Object oriented design
We want to do our best at writing effective and still simple code to keep development and bug fixes easy, and to attract new people.
All the actions of players and creatures should have a long term impact on the world(s). Creatures don't pop and repop ad vitam ternam.
Coherent time management
Time is the same for everybody in the same world. Time management is good enough for game credibility at a minimum, realism if possible.
The effort needed to build zones for a traditionnal mud is very large compared to the functionality the implementors are providing. We'll provide a powerful graphical editor with assistants to build large and complex worlds from scratch. This will speed up testing of core functionalities as well as world design.
A game could be created without writing code. But a more complex one could be created by coding. The world designers will be able to choose the level of realism in their universe.
Choice for user interface
Text mode or graphical mode connections, with a client software or a simple telnet, etc. Graphical mode'll use an open protocol.
Many different quests are offered, and all creatures interact with their environment. Cooperative/concurrent play between players is highly promoted.
All creatures can be player or AI controlled by design
The AI of game controlled characters will be separated from their body model to eliminate duplication of work and to make possible for a player to take control of any character.
And melt everything (and even more) together to get the best Online Multiplayer Computer RPG kit ever!