- gameplay is about increasing the character's abilities
- character abilities are defined by magically increasing "level" in a predefined class
- gameplay is 80% kill, kill, kill, with the remaining 20% mere support functions for kill, kill, kill
I just can't get too enthusiastic about yet another such game regardless of the demands it makes on my graphics card.
The game that would interest me -- assuming it also had great production value and plenty of content -- would look more like this:
- no need to increase abilities during gameplay -- gameplay is about actually playing the game, not grinding to max your level so you can start playing the game
- abilities based not on class/level but on skills learned during character creation
- gameplay (skills and content) is roughly 20% combat, 20% commerce, 20% discovery, and 20% story/social play, all deeply connected with each other, and that balance is maintained throughout all expansions
That said, Hero's Journey and a Star Trek MMORPG seem likely to be the most interesting of the DikuMUD descendants.
Meanwhile, I'm just waiting for Spore.