Hello! I have bit of a problem, and it sounds like you might be able to help!
I've been working on a turn-based, top-down online RPG (hesitate to use MMORPG, because the game aims to be tiny) for around six months now, and I've just started a big refactor/rewrite. I'm still enjoying making it, and I'm excited with what it is, but, it feels like it's missing something? A hook, a twist, a sort of je ne se quoi.
As far as keeping things fun long-term and encouraging community I think the game concept is strong as it is, and I have some good ideas for how to expand it. But what would make someone want to download this game? Why would someone booting it up for the first time - potentially to an empty server - want to get invested enough to engage with the game's community (if any) and the deeper systems? The game doesn't have a strong setting either - just generic fantasy by default - and no story to speak of.
Let me describe the game. I'll try to keep it brief:
The main loop revolves around gathering materials from harvest nodes / monster drops in randomly generated dungeons, alongside up to 4 other players, then returning to the town hub to craft/upgrade gear from the materials. A bit like Monster Hunter come to think of it, except the hub is multiplayer and the combat turn-based. The only other area is a home base unique to each player, which can be decorated, and crops can be grown for potions and other various purposes.
There are three main goals of development: first, a deep crafting system, with a variety of tweaks and subsystems to put each player in a unique position for progression and builds. There's also a heavy focus on encouraging player interaction, with cooperation and trading heavily incentivized. It also leverages some cheap mobile game engagement tactics - minus the aggressive microtransactions. For example, players can only initiate a limited number of dungeon runs per day (but may accompany others freely); crops are grown in real time, sometimes taking multiple real days to grow; there are daily rewards and exclusive time-locked items abound.
So that's the problem. I'm looking for a strong setting or driving force to make things pop (early on in particular) despite the small scale of the game. Story is tricky - since there aren't many different settings, and the world is shared - but if you have thoughts there, or for the setting, or a mechanical twist, I'd love to hear them. Since I'm doing some big rewrites, I'm open to big changes.