Beware, long read below. But its an explanation of a game we dearly need. And one that riot could provide.
I disagree with everyone. We don't need league to make an RPG based off its lore. The gsmestyle of LoL is already set in stone. HOWEVER, riot, with their unfathomable MOBA style (birds eye view, skillshots, building of items, creativity, etc) could take that idea, and make an RPG. But I still disagree with all of you, we can't just make, well, another RPG. We need to make an RPG that is so much different than the typical RPG. It would in fact be, an MMORPBA... A Massively Multiplayer Online Roll Playing Battle Arena... Say what??? And the game would have to be randomized AND completely shapeable... Say what what??? Firstly I want to point out the progression and digression we've made in gaming. Scripting creativity is absolutely shit now. Apparently, Diablo 1, and 2 had more random item, dungeon, and random playability, than Diablo 3. Morrowind, had more dungeon, item, and potion randomization than its following games as well. Uh, why? Rpgs are too linear, too repetitive, and way too basic now. What differs an RPG console game from another, is simply its name, and some small aspects. Besides the graphics, there are practically the same. I thought Diablo 3, would have way more than what, five zones? So before I rant, let me explain the game we need. We need a game that incorporates the ideas of many, really awesome games, well, maybe just 3 or 4. Let's take Fable, LoL, your typical "Roguelike game", Elder Scrolls, and sure, I'll throw in Diablo. Firstly, the game would appear in a MOBA setting, a view similar to that of LoL, or Diablo, this is for the sake of skillshots, team play, and reduction of the necessity for graphics (remember we are focusing on scripting creativity over graphics). We would use the randomization aspect of a typical " Roguelike game." We would use the character freedom, progression, customizability, magical feel, personalization from Fable (your character starts as a child with no skills, you can wear/dye all of your clothes, your character gets fatter/skinier according to the food you eat, etc.). And the stat system, and size of say Elder Scrolls. Yet everything would be randkmized and customizeable. Doesnt make sende yet?
Read on
The player would spawn as a base character. A child. The first time the first person ever spawns on a server for the first time, it would spawn a map. A map similar to that of the LoL arena. It could be shaped the same, or in the the shape of a hexagon (I prefer hexagon for randomization purposes, like a bee hive). The first "hexagon" (I'll call it "hex" for short) would be similar in all servers, with slight randomization. A town, maybe a city, with some basic characters, trainers, really just people that provide insite to how such a complicated game like this would work. As a weak child just spawning, you would want safe haven. This first hex, would provide that. As well as basic quests. The character might pick up a stick and venture to the edge of this Hex, or hexagon. Now instead of it blocking you from going any farther like league, the first player to ever walk to the edge (and the first hex would be farely big in size, with troubles along the way) would force spawn another completely random hex. The hex would seem random, but might have qualities similar to that of the first hex, the character himself, or complete randomness. Now the WHOLE hex isn't limited just to when it was spawned. Characters could come in later on and influence it even more, in a bunch of other ways, continuously for a long time. The hexes closer to the initial hex, would naturally have easier monsters. If any. All spawnable game objects, would have a list of possible stats, trees, monsters, characters, items, etc. This makes the random spawning aspect easier on the scriptors, each game object would essentially be the same, but because certain stats came up upon the random spawn of the object, it would cause a game model, a color, a random reward when interacted with, its strengths usages, etc. They would essentially just be in charge of creating huge statistical databases, and when creating the models, and animations, simply assign those to having certain stats. So upon randomly spawning an item, the item might just be an idea, the engine would roll a dice and come up with maybe the color green, the idea of "hard," and a bunch of other functions, this item might be a tree, a tanky goblin, or so many other things. The reward for interacting with this object would also be random, but in association with the object.
Making more sense now? But that is just the map and layout, read on for character development
All objects would be considered character with traits that have like traits, and unlike traits. Like traits usually help the object, unlike traits conflict with the object. Say a tree spawns, and would have functions relating to nature. So other objects that have "wet" qualities, or "water qualities" might be used to make the tree grow. If a character has a "sharp" sword, it might cut the tree down completely. According to what the players (and AI) did in conjunction to the "tree" would effect how the tree acted afterwards. It might provide quests if interacted with long enough, might simply removed from the game in return for recourses. Live characters like goblins, would be random ad well, with random traits, and random skills. Now a character exploring could simply slaughter them for something in return, but also build the random AI up, also in return for a reward. Two wolves might spawn and be completely weak, but one might die (from a character, another AI, or even a tree?) And the other might live, so one is dead, and one is not just alive, but is now stronger. A character might protect this wolf, making even stronger, which would provide a surplus of more, and random, attributes and rewards. This would cause completely natural, and random jungle bosses. Towns, factions, evil vs good, learnable skills, etc. Players would have the option when building skills, to choose what shape their skillshots and spells would be in, but in conjunction to their gear, and what they've learned/unlocked. A new child in the game might quickly learn "ice" because he found, or more so "befriended" an ice wizard in a cave. He would become very good at "ice" and would unlock all sorts of skillshots relating to ice. The player might develop a spell that is a straight skillshot that is ice, an aoe skillshot that is ice, a cone that is ice. Etc. No one would have an "ice sword" but a sword that they developed for a long time, and they would use it with their long-term developed "ice skills" the ice wizard would then in turn provide quests that are similar to the player anand itself. The ice wizard would then level up and become stronger. Making it harder for random players to come and kill it. A fire wizard might spawn far away in the same Hex, due to this, and might provide quests that would specifically reward s player for killing the ice wizard. But it would be hard, because the ice wizard has already progressed. This idea would cause a natural cap to how many zones could spawn in thee game. The first hex would have weak characters, that were able to infinitely progress. But the further hexes, would have much higher level characters, which also had the ability to continuously progress. Or the creators could just limit how many hexes could spawn. If an object is actually destroyed, it would make room for another random object to spawn.
Now for "quests" and how players would go about the game >>>>>
There wouldn't be many set quests. Like "kill ten of these, and you get this" no because that's lame. But instead, a house might spawn with decently high level characteristics, so the player might walk in it. A random chest is now spawned. Character opens chest. Character gets an instrument. The characters could use the instrument to smash monsters with but would be impractical, for it would break easy. Or the player could play it. Constantly playing it would increase a stat related to it. Also, because it was spawned, a chain of events would now be attached to it. A character would spawn in a near/far city with knowledge of the instrument or tune, or a character that has already been around and survived forr a long long time might now gain knowledge of the instrument or tune. A book/piece of paper might spawn on a bookshelf, on a dead body in a cave, or elsewhere that contains knowledge of the instrument or tune. The player would seek out this knowledge, probably unknowingly, and unknowing that he even caused these items/AI to be spawned just because he found a flute. If he was successful in finding a tune, he might now play it. BUT it still might do nothing. He might gain wind later from a townsfolk after he got good enough with the flute that ancient musicians commonly played on, say a certain hill in say a certain a hex. The character would seek that hill, play the tune he might have, or have had for a while, and cause something amazing to happen. A white horse would come running, an angel. But the result would be completely in context with not just the zone it was spawned in, but the nature of the tune, AND evten the instrument. Say the hill was in a swamp, was an evil tune, on a grungy instrument, it might just spawn an evil skeleton boss, a blackmare or open a huge coffin with an evil type weapon or an evil, underground buriual ground that other players now have access to. Say a character wanted to make their lifesteal spell stronger, the game would naturally send them to locations that would cause this, aka necromancers, burial grounds, whitches, etc. But the game would be ever changing. Say there was a character that the player wanted to find to benefit their ice moves, but a fire player kills it before they can get there. Well, looks like the journey isn't over, but simply continues.
A game like this would be revolutionary. And would provide massive skill caps, massive uniqueness in character building. And so many other things.