I’m currently designing a social type MMO that borrows from games like ‘Second Life’ and some of the popular mmorpgs.
The game is mostly non-violent so it’s a bit more difficult to think up starts people can gain experience in.
I wanted to do a bit of brain storming to come up with ideas.
So far I’ve considered; vitality for running and climbing, fishing, cooking, farming, crafting for making jewelry etc…, mining, forging, forestry, and building for house etc…
I’d say figure out your setting.
Based on your setting you can figure out what things would have to be done.
imhp you have to consider what makes people like the violence/fighting and tap into those same feelings.
For example, I think the biggest things would probably be power, the admiration/respect of other players, the rush of taking risks, and enough complexity to make the story worth re-telling to others.
I pretty much agree with frank that all conflict is not physical. I also agree that it is not a good thing to just give people busy work. Guess I’m saying, try to make every activity give the players an intended experience. I think violence is the easiest way to articulate a struggle and victory, which is why it is so common in many art forms. (plus people like the idea of power lol)
Just because you don’t like it, doesn’t mean others do not. One persons grinding is another persons diversion/fun. A good crafting system within a mmo is a big draw for me but the main focus has to be elsewhere but still gathering and crafting is a large part still. Each to their own though.
As for non-violent activities. Other mmo’s have had non-violent things added but as something on the side (take a look at what SWG did with entertainers and musicians) but it really limits how you can have fun and interact if you are going strictly non-violent SL clone (which imo was all hype anyway).