Good to see you make such a post. Sadly I don't think there are that many people on these forums that like MMORPGs like we do. :P Either way I can agree with you on the Next-Gen idea. I would personally put down Jumpgate Evolution as a next gen game as well. I think where I disagree with you is that, for me, I like a good balance between realism and fun. What I mean by this is I always enjoyed games, such as Lineage II, where with me and another player we could take on obscene amounts of monsters and win with good skill. Diablo II is another example in which, really, it's just so absurd with the number of on screen enemies at once. I'm all for smarter AI, certainly. However I don't want the AI to be annoying. Having a monster run around like an idiot just seems strange. For me I think the best way is to attribute certain behavioral effects to various types of NPCs. Perhaps a goblin will be the type of monster that will scamper around a lot. However if you fight a big [wagon] Ogre I don't think it is the kind of monster that would run away and, in fact, I think it's something that would very much chase after you. I also think that different types of monsters should be more or less aggressive depending on what they are. Of course that's pretty standard MMO flare (aggressive and non aggressive mobs) but I think it could be taken further. For PvP I do want a full loot kind of scenario out there. However I have to say that, in PvP games, I'm a bit odd. I often times try to stay with small "hunting parties" with 2-5 players. While I enjoy full sieges and think it should be a staple feature I also really love small scale PvP. I love the thrill of trying to out smart a few adversaries, or even better the thrill of being out numbered (like so many times on Lineage II where me and my roomate would take people on 2v4/5). As far as "skill based" and classes go, I'm a bit mixed. I like customization for characters, I find it incredibly important. However I also don't think that developers need to necesarily get rid of the notion of a "class" but merely lessen it up a bit. One of my favorite systems was a mix of Class and Skill in the MMO Anarchy Online. What Anarchy Online did was this: You chose a class when you started the game. This dicated what kind of special skills you would get and some of your base stats. It also dictated a bit on what your favorable skills would be. When you leveled up in Anarchy Online you got a certain number of points to improve your skills. Think of this almost like Diablo/Diablo II but a lot lot more complex. There were something like 90-100+ skills in the game. They would range from things such as Engineering, various weapon skills, various "tech" skills (magic) and crafting skills, among other things such as base stats. In AO all of the gear in the game (for the most part) was based off of how good your stats were, and not what your level was. So in a fashion almost close to the way Runescape handled it (yes I'm mentioning that game) you could really focus a lot of your stats in on one weapon skill and be able to have a powerful weapon at a lower level, but be gimped in other ways. Even better was that there was no respecs in the game. The best part of this was that gear made a difference in AO, due to it primarily being a PvE game with some PvP. Some of my fondest memories in the game was dealing with items they called implants. Basically Implants were stat boosts you could give yourself, that also took a certain amount of stats to wear. With Anarchy Online's system a player could keep onto an item no matter how much lower their stats got. What this meant is that a player could buff up their stats, put on a high requirement item and then take certain implants on and keep it. This lead to a huge (and very skill based, haha. One of the few games where gear was crazy skill based for the best gear) thing where players would "juggle" stats. They would put on an item that would give + weapon skill and + str, and then they would put on the weapon that would require that, and then that would allow them to put on a better implant in a few areas which would allow them to put on some stat armor... and well you get the idea. It honestly was the most fun I've ever had, trying to figure out how the hell I could get 3 more stats to put on this awesome weapon. Anyways enough about AO though. The one thing I do want from a lot of these new MMORPGs is some sort of unique skills. I don't want to have to just swing a weapon, but I want to be able to pull off various techniques. Even if they were done in a realistic fashion (such as the case for Mortal Online) I think that it would improve the PvP greatly. Just make it so that at certain skill levels new kind of attacks open up for you. You could then even mess around with the ideas of mixing two different kind of skill sets together. For example, what if a character had raised their magic and their melee up as primary skills? Well perhaps they could cast a fire spell on their weapon and, bam!, fire axe. It wouldn't even need to be permanent but it could be a temporary move. Balance would have to be done however to insure that not everyone went for the same "build". That's all I can really think of. I really am hoping that 2009 turns out to be that year personally. I know that for the past few years it's been disapointment after disappointment. First, 2007 was supposed to be awesome. Then Vanguard sucked (2007 or 2008 I forget) and AoC was pushed back. Then 2008 came and Age of Conan was a huge disappointment and while Warhammer Online is a decent game, and will certainly get better with time, it just wasn't as big of a force as it should have been. Sadly for 2009 all we have to show for it so far is darkfall. :(