Is this idea even possible to do in a mmorpg?
I don't really get why they can't integrate more open world type dungeons (like not indoor areas but this is the closest analogy I can think up) areas more into the world of a game that have meaningful challenges and progression?
Let's say for example, the center of the map is the town and everything else around, besides the center of the map, is under a fog of war. Let's say each zone is divided up cardinal and Ordinal directions (north, south, east, west, northeast, southeast, southwest, northwest).
Let's take North for example, there is a thick forest area in that zone. You go up into it and within that forest are trails and anything outside of the trail are thick bushes/trees. If you get off the trail, you get debuffs of being slowed, take more damage, enemies are stronger etc. If you stick to the trail you'll go through a somewhat normal run killing mobs but there will be sections where you will need to go through thick bushes/trees to get to the next part of the trail.
If you try to run away from mobs, you're given a debuff that will stack everytime the mobs reset. Only way to to get rid of the debuff is to kill mobs so you can't simply run through each pack of mobs to find the boss. The goal is to reach the top (middle or whatever it's designed) where the boss is.
This idea been running through my head a lot lately and I dunno if this is good or simply just bad so I want to hear some discussion on it even if everyone here says it's bad.
Posted Jun 15, 2025, 2:58 AM UTC