Now now, before you go off on a rant saying how this topic should be in the Suggestion sub-forum, keep in mind that this is the best RPG ever, not necessarily ideas for improving the existing adventure mode. So, it doesn't have anything to do with DWAAARF FORTRESS really, except that some ideas could cross over in either direction. I just kinda wanted to see what you guys and gals would like to see in a strictly role-playing game. What I do NOT want to see is something like "D&D is the best RPG evar" (and I'm not saying it isn't) but
instead try to point out what about D&D is interesting to you. Also, I want this to be a single player videogame RPG, so while multiplayer is certainly a possible idea, MMO's are right out, along with pen-and-paper (sorry everyone, sorry.)
With that I begin spewing creativity.
1)First of all, I think that immersion is one of the most important elements of a good RPG. Otherwise you feel like you're playing a game and it's easy to start acting that way rather than truly role-playing.
2)To that end, I think that a first-person perspective is rather important. Elder Scrolls, Ultima Underworld anyone?
3)Also important is a text-based speech system: while voices certainly add to the immersion factor, the inevitable bad acting and repetitiveness incurred by it isn't worth it.
4)On that note, music should only be used if it is both appropriate to the time period and the situation you find yourself in. No rap in the 14th century while you mourn your dead grandmother for me, thanks.
5)Graphics don't have to be very good at all, but they must stay the same quality level throughout.
6)Physics and such are always immersive, but not if they're glitchy or laggy.
7)Weather, and especially the sound that accompanies it, are always a plus.
8)Ambient noise is also good, so long as it has a visible source that makes sense. I don't like dripping noises in caves when there isn't water anywhere, and I hate bird noises when I've never seen a bird.
9)Things that tie the game to real life, IE the progression of time, hunger, sleepiness, etc. are all quite keen, so long as they are realistically handled. No instant death from sleeplessness or hunger, no two-minute days, and for cheesecake's sakes don't make a grape and a loaf of bread have the same nutritional value.
10)All levels and such should be handled 'behind the scenes' so to speak. I don't like quantifying how skilled my adventurer is with a sword. Instead, a meditative interface could be used. When settling down to camp or rest you could meditate on your skills and such, entering a dreamlike trance wherein you examine your character from the inside out, perhaps in an environment determined by your character's nature. Your most basic information (name, date of birth, etc.) could be gleaned from a government issued ID ala Morrowind's tutorial scene. Also, perhaps leveling up and one's experiences could be examined from within a dream sequence while your character sleeps.
11)For once, an inventory should not be invisible and intangible. If you have a bag of holding, fine, but it should be displayed on your character's belt or something. If you just have a sash around your waist and some pockets in your vest, the inventory menu should take the form of a physics enabled set of pockets and pouches. Either that or you have a pack mule that follows you endlessly. Way to go Alone in the Dark!
12)Spells are almost always imbalanced in some way or another in RPGs. I think one decent solution is to make spells require either timed gestures, spell components, reading from spellbooks, runes, or any other combination of these and other ideas, so that they aren't just super-powerful insta-nukes.
13)No instant travel between areas. You walk there, you ride there, you spend a month on board a ship. Whatever. But you do it IN REAL TIME, or the time system the game uses, be it 1/24 scale or whatever. If you can't make the ship ride interesting there aren't enough pirates and storms.
14)Your skills, visible or invisible, should have affects on EVERYTHING you do. Strength shouldn't determine damage alone, but also how well you can intimidate people, carry things, throw, hammer, lift, climb, and so on.
15)If you can't get something to look at least mostly believable, don't do it at all. I'm looking at you, Oblivion's NPC conversation system.
16)Let the player mix and match bits of armor, weapons, toasters, and allow him to strap them to his character in whatever manner seems even remotely possible, using a system kinda like the Spore creature creator, but with a requirement that you have enough binding agent.
17)In combat, don't use arbitrary numbers to determine whether or not I die. Use precisely location-based hit detection and effects that are also dependent on the type of weapon used. When someone punches me in the solid steel chest plate and I die, I feel veeeeery silly.
18)This kinda goes without saying, but give the player as many choices as possible in every situation. I want the option to choose between a 32" sword and a 34" sword, dammit!
You peoples continue from here, I'ma getting tired. Feel free to disagree with any of my points, but please explain why.
EDIT: Ooops, misspelled please and the spellchecker didn't get it on account of pleas being the plural form of plea.
MORE EDIT: Formatitization.
[ June 13, 2008: Message edited by: Reasonableman ]