Edit - Pink text added 24 May 2011. Blue text added 29 May 2011 (edited). This color text added 1st July 2011. Edited again 28 May 2012. There is a LOT throughout this thread, covering various mechanics, gameplay, guild structure, combat, adventure, exploration, desired features, and nearly everything else. Most of this thread is oolldd. To Read the Pink Text, Click Here forums.station.sony.com / eq2 / posts / list.m?start=270&topic_id=399389 (remove the spaces) EQ3: Exploration is the most important element Trade-Route System (sea, sky, and land; underground areas are primarily for supplying the "black market" or "smuggling" from one city to the other) Layered combo attacks: thus making the game feasible on a console without diminishing the number of spells, and the variety allows for exciting, randomized animations âˆš("Spellweaving") Animation-focused combat: players know what button to press based on the animation of the opponent -- this feels like action or "twitch" combat Smart instancing in a seemingly seamless world: Resource-based zones (farmlands), per player; housing zones, per neighborhood; arena zones, per tournament; trade-hub instances (interactive world-market or bazaar (optional: buy the item, retrieve it within the small zone), resource NPCs); seamless: sea, ground, sky, and underground zones Various forms of governance in each city-state, dependent on the culture; players interact differently with the governments of each city; this affects guilds (in very small ways, like armor bonuses) and trade (resource management) Never-ending randomly-generated quests in a quest-book (go here, give this crystal to someone, etc.; like geo-caching) Social media applications (check the market, chat with friends) Mobile applications (same as above) Achievement system (keeps players hooked) Non-instanced, ranked and instanced bloodsport, races, etc. (arenas) Interactive NPC dialogue: I'd rather have interactive NPC dialogue (Vanguard sans cards) and advanced AI pathing, function, behavior, and personality (see pink text) than excessive voice-acting. Limited, professional voice-acting is more "immersive" than excessive, redundant, mediocre voice-acting In-depth crafting system (like SWG) Highly-detailed character customization (like EVE, but stylized) âˆš(SOEmote) Voice-chat Don't call it "EQ3"; keep a simple name I think you can make it easy to jump into at any time, not too grindy, interesting and challenging. Lots of little achievements are an important element of this, I think. Here's one vote for a casual-friendly game (no time for anything more than a few hours per week (sometimes less) for ~95% of the year -- although the ideas are really exciting!) -- casual availability != desire for easiness, acceptance of limited content, or avoidance of subscription tiers and item-store purchases. I prefer challenges, exploration, and a steady supply of new items and locations.