I played more than a couple lesser known MMORPGs back in the day and I was sometimes very surprised at the novelty of certain gameplay mechanics and ideas behind them. Some were unconventional, some were clunky but I applaud them for trying something different...
Here are a few examples that come to mind.
1. Player Shops/Kiosks
Instead of trading in an Auction House, players would pick which items in their inventory, what quantity and price they wanted to sell, choose a name for the shop and sit down on the ground and open a shop/kiosk. Players could approach you and buy from your shop when you were AFK. That led to towns being so full of player shops that you wouldn't be able to see the ground texture from all the player models and shop name texts.
Quest items would drop even if you didn't have the quest and they were salable too. So many entrepreneurial spirits would grind thousands of e.g. meat chunks for some quest, then plop down a kiosk right in front of the area with the quest monsters or even right in front the quest giver. It was totally a different trading system than many other, more popular MMOs and in retrospect, was a big differentiator.
2. Teacher/student System
Newer players could become students to more experienced players and the game would provide a small percentage of the money earned by the student to the teacher as tuition. (that would not actually subtract from the student cut, it was just extra money for the teacher). In theory, the student would get more money in return after meeting certain milestones and it was expected of the teacher to answer newbie questions and help where possible.
1. 5 player pilotable endgame ship
This otherwise pretty standard hotkey WoW-like has pretty cool concepts for its endgame (disclaimer: which I didn't actually level to and play but I know of it). After an epic quest chain, a lot of grinding for materials and a ton of other effort, you are able to construct your own big astral ship. It has a few different roles that players can take, from manning guns, checking scanners and navigation or controling actual ship steering and direction. You travel to what are essentially instances with normal “on ground” hotkey combat and loot, you take it back to the ship… What is also interesting, the loot stays on your ship until you dock, so there are also interesting PVP pirating opportunities, where players attack eachothers ships and steal loot!
2. Crafting minigame
A very complicated minigame to explain but not so difficult to understand in game. With a combination of skill and a little bit of luck, people who crafted more items and know the minigame better will be able to craft items of a higher quality and I always thought that incorporating actual player skill into the crafting system is something that's lacking from most crafting systems in video games in general.
- So, my question to you duders and dudettes, what MMO mechanics you thought were unconventional, novel and interesting, even if they didn't quite work?
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