I actually had an idea for a minimalist MMO where the main focus is exploration and user-generated communities.

Your player character is A tiny little pixel person.

The main gameplay elements is done using little robotic helpers called Botas. The Botas are kinda like Pokemon. They’re mostly how you interact with the world, how you fight monsters, how you gather resources, build stuff, and explore.

The players can either craft their own Botas, or buy them from in-game shops and other characters. Some Botas are very expensive, and require a lot of resources and a lot of player cooperation to craft.

The game world is made out of lots of hexagons where the players can build their houses and store their loot. The different hexagons are of different terrains, contain different resources and give different advantages to the players who use them.

Each hexagon can be either available, free, or claimed.

Free hexagons are ones no player or group can own.
Available hexagons are hexagons nobody claimed yet
And claimed hexagons are hexagons somebody planted an ownership flag on.

Once you plant an ownership flag in a hexagon, you own it.

In order to maintain ownership, you must pay a tax (in in-game money) every so often.

But there’re different levels of ownership. Level 2 ownership is more expensive, but it gives you special perks.

You get to decide which other players can plant their Level 1 ownership flags in your territory, and 80% of their ownership payments go to you instead of the game bank.

Similarly, there’re Level 3 and 4 and beyond, each of them cost more but can cover all of the levels underneath it.

This is so things like towns and cities and nations can form with their own hierarchies of who owns what.

However, individuals can only own Levels 1 and 2. In order to own higher levels, you need to form Entities.

Entities are like corporations or alliances of players that can include or exclude players, and own properties. Entities cost in-game currency to form, but it’s a 1-time payment.

Entities are the companies, city councils, governments and nations of the in-game world. Thus, they can’t own property like players, and can only have Level 2 and up ownership flags.

Of course, defending your flag is up to you. Hostile players can attack you and remove your flag by force. That’s how conflicts form.

vice.com
One Player’s Nine-Year Journey to Open a Locked, Secret Door | VICE | United States
It took someone nine years to unlock a long-hidden secret. But once they did, that player disappeared and took the answers with them.

In the online MMO Tibia, there’s a door with a simple message: “You see a gate of expertise for level 999. Only the worthy may pass.” This week, a player named Kharsek passed through that door. It took him nine years to build up enough experience to hit level 999. But once he passed through the door, Kharsek disappeared, and took the secrets with him.

This mysterious door has been one of Tibia’s more reclusive secrets since it was added into the game in 2005. For a long time, the developers told me, there was nothing behind the door. It was a joke shared with the community, an amusing “what if?” meant to remain unsolved.

On a secret.

Being a healer is a lot like being a shift leader in retail. A babysitter not paid enough to be thrown about by the whims and needs of upper management, associates and customers. You’re the compromising in between that no one appreciates enough for the tasks you do.

Being a tank is a lot like being a store manager in retail. Everyone looks to you for guidance as the leader of the establishment and they expect you to be perfect at it. Finding the in between of tyrant and fair leader is hard and either the customers hate you or your employees hate you. There is no in between.

Being a DPS is like being a retail customer. You think you’re always right but you’re not and you just can’t understand why.

– Mod Mhi