I was talking with a friend tonight along one of our usual, "If I ran Ultima Online..." dream-fests -- we've all had them -- and I started thinking of a couple of things that would be very nice to do, would not take a lot of effort, and in fact, could be spearheaded by cooperation with the various EMs of the shard.
First, specifically for the EMs, I was thinking it would be nice if the Developers could add say with every publish just a small new dungeon area that the EMs could use. They could vary in size each publish, and they don't have to be anything other than geomorphs... blank slates that the EMs could use in their events. There's an awful lot of empty space there on the maps, and as EM events continue, we start to see some of the same spots over and over again. I think it would be a fresh change of pace to just give them somewhere new to play. Again, one area a publish, nothing humongous, just three or four rooms, some hallways, and let the EMs take it from there. Creative EMs might link them together as part of a plotline, others creative visions might use them as underground places led to by over-world "entrances." Who knows... but to do so wouldn't take much.
Second, and something I've seriously been thinking about since I'm anxious to see New Magincia. Most of the cities we live in haven't physically changed in 13 years. What I propose is allowing the EMs to submit game-wide proposals for a changed area. Again, I'm not looking to implement huge, gigantic changes. Maybe one month, it's the construction of a reinforcing wall along Britain's coast that maybe continues to take shape over the next several patches. Maybe it's the appearance of a new building in Paws. Or a new room in Despise that wasn't there before (with a couple of new creatures). Just small, unannounced, but terrain altering changes. Again nothing that would take days and days to implement, but instead minor changes in the world. Consider that over the course of a year, you'd start seeing things you had never seen before, and people coming back to the game would notice, "Wait, that wasn't there before."
These two things alone could breath continual life into the world... making it more dynamic.
First, specifically for the EMs, I was thinking it would be nice if the Developers could add say with every publish just a small new dungeon area that the EMs could use. They could vary in size each publish, and they don't have to be anything other than geomorphs... blank slates that the EMs could use in their events. There's an awful lot of empty space there on the maps, and as EM events continue, we start to see some of the same spots over and over again. I think it would be a fresh change of pace to just give them somewhere new to play. Again, one area a publish, nothing humongous, just three or four rooms, some hallways, and let the EMs take it from there. Creative EMs might link them together as part of a plotline, others creative visions might use them as underground places led to by over-world "entrances." Who knows... but to do so wouldn't take much.
Second, and something I've seriously been thinking about since I'm anxious to see New Magincia. Most of the cities we live in haven't physically changed in 13 years. What I propose is allowing the EMs to submit game-wide proposals for a changed area. Again, I'm not looking to implement huge, gigantic changes. Maybe one month, it's the construction of a reinforcing wall along Britain's coast that maybe continues to take shape over the next several patches. Maybe it's the appearance of a new building in Paws. Or a new room in Despise that wasn't there before (with a couple of new creatures). Just small, unannounced, but terrain altering changes. Again nothing that would take days and days to implement, but instead minor changes in the world. Consider that over the course of a year, you'd start seeing things you had never seen before, and people coming back to the game would notice, "Wait, that wasn't there before."
These two things alone could breath continual life into the world... making it more dynamic.