegal item requirements.
- Organized crime for groups/factions.
- Unlocks by skill, education, faction, merit, item, or reputation.
Examples of crime verbs:
shopliftpickpocketburglaryscamhacksmugglearsonassassinatelaunder money
15. Economy, currencies, markets, and banking
Section titled “15. Economy, currencies, markets, and banking”15.1 Currency model
Section titled “15.1 Currency model”Support many currency types:
- Basic money: coins/cash/gold/platinum.
- Premium currency: diamonds/points/Daybreak-Cash-like store currency.
- Tradeable membership token: Krono-like token.
- Alternate currencies: slayer coins, museum tokens, mission currency, faction currency, loyalty currency, event currency, guild currency, company points.
- Soft resources: energy, nerve, happy, mastery pool, prayer points.
- Tokens: keys, chests, dumping tokens, achievement points.
15.2 Banking/storage
Section titled “15.2 Banking/storage”Features:
- Personal inventory.
- Bags.
- Bank.
- Shared/account bank.
- Vault.
- Property storage.
- Guild bank.
- Company storage.
- Tradeskill depot.
- Collection storage.
- Marketplace escrow.
- Safe deposit boxes.
15.3 NPC commerce
Section titled “15.3 NPC commerce”- Item shops.
- Location shops.
- Food/healer shops.
- Spell/ability trainers.
- Crafting vendors.
- Pawn/vendor sales.
- Price modifiers from charisma/faction/perks.
- Shop stock and restock timers.
15.4 Player commerce
Section titled “15.4 Player commerce”- Direct trade.
- Player market/listings.
- Auction house.
- Bazaar.
- Barter/buy orders.
- Stock market.
- Company market.
- Property market.
- Parcel/mail delivery.
- Taxes and fees.
- Price history.
- Trade confirmations.
- Anti-scam warnings.
15.5 Special economy systems
Section titled “15.5 Special economy systems”- Dumping grounds: discard items for tokens; search/dive for discarded items.
- Museum: donate rare items/sets for points/status.
- Orphanage/donations: community donation goals.
- Vault puzzle: daily shared code/guess reward system.
- Casino: gambling minigames.
- Racing: vehicle market, upgrades, races, skill/leaderboards.
16. Items, inventory, equipment, and loot
Section titled “16. Items, inventory, equipment, and loot”16.1 Item categories
Section titled “16.1 Item categories”- Weapons.
- Armour.
- Accessories.
- Tools.
- Food.
- Potions/medical items/drugs/boosters.
- Books/spell scrolls.
- Crafting materials.
- Quest items.
- Keys.
- Chests.
- Pets/familiars/mounts.
- Cosmetics.
- Avatars/sprites/backgrounds/cards.
- Collectibles.
- Augments/enhancements.
- Clickies/usable items.
- Property items/furniture/trophies.
- Event items.
16.2 Item properties
Section titled “16.2 Item properties”- Rarity.
- Level requirement.
- Class/race/profession restrictions.
- Bound/no-trade/lore/unique.
- Durability/charges.
- Stats.
- Damage/delay/speed.
- Effects/procs.
- Click effects.
- Augment slots.
- Set bonuses.
- Marketability.
- Collection eligibility.
- Storage restrictions.
16.3 Loot systems
Section titled “16.3 Loot systems”- Corpse loot.
- Auto-loot.
- Advanced loot preferences.
- Need/greed/pass.
- Master looter.
- Group splits.
- Dungeon/raid chests.
- World boss qualification rewards.
- PvP theft/drop chance.
- Crime rewards.
- Chest/key opening.
- Offline loot summary.
17. Crafting, gathering, and production chains
Section titled “17. Crafting, gathering, and production chains”17.1 Gathering systems
Section titled “17.1 Gathering systems”- Woodcutting.
- Mining.
- Fishing.
- Farming.
- Harvesting.
- Foraging.
- Hunting.
- Treasure hunting.
- Archaeology/cartography.
- Event gathering.
17.2 Crafting systems
Section titled “17.2 Crafting systems”- Cooking.
- Brewing.
- Baking.
- Smithing/blacksmithing.
- Fletching.
- Tailoring.
- Crafting/general artisan work.
- Runecrafting/research.
- Herblore/alchemy.
- Poison making.
- Jewelry making.
- Pottery.
- Tinkering.
- Construction/housing items.
17.3 Production chains
Section titled “17.3 Production chains”Examples:
- Logs → planks/arrows/firemaking/crafting.
- Ore → bars → weapons/armour/tools.
- Fish/raw food → cooked food → combat survival.
- Herbs/seeds → potions → combat/skilling boosts.
- Runes/reagents → spells/magic combat.
- Leather/cloth → armour/bags/cosmetics.
- Archaeology finds → museum tokens/collections/gear.
- Crime materials → illegal items → organized crime or market sales.
17.4 Crafting mechanics
Section titled “17.4 Crafting mechanics”- Recipes.
- Ingredients.
- Tools/stations.
- Skill requirement.
- Success/failure chance.
- Failure material loss.
- Skill-up chance.
- Mastery/trophy evolution.
- Quality tiers.
- Random rare outputs.
- Bulk crafting.
- Offline crafting.
- Market integration.
18. Progression systems
Section titled “18. Progression systems”18.1 Levels and ranks
Section titled “18.1 Levels and ranks”- Character level.
- Combat level.
- Skill levels.
- Profession ranks.
- Crime skill/rank.
- Company rank.
- Guild/faction rank.
- PvP rank.
- Raid progression flags.
- Honor/rank titles.
- Legacy/prestige levels.
18.2 Alternate advancement, merits, perks
Section titled “18.2 Alternate advancement, merits, perks”Combined long-term passives:
- AA points.
- Merits.
- Skill points/stat points.
- Perk trees.
- Organization perks.
- Company specials.
- Education passives.
- Property staff/passives.
- Membership perks.
- Achievement rewards.
18.3 Prestige/legacy modes
Section titled “18.3 Prestige/legacy modes”From SimpleMMO/Melvor modes and MMO progression servers:
- Legacy reset/prestige for permanent bonuses.
- Hardcore mode.
- Adventure/unlock-economy mode.
- Ancient relic/dungeon-gated mode.
- Ironman/self-found mode.
- Seasonal league/server.
- Progression server with expansion unlock schedule.
- Random-loot or special-rules server.
19. Factions, reputation, law, and alignment
Section titled “19. Factions, reputation, law, and alignment”19.1 Factions/reputation
Section titled “19.1 Factions/reputation”- NPC factions.
- Player factions.
- City/region standing.
- Company reputation.
- Criminal reputation.
- Guild reputation.
- Deity/belief standing.
- Merchant pricing effects.
- Quest eligibility.
- Kill-on-sight hostility.
19.2 Law and consequences
Section titled “19.2 Law and consequences”- Crimes can trigger jail.
- Attacks can trigger hospital or bounty.
- Illegal goods may create risk.
- Faction wars may alter safe zones.
- PvP actions may create logs or revenge rights.
- Reputation can open or close shops, jobs, companies, quests, and social options.
19.3 Bounties
Section titled “19.3 Bounties”- Place bounty.
- Claim bounty.
- Bounty board.
- Bot/system bounties.
- Faction/guild bounties.
- Reward escrow.
- Anti-abuse restrictions.
20. Organizations and social structures
Section titled “20. Organizations and social structures”20.1 Groups/parties
Section titled “20.1 Groups/parties”- Invite/disband.
- Roles: tank, healer, DPS, support, puller, crowd control, looter.
- Shared XP and loot.
- Travel party mechanics.
- Group tasks/missions.
- Mercenaries fill slots.
20.2 Guilds
Section titled “20.2 Guilds”- Create/join guild.
- Ranks and permissions.
- Guild chat.
- Guild XP/GEXP.
- Guild bank/storage.
- Guild raids.
- Guild wars.
- Guild halls.
- Guild perks.
- Recruitment and applications.
20.3 Factions
Section titled “20.3 Factions”- Join faction.
- Faction perks.
- Armory/storage.
- War/chain/territory systems.
- Organized crime or organized conflict.
- Shared missions and ranking.
20.4 Companies
Section titled “20.4 Companies”- Player-run business.
- Employees/directors.
- Job roles.
- Company specials.
- Production/profit.
- Company rank and reputation.
- Stock/market interactions where applicable.
20.5 Clubs, families, councils, governance
Section titled “20.5 Clubs, families, councils, governance”From Discworld-style social depth:
- Player clubs.
- Families/marriage/relationships.
- City-state citizenship.
- Player councils.
- Elected roles.
- Laws/rules within player institutions.
- Newspapers and public writing.
- Player-run shops.
- Newbie helper organizations.
20.6 Fellowships and travel groups
Section titled “20.6 Fellowships and travel groups”- Small friend groups.
- Shared campfire/teleport point.
- Catch-up/vitality mechanics.
- Shared announcements/storage/perks.
21. Communication and community
Section titled “21. Communication and community”21.1 Chat systems
Section titled “21.1 Chat systems”- Local say.
- Tell/private message.
- Group chat.
- Guild chat.
- Faction chat.
- Company chat.
- Trade/auction chat.
- Newbie/help chat.
- OOC/global chat.
- Support chat.
- Ads chat.
- Custom channels.
- Emotes/soul commands.
21.2 Forums/boards/newspaper
Section titled “21.2 Forums/boards/newspaper”- Discussion boards.
- Forum categories.
- Newspaper articles.
- Player writing rewards.
- Comments/replies.
- Moderation/reporting.
- Cooldowns or post limits.
- Community guides and announcements.
21.3 Social safety
Section titled “21.3 Social safety”- Block/ignore.
- Report.
- Trade confirmation.
- Anti-harassment rules.
- Anti-abuse PvP/PvE rules.
- API rate limits.
- Account security alerts.
22. PvP, competition, leaderboards
Section titled “22. PvP, competition, leaderboards”22.1 PvP modes
Section titled “22.1 PvP modes”- Direct player attacks.
- Duels.
- Battle arena ranking.
- Safe mode.
- Bounties.
- Guild wars.
- Faction wars.
- Territory conflict.
- PvP leagues.
- Capture the Flag/arena events.
- Racing competitions.
- Casino leaderboards/tournaments.
22.2 PvP rewards/consequences
Section titled “22.2 PvP rewards/consequences”- Gold/cash steal chance.
- XP/GEXP.
- Rank.
- Bounty rewards.
- Hospital/jail outcomes.
- War score.
- Territory control.
- Leaderboard placement.
- Achievements/titles.
- Revenge logs.
22.3 Leaderboards
Section titled “22.3 Leaderboards”- Level.
- Wealth.
- Combat power.
- Skills.
- Arena tier.
- PvP wins.
- Guild/faction rank.
- Company rank.
- Racing rank.
- Casino stats.
- Achievements.
- Completion.
- Seasonal event score.
- Donation/community challenge contributions.
23. Housing, property, and territory
Section titled “23. Housing, property, and territory”23.1 Personal property
Section titled “23.1 Personal property”- Rent/buy property.
- Upgrade property.
- Add storage/vault.
- Add staff.
- Improve happiness/training/education/work.
- Add travel anchor/airstrip.
- Decorate/showcase trophies.
- Store items/materials.
23.2 Guild/company property
Section titled “23.2 Guild/company property”- Guild halls.
- Company offices.
- Player shops.
- Shared amenities.
- Travel services.
- Training services.
- Storage.
- Social rooms.
23.3 Territory
Section titled “23.3 Territory”- Faction/guild territory.
- Control bonuses.
- War targets.
- Resource generation.
- City/council influence.
24. Companions and helpers
Section titled “24. Companions and helpers”24.1 Pets/summons
Section titled “24.1 Pets/summons”- Combat pets.
- Charmed enemies.
- Familiars.
- Cosmetic pets.
- Pet equipment.
- Pet commands.
- Pet progression.
24.2 Mercenaries/hired NPCs
Section titled “24.2 Mercenaries/hired NPCs”- Hire tank/healer/DPS/support mercs.
- Pay upkeep.
- Set stance.
- Suspend/resume.
- Equip mercenary gear.
- Use as solo support.
24.3 Agents/employees
Section titled “24.3 Agents/employees”- Overseer-like agents.
- Company employees.
- Property staff.
- Guild NPCs.
- Mission dispatch.
- Traits/rarities/slots.
25. Achievements, collections, and completion
Section titled “25. Achievements, collections, and completion”25.1 Achievements/awards
Section titled “25.1 Achievements/awards”- Combat achievements.
- Skill achievements.
- Quest achievements.
- Crime achievements.
- Travel/exploration achievements.
- Collection achievements.
- Social achievements.
- PvP achievements.
- Raid/dungeon achievements.
- Event achievements.
- Meta/completion achievements.
25.2 Collections
Section titled “25.2 Collections”- Items.
- Avatars.
- Sprites.
- Backgrounds.
- Cards.
- NPC/bestiary entries.
- Monsters.
- Pets.
- Mounts.
- Books/newspaper issues.
- Museum donations.
- Event items.
- Archaeology/cartography finds.
25.3 Completion goals
Section titled “25.3 Completion goals”- Max all skills.
- Master every action.
- Complete every quest/task set.
- Collect every item/pet/card/avatar.
- Defeat every monster/boss.
- Unlock every title/honor.
- Complete all education/course trees.
- Reach faction/guild/company caps.
- Earn completion capes/titles/badges.
26. Events and side systems
Section titled “26. Events and side systems”26.1 Seasonal/time-limited events
Section titled “26.1 Seasonal/time-limited events”- Event locations.
- Event materials.
- Event shops.
- Event bosses.
- Event quests.
- Event cards/collections.
- Event leaderboards.
- Limited cosmetics.
- Community goals.
26.2 Side activities
Section titled “26.2 Side activities”- Casino/gambling.
- Racing.
- Vault puzzle/code guessing.
- Orphanage/donations.
- Dumping grounds.
- Museum.
- Worship/gods.
- Community challenges.
- Newspaper writing.
- Player councils/elections.
- Mapmaking/contribution.
27. Monetization and premium systems
Section titled “27. Monetization and premium systems”Newgame can include monetization features while preserving gameplay integrity.
27.1 Premium currency/store
Section titled “27.1 Premium currency/store”- Diamonds/points/cash equivalent.
- Cosmetic purchases.
- Convenience upgrades.
- Character slots.
- Extra persona slots.
- Bank/storage expansions.
- Marketplace histories.
- Purchase logs.
27.2 Membership/subscription
Section titled “27.2 Membership/subscription”- Membership state.
- More character slots.
- Higher resource caps.
- More chat channels.
- More market/broker access.
- More mercenary/companion access.
- More housing/guild hall features.
- Progression/seasonal server access.
- Monthly premium currency grant.
- Marketplace discount.
27.3 Tradeable time token
Section titled “27.3 Tradeable time token”Krono-like system:
- Buy token with real money.
- Trade token in-game.
- Redeem token for membership time.
- Let player economy price premium time.
27.4 Safety principles
Section titled “27.4 Safety principles”- Avoid direct pay-to-win wherever possible.
- Clearly separate cosmetics/convenience from competitive power.
- Log premium purchases.
- Add confirmation for spending premium currency.
- Prevent market abuse and real-money-trade exploits.
28. Rules, moderation, logs, and safety
Section titled “28. Rules, moderation, logs, and safety”28.1 Risky state-changing actions
Section titled “28.1 Risky state-changing actions”Actions that should ask for confirmation or be handled carefully:
- Spend premium currency.
- Attack player.
- Commit crime.
- Place/cancel bounty.
- Join/leave/delete guild/company/faction.
- Accept/confirm trade.
- Sell/list high-value item.
- Destroy/drop item.
- Add item permanently to collection/museum.
- Start long profession/education task.
- Legacy/prestige reset.
- Switch hardcore mode or irreversible game mode.
- Toggle safe mode.
- Consume rare key/chest/item.
- Start raid/lockout mission.
28.2 Logs/history
Section titled “28.2 Logs/history”- Combat log.
- Crime log.
- Trade log.
- Market history.
- Bank history.
- Mail/parcel history.
- Guild/faction/company logs.
- API access logs.
- Notification feed.
- Achievement/event feed.
28.3 Moderation
Section titled “28.3 Moderation”- Report player.
- Block/ignore.
- Ticket/petition.
- Chat moderation.
- Forum moderation.
- Trade dispute evidence.
- Anti-bot/anti-multibox/anti-abuse checks.
- Rules pages and enforcement history.
29. Server/ruleset/game-mode variants
Section titled “29. Server/ruleset/game-mode variants”29.1 Standard modes
Section titled “29.1 Standard modes”- Standard/live mode.
- Hardcore/permadeath mode.
- Adventure/unlock-economy mode.
- Ironman/self-found mode.
- Idle-first mode.
- PvP mode.
- Seasonal league.
- Classic/progression mode.
- Random-loot mode.
- High-speed event mode.
29.2 Progression/unlock rules
Section titled “29.2 Progression/unlock rules”- Start with a limited feature set.
- Unlock systems over time or by community vote.
- Expansion-style content releases.
- Level caps increase over time.
- Race/class/profession unlock schedule.
- Raid/dungeon lockouts.
- Economy reset or seasonal reset.
30. Implementation-oriented module list
Section titled “30. Implementation-oriented module list”If building Newgame, the consolidated modules can be grouped like this:
Account module: auth, profile, security, API, notifications.
Section titled “Account module: auth, profile, security, API, notifications.”Character module: identity, stats, classes, personas, titles.
Section titled “Character module: identity, stats, classes, personas, titles.”Resource module: HP/mana/energy/nerve/happy/timers/cooldowns.
Section titled “Resource module: HP/mana/energy/nerve/happy/timers/cooldowns.”Action engine: command verbs, validation, costs, outcomes, logs.
Section titled “Action engine: command verbs, validation, costs, outcomes, logs.”World/travel module: locations, rooms, stepping, travel timers, maps.
Section titled “World/travel module: locations, rooms, stepping, travel timers, maps.”Combat module: PvE/PvP, abilities, status effects, rewards, death/hospital/jail.
Section titled “Combat module: PvE/PvP, abilities, status effects, rewards, death/hospital/jail.”Skill module: skill XP, mastery, training, education, professions.
Section titled “Skill module: skill XP, mastery, training, education, professions.”Quest/task module: quests, missions, jobs, crimes, dailies, events.
Section titled “Quest/task module: quests, missions, jobs, crimes, dailies, events.”Inventory module: items, equipment, bags, bank, loot, collections.
Section titled “Inventory module: items, equipment, bags, bank, loot, collections.”Economy module: currencies, shops, markets, auctions, stocks, trades.
Section titled “Economy module: currencies, shops, markets, auctions, stocks, trades.”Crafting module: recipes, materials, tools, production, trophies.
Section titled “Crafting module: recipes, materials, tools, production, trophies.”Organization module: guilds, factions, companies, councils, fellowships.
Section titled “Organization module: guilds, factions, companies, councils, fellowships.”Social module: chat, forums, newspaper, friends, reporting.
Section titled “Social module: chat, forums, newspaper, friends, reporting.”Property module: housing, guild halls, storage, staff, territory.
Section titled “Property module: housing, guild halls, storage, staff, territory.”Companion module: pets, mercs, mounts, agents, employees.
Section titled “Companion module: pets, mercs, mounts, agents, employees.”Achievement module: awards, completion, collections, leaderboards.
Section titled “Achievement module: awards, completion, collections, leaderboards.”Event module: seasonal events, world bosses, community challenges, minigames.
Section titled “Event module: seasonal events, world bosses, community challenges, minigames.”Monetization module: membership, premium currency, cosmetics, store logs.
Section titled “Monetization module: membership, premium currency, cosmetics, store logs.”Moderation module: safety rules, logs, anti-abuse, support tickets.
Section titled “Moderation module: safety rules, logs, anti-abuse, support tickets.”Admin/content tools: content authoring, balancing, item/quest editors, live ops.
Section titled “Admin/content tools: content authoring, balancing, item/quest editors, live ops.”31. Common player verbs/actions
Section titled “31. Common player verbs/actions”A consolidated action list:
Identity/account
Section titled “Identity/account”- create account
- create character
- choose class/profession
- switch persona
- edit profile
- equip title/badge/avatar
- configure settings
- generate API key
Exploration/travel
Section titled “Exploration/travel”- look
- examine
- move direction
- step
- sprint
- follow
- track
- enter/leave
- travel abroad
- teleport/gate/origin
- bind
- mount
- join travel party
Combat
Section titled “Combat”- consider target
- attack
- assist
- cast spell
- use ability
- sing song
- activate discipline/AA/merit
- taunt
- backstab
- kick/bash
- fire ranged weapon
- send pet
- use consumable
- flee/auto-flee
- loot
Recovery
Section titled “Recovery”- sit
- rest
- meditate
- eat/drink
- heal
- resurrect
- use medical item
- hospital recover
- bust/bail from jail
- retrieve corpse
Skilling/crafting
Section titled “Skilling/crafting”- gather
- mine
- fish
- chop
- farm
- harvest
- forage
- craft
- combine
- cook
- smith
- brew
- research
- make poison
- train
- study
- work profession
Quest/crime/job
Section titled “Quest/crime/job”- hail
- say keyword
- accept quest
- turn in item
- request mission
- complete task
- do job
- commit crime
- perform organized crime
- claim reward
- collect achievement
Economy/items
Section titled “Economy/items”- buy
- sell
- bank
- withdraw
- trade
- list market item
- bid/auction
- place buy order
- invest stock
- open chest
- use key
- donate museum/orphanage
- dump item
- equip/unequip
- augment item
Social/organization
Section titled “Social/organization”- chat
- tell
- emote
- post forum
- write newspaper
- invite group
- join guild/faction/company
- set rank/permissions
- declare war
- place bounty
- vote council
- report/block
32. Design takeaways from consolidation
Section titled “32. Design takeaways from consolidation”Resource choice is central. Every source game makes the player choose how to spend time, energy, money, nerve, mana, XP, or attention.
Section titled “Resource choice is central. Every source game makes the player choose how to spend time, energy, money, nerve, mana, XP, or attention.”Parallel progression keeps the game alive. Combat levels, skills, mastery, education, crime skill, faction, guild/company ranks, achievements, collections, and wealth can progress independently.
Section titled “Parallel progression keeps the game alive. Combat levels, skills, mastery, education, crime skill, faction, guild/company ranks, achievements, collections, and wealth can progress independently.”Social systems are content multipliers. Guilds, factions, companies, raids, councils, newspapers, forums, player shops, teaching, and markets turn players into content.
Section titled “Social systems are content multipliers. Guilds, factions, companies, raids, councils, newspapers, forums, player shops, teaching, and markets turn players into content.”Risk states make actions meaningful. Death, corpses, hospital, jail, PvP loss, hardcore mode, market loss, and failed crafting/crimes create stakes.
Section titled “Risk states make actions meaningful. Death, corpses, hospital, jail, PvP loss, hardcore mode, market loss, and failed crafting/crimes create stakes.”Idle and active loops should coexist. Active players need tactical combat, trading, chat, quests, and PvP; idle players need offline skilling, professions, education, agents, and long timers.
Section titled “Idle and active loops should coexist. Active players need tactical combat, trading, chat, quests, and PvP; idle players need offline skilling, professions, education, agents, and long timers.”Economy should connect everything. Combat, crime, crafting, travel, property, shops, premiums, trading, stocks, and events all feed the same player economy.
Section titled “Economy should connect everything. Combat, crime, crafting, travel, property, shops, premiums, trading, stocks, and events all feed the same player economy.”Text/action abstraction works across all five games. Even GUI-heavy systems reduce to verbs: attack, train, crime, travel, craft, buy, join, trade, heal, collect, claim.
Section titled “Text/action abstraction works across all five games. Even GUI-heavy systems reduce to verbs: attack, train, crime, travel, craft, buy, join, trade, heal, collect, claim.”Completionism needs many axes. Mastery, collections, titles, pets, achievements, bestiaries, quest logs, events, raids, and caps all provide long-term goals.
Section titled “Completionism needs many axes. Mastery, collections, titles, pets, achievements, bestiaries, quest logs, events, raids, and caps all provide long-term goals.”Organizations need permissions, logs, and conflict. Guilds/factions/companies are stronger when they have ranks, shared resources, wars, logs, perks, and identity.
Section titled “Organizations need permissions, logs, and conflict. Guilds/factions/companies are stronger when they have ranks, shared resources, wars, logs, perks, and identity.”Safety and confirmations are required. The combined game includes many irreversible or resource-spending actions; risky actions need clear confirmation and logs.
Section titled “Safety and confirmations are required. The combined game includes many irreversible or resource-spending actions; risky actions need clear confirmation and logs.”33. Gaps and future design decisions
Section titled “33. Gaps and future design decisions”This consolidated document intentionally normalizes five different games into a superset. Before implementation, decide:
- Is Newgame fantasy, modern crime, hybrid, or multiverse?
- Are classes permanent, persona-based, or skill-only?
- Is PvP opt-in, always-on, faction-based, or server-specific?
- How much premium currency affects power versus convenience/cosmetics?
- How punishing are death, jail, hospital, and hardcore modes?
- Should the world be room-based, map-based, step-based, or all three?
- How many currencies are necessary before the economy becomes confusing?
- Should market trading be central or secondary?
- Do organizations control territory and resources?
- Are crimes a major pillar or an optional profession path?
- Is offline progress capped like Melvor or mostly timer-based like Torn/SimpleMMO?
- How much content is player-authored: newspapers, councils, maps, shops, guides, quests?
34. Verification notes
Section titled “34. Verification notes”This file was derived from the five local source feature files listed at the top. It is a consolidation artifact, not fresh internet research. Its purpose is to provide a common system set that encompasses all five analyzed games.