General point, since several people have brought this up: I'm not specifically after "realism" per se in a game. I don't care at all if the game world has anything to do with the real world. The only reason I default to "real-life" explanations and systems is that they work. I have no problem playing a game that isn't "realistic" as long as it runs on sensible self-contained logic. I don't care if the players are magical insects in a giant underground colony on a square planet in another universe, as long as it has the features I want (building, trade skills, combat that isn't based on HP, etc.) and it makes sense within itself.
Come to think of it, an insect MMO could be kind of awesome. I may have to run with this idea a bit and jot down some notes...
@Astral: I know that WoW is the standard for mainstream games, but as far as my game goes, I wouldn't care at all if it was mainstream. In fact, better if it's not. I think one of the main reasons the B12 community is so cool is that DF is the type of game only a certain sort of person really gets into and enjoys (at least in its current state). A mainstream game of any sort is guaranteed to be full of griefers. Better if it's just a niche game, as long as there are twenty or thirty people interested in it (and I think I could find that many people for the game I have in mind).
@Virex: I completely agree with the travel thing. In FTO you click "travel" and then come back in a week. Boring and pointless. You can't even chat while you're moving. In some games, you can go from one end of the world to the other in five minutes - destroying the need for trade. Then there's the opposite extreme in ATITD, where it takes real-life hours to traverse the game - and you do nothing but run over a monotonous desert floor. Also boring. I would want travel to be slow, but also entertaining. At the very least it should be possible to travel with your friends and roleplay while you are moving. Maybe some travel minigames would be good - choose a destination from a pre-set list of places you've been (unless you're out exploring, in which case you have to be paying attention and will be actively engaged anyway) and while you're auto-traveling, open a minigame. You can train some skills a bit using the minigames (like observational skills by trying to spot wildlife, carving skill with some kind of abstract whittling game, etc.) and only have to interact with the world directly if you encounter something interesting, like another person or an animal. Maybe you could set the game to alert you when you come across certain types of wild herbs or plants or rocks or something, too, and that way you could pick a direction, have the character automatically travel looking for something, and meanwhile keep yourself entertained with another little game.
@Sowelu: I played ATITD for a while and enjoyed it for the most part, but so much of it was just too monotonous. I spent many hours wandering around exploring but there was never anything new to find. Combine that with the fact that the average player there has 12 hours a day (I seriously remember at one point hearing that the average player was on for 60 hours a week) to dedicate to the game and it means I could never keep up (having a life and all that). I remember at one point they added herbs that could be found and harvested, but they were extremely difficult to find and then you had to take a risk and guess about which way to harvest it - and if you chose wrong the plant was destroyed. I managed to get two or three herbs in total, but then when I tried to trade them, no one was interested. I suppose the game might be different now, as that was a couple of years ago, but if it's still $15 a month to play, I just don't have enough time to invest to make it worth it.
As for the daily turn-based thing, this was my problem with FTO. I'm looking for something I could sit and play for an hour or two each day, when I'm bored or need a break from my real-life responsibilities. A game where you can only select a few actions a day gets massively boring to me very quickly.
@Mephisto: I played RPGWO for a long time too, but I got really frustrated with it. First off, you can only build on your 20x20 plot and nowhere else - if you build on unclaimed land, everything decays within a day or two in real life. Second, people claim their 20x20 plots and build a wall all around it and that's it - there's nothing to see or explore, and people tended to wall off entire sections of the game world so you couldn't get past them. Third, the monsters got massively stronger the further you got from the starting town - and since all the land close to town is claimed within the first day or two a server is open, that means you somehow have to level up your fighting skills really fast if you even want to get far enough away to claim land at all. Fourth, there was no dabbling - you either had a skill or you didn't, meaning if you don't have the farming skill, you can't even pick an apple from a tree, so you can't eat. And it took ages to earn enough points (through leveling) to acquire a new skill. Fifth, the players in that game are absolute dicks. Worst playerbase I think I've ever encountered, and I'm including Runescape in that. I joined and rejoined countless times over many years, but I could just never get very far in that game.
@Nivm: I actually had a thought yesterday about how to deal with griefers in an effective way (something which is absolutely necessary for a game with permadeath): institutionalize them. Consider them possessed or lunatics or something, and instead of banning them, throw them in an asylum from which there is no escape. People can come visit them to study them or something, but other than that they can't interact with the game world. Maybe IP ban anyone who makes more than one account that ends up in the institution. They can get out only if they convince the doctor/warden/whoever IN RP that they are cured and ready to rejoin society. I imagine most griefers would get bored of this pretty quickly and just quit - if not, they can stay there and do what they like. They can't hurt anyone from behind bars.
I'm sure there are plenty of potential problems with this sytem, but it seems like a good starting point.
Phew. Sorry for the walls of text, but I want to respond to as much as I can and continue this discussion.