MMORGP the Game Experience

* See also Player Story
* See also MMORPG Lore
* See also Game_Experience
 'Bioshock: Rebirth of Rapture' MMORGP - The Game Experience 
Ryan is gone, Fontaine/Atlas and Sofia Lamb also. Rapture remains. The Splicers who are left living were those who were not just the strongest, but also the cleverest and most resourceful - a product of "Evolution in Action". There are also others who did not 'Splice' nor Splice 'too much'. All of these have survived for many years by their own exertions and craft, with all ties to the old Surface world gone. There has been a Cure for the 'ADAM Sickness'. Everyone is now the same - no one owns anything from the old days, everyone starts equal. And now being freed of the insanity caused by ADAM, Rapture now has a chance to be what it was supposed to be.
--- --- ---
The MMORPG's Rapture Would Be A Whole Immersive Practical World :
Let's try not to make the MMORPG some fluffy 'It works Cuz it just does' game claptrap. 
Being Sci-Fi-based, with alot of Real World mechanisms in play, there are plenty of things for the Player to learn throughout the game ( including various role/duty Quests/Missions where you are exposed to Rapture's workings ). BUT there would also be ALOT of things which you WON'T have to learn (or guess at) -- To figure out what to do. You likely will already know ( when it is much like the Real World ). 
Example : Game Physics works much like Real Physics, systematic mechanisms with recognizable function work properly, Cause and Effect is in play, and NPCs act from more realistic motives/reasons/inclination, etc ...  
Arbitrary fantasy 'facts', impossible Physics and illogic will be minimized.  Things in the game can be expected to work alot like Real World things ( NO pixie-dust, or the need use of the word 'Cuz' to explain most things ).
There will still be simplifications, and many mundane details will end at a certain depth ( a practicality both for trying to simulate so much, and the boredom-factor of most 'real life'/realism for Players ).
--- --- ---
Player Goals :
FPS fun blasting things - Making them (enemies) die in interesting flashy ways is not the goal. There is a new motive to 'save' Splicers now offered as the preferred option. There will be more non-lethal actions offered to incapacitate/drive them away. Your Ammunition might be a bit harder to come by, so you may need to use more alternate tactics. This would mean more interesting single encounters with tactics more than "Empty a Clip into the Baddie who Falls down Dead after 5 seconds". You Capture the Splicer to 'Save' them in the 'Wild' areas. Someone did it for you, so why not you for someone else.
Restoring Rapture to it's Greatness - Rebuilding via both individual and group efforts. Walking in New Rapture, seeing it as it must have been before 'The Fall' - Seeing the 'greater' Rapture. Making a 'home' and 'community' - being work worth doing and a challenge.
Exploration - Travel into the ruined city to see the wonders that once were, to salvage useful things for the rebuilding, for adventure.
Cooperation - 'the Great Chain' is still alive - the Survivors 'pull together. There would be constant Interactions by the Player with Other Players and with NPCs ( and sometimes not always as the Player chooses ). Some problems simply require 'a bigger boat' and more hands. Your successful ventures move Rapture forward ( didn't Ryan say something about 'swim forward or die' ? )
Advancement - Gain resources, gain skill and learn how New Rapture works, and be part of it. You Open up 'new things to do' - offering new challenges, more places to go. Earn Prestige as your efforts make Rapture grow.
Competition and Recognition - for Achievements - "seeing Rapture Restored is it's own reward - Yeah 
right ..."
Finding/building YOUR own little bit of Rapture's future. Leave it to others to 'stand still'.
--- --- ---
Citizen's 'Conditioning' as Justification for Game Blocking Bad/Disruptive Player Behaviors ? 
Avenues for Griefing will be denied via the game mechanics, as no Player-Enforced system has ever really worked as a deterrent. PvP ? - Why should people fight each other when there is enough adversity in the place already ? People's possessions and 'Projects' are locked/permissioned, so won't be vulnerable to contrary Players who have anti-social childish mentalities. It is always easier to destroy/disrupt than to create, and in this kind of game one Player's desire to ruin another Player's effort needs to be actively blocked and punished.
Why Stay ??
Why do the 'Cured' ex-Splicers now not simply leave Rapture for 'The Surface' ( especially once they start getting access to Submarines, etc ... ) ?? The game plot might/should explain : Their 'Cure' is actually only temporary ( requiring booster Anti-ADAM treatments ) and the treatments come from the Sea Slugs which only are to be found at Rapture ( along with the technology needed to make it ). 
* As a joke there could be mention of a few ex-Splicers who did go back to "The Surface" and on seeing the frightening weirdness there (Hippies, etc ... ) came running back very quickly.
* Another joke justification for this might be : after 'the Cure', the ex-Splicers look like the comic book 'Submariner' with green tinge and webbed feet and probably gills, and so wouldn't exactly 'fit in' up there. 
--- --- ---
Layers of the City :
The Core - Safe, Secure :
* The most organized and restored area of the city
* The 'showcase' for what Rapture will be again.
* 'City Hall' and the city's center ( nicknamed 'Grand Central' )
* Where Tenenbaum's clinic got started on her second return.
* In reality, more than a few sections are sealed off still waiting repairs/restoration/expansion.
The Downtown - Rebuilt, Safe :
* Heavily Patrolled and protected - normalcy.
* Majority of residents live and work here in a civilized fashion.
* Where rebuilding is well underway and efforts are being made to rebuild fully,
* Utilities restored, transportation working, businesses being restored.
* Still many buildings need work, many unoccupied shops.
The Border and The Edge - An 'At Your Own Risk' area, with frequent 'Wild' incursions
:
* Newly reclaimed areas that still need alot of rebuilding work, but offer major opportunities to Players.
* A primary area of Player efforts to recover and expand city territory, to wrest it from chaos and ruin and darkness.
* Utilities don't all work(yet) and transportation is being restored.
* There are many buildings still waiting to be worked on.
The Wild/The Ruins - Unsafe/Dangerous :
* Full of Splicers and who knows what else.
* Many sections are 'cut-off'/blocked and others you can only get to via submarine.
* Lots of adventures and perils to face and resources to gain.
The Far Places - Old Industrial/material sites far outside the city :
* Some reachable only by sub, others had transport tunnels linking them to the city
* Important resources New Rapture will need again for it's goal of 'Self-sufficiency'.
The Near Outside - the Sea within the City :
* Detailed/decorated outsides of building - that impressive lighted 'skyline' cityscape
* Structures connect the city buildings together - the 'streets, utility mains, walkways.
* Waterways used by submarines and bathyspheres, seabed maintenance paths.
* Sea growth and debris has blocked some areas, the core/downtown vicinity has been partially cleared.
The Far Outside - the Ocean - Cold, Dark and Wet : 
* Lots of resources waiting for the daring ( minerals, materials, and plenty of fish ).
* Sea growth of many varieties, Sea Life and terrain of the seabed.
The Surface
* Back on Land where things still interact with Rapture
Basic Terrain Features of the City's Environs : 
* The Hotspot - where the Geothermal vents are used to power/heat the city
* The Abyss - the dropoff into a 'trench' on one edge of the city (South) where the Sea Mount crater wall has collapsed
* The Island - a high promontory of submerged rock to the North that blocks the progress of icebergs that otherwise would destroy Rapture's buildings. Also where the Lighthouse is.
* The Plains - the flat area the city is mostly built upon which extends a great distance in several directions.
--- --- ---
The Skill System :
All kinds of interrelated skills for many things/actions which effect Player/NPC : 
* Fighting ( different weapons and tactics )
* Repairs and manipulations ( many kinds, general and specific )
* Crafting (many kinds, general and specific)
* Construction
* Searching and sensing
* Hacking and Booby-trapping.
* Interpreting objects/people
* Medical skill - repair yourself or others, in 'the field' or in a clinic or surgery.
* Vehicle/tool use ( different types of tools for different tasks )
* Research ( yes, you get better at research the more you do )
* Salesmanship (effect on NPCs in shops/ business deals)
* Movement - speed, swimming, Climbing/avoiding obstacles
* Applied physical strength ( for moving/manhandling things )
* Training others in skills
* Use of machinery ( proper running of machines )
* Supervisor and Team Leader skills.
--- 
Skill System Using one of the 0..100 Point Systems that Allows for Alot of Variability.
* Training 'By doing' - The more you do them the better you get ( The higher you go the slower additional progress takes )
* Generalized and Specialization - actions take combinations of different Skills
* Accelerated skill development based on research ( plans/manuals to learn from )
* Some skills may be left over from a character's Splicer days (you may even have an allowance to be able to pick these, otherwise Players will kill off and recreate new characters till they get the random 'inherited' skills they think they want)
* Some skills may (????) be acquired via 'Plasmid' therapy ( ie- ONE Combat Plasmid ???? )
* Skills development, personal and for the Player's 'Team' - NPCs also develop their own skills.
* Official skill Certification for Players - the tests ( Mini_Games puzzles )
* Speed and efficiency - the result of proper skill - less failure/losing fingers/explosions/better quality
* Skilled work pays more ( increase your skills to get ahead )
--- --- --- --- --- --- 
Many Player Activities :
--- --- --- --- --- --- 
Character Creation (with Customizations) :
* Name selection, possibly with bio info of 'previous life' ( maybe fill in later as Player 'remembers' )
* Many games have selectable appearance variations for Player avatars hair/face/skin/bodytypes/age
* Characters will start with low skills ( and with goals to increase them )
* Players start with no possessions - standard institutional issued clothing.
* Some basic/intermediate skills may be selectable at start ( probably skill point allocation with escalating cost for higher levels )
* Not sure if any Plasmid/Tonic abilities are to remain ( what fun is it if Players/NPCs don't have some of these ??? ) Research has shown difficulties with ADAM-based abilities and Players will have to build themselves to reclaiming some of these old abilities.
--- --- ---
Your First Day After Being 'Cured' :
* Waking from the bad dream. ( Your splicing's damage undone, but some scars might remain )
* Tumors gone, humor restored ( or Oops - another round of treatment ).
* Watch the presentations, Orientation is there to help you. ( A Knowledgeable Citizen is a Happy Safe Citizen )
* Your first interactions with NPCs - the clinic staff.
* We don't eat rats any more ... Fish for lunch, citizen - 'the dole' til you get on your feet.
* Would you kindly remove these restraints.
* Job skill tests to see what you might still retain.
* Rehabilitation is complete - Rapture Awaits ...
* Tenenbaum's message to the newly 'cured'.
The Next Day :
* Walking about staring - "Didn't I see this place before in a dream ??" ( City Core area that looks like Rapture from long ago ) 
* Crowds of NPCs walking by and acting normal - interacting ( like in GTAGrand Theft Auto computer game with multitude of figures and vehicle )
* Your 'New Citizen' Kit:
** Your ID - what it does for you - ( you are now 'in the system', welcome citizen.)
** A map showing where you get your city 'dole' ( and job assignments ) and current assigned residence
** Several 'dole' tokens for your first day ( more when you show up at the job office )
** Basic clothing - return it for a deposit when you don't need them any more
** In game help interface - your handy Citizens Manual "This is Rapture" - similar to BS1/BS2 descriptions of what things are and how they relate to your new life.
** City map - unsafe areas marked in red. ( a proper '3D' map system )
** Handy Notebook - to make notes to yourself and compose notes/checklists to send later to others and to scribble maps to your favorite places ( Map markers that will show on your City Map - can send those to other people too )
* The job Postings - taking a city job (citizens are expected to work)
* Finding your residence ( assigned apartment/barracks space - 'minimal' - some closets are bigger* tho better than a flophouse )
** Basic apartment Radio - it might even be in working order
** A real bed, much better than crouching down in some dark, not-so-wet corner.
* Where to get something to eat ( yes, it will be fish of some kind )
* First Job - it doesn't (and wont) take a Rocket Scientist - probably City maintenance/repairs/deliveries/cleaning
* How to get to places - lots of walking - to where you work and how to get back ( and public transportation )
* Dole tokens - what you can spend them on and what you can;t ( and why you want to start making real money )
Settling In :
* $ Doing things 'on the cheap'
* Moonlighting - temporary 'quick' jobs ( How to find them ? What is the risk )
* Dole tokens wont fit in slot machines
* Donate blood for CASH!! With most Plasmid therapies gone, it is back to older more 'primitive' medicine.
* Volunteer for "Testing" - yeah, that's a tickets to riches and prosperity...
* On the job training and advancement - general skills ( more skills, better paid jobs )
* That first trip to 'the Edge' - the line where civilization ends.
* Acquiring a basic hand weapon ( and training a bit to actually be able to use it )
* Cheapo entertainment - chasing things in the sewers ( great for 'training' and "Winning Fabulous Prizes" )
* A better job ( Yes citizen, your rehabilitation seems to have worked and you are stable - congratulations )
* More job postings - Working for others - NPCs and Players. Day, part time, and Contract work
* The thrills of the 'Wild' - risks and rewards.
* Quitting a job ( find a better skill match or to develop broader Skills )
* More training and skills ( and accelerated skill via night classes )
* $$ - acquiring better stuff ( clothes, tools, apartment, food )
The Future :
* Work your way up - more skills, more advancements, more adventures, $$$ ( Onwards and Upwards, Citizen )
* Start your own business venture, get others to work for you and build up a 'Team' of NPCs, build upon your successes and expand Rapture as you do.
* Look for an unclaimed section in the 'Border' and 'Edge' to do as a project which will earn Prestige and further resources. Rebuild a apartment block, and if all else fails ( like no one wants to rent in that 'sty' ) you can house your 'Team' NPCs in it )
--- --- ---
A Typical Day in Rapture ( at least what NPCs do ) :
* Wake up
* Eat
* Go to work ( eating on the way saves time )
* Work
* Eat
* Work
* Go home
* Eat
* Do something other than work
* Goto sleep
Most NPC citizens go about their daily routines and can be seen doing so ( run by the Server ), some can follow orders specified by Players. Many boring/tedious/repetitious things get done by NPCs so the Players do not have to be bothered by them ( 'grindy' games are inferior games ).
NPCs interact with each other visibly while Players are watching and abstractly when not visible - to carry out their goals and function. Basic behavior includes responding to a current situation and taking action appropriately ( like avoiding hazards and running away from threats, or just buying food when hungry ). NPCs interact with Players, even if it is only responding "Sorry, I'm on my way to work".
Some games in the past required Players to 'logout' in a safe location or leave them vulnerable to dangers ( they would still stand there in-game for minutes after your game shutdown ). Unfortunately that is not conducive to the busy modern real life world, with people being interrupted constantly. So in this game it will probably be best to have them safe on Logout. Your 'Team' NPCs will logout with you unless they are left in an automatic mode where they keep working even when you are offline. If something unsafe happens they will act with caution and either retreat or put themselves into a strong defensive position. Players can obtain security apparatus to increase the security of a work area.
--- --- ---
What happens when a Player Dies ?? :
* How to get your body back - recovery
** Bad places to die - recovering your 'body' can be an adventure in itself
** Good thing when you have loyal minions to recover your body ( You'll want to do the same for them ).
** City service will contract the recovery - with a service charge
* Don't think of it as dead ??? The Vita-Chamber revival still works, somewhat ( not as effective and you dont just appear there - someone has to drag your sorry carcass to it ).
* Recuperation after 'dying' - unfortunately Splicer regeneration does work as fast after 'the cure'
* Medical treatment can speed up full recovery ( X-Cell and other treatments ) - those Medical Stations can still be found.
* VitaStat Med kits/Bandages still help ( at least to get you to half hitpoints/helathpoints )
* That which does not kill you makes you stronger ( or maybe smarter next time ).
--- --- ---
Travel into the 'Wild' places and face Splicers and get loot :
* Hazards being more than just insane murderous mutants
* Things can fall on you
* Drowning happens
* Opening stuck/locked doors to find vast riches (or not)
* How do I get there from here - obstacle course - climbing over/under and moving blocking stuff
* How do I get to the 'Wild' - pick a direction and just keep walking and you will find it soon enough.
* How hard should combat be ( Rewards vs Risk ). This isn't a shooting gallery game.
* Getting there is part of the puzzle - Rapture's incomplete transportation web, clear your own way.
* Areas further out are more 'Wild'. Travel there if you want more excitement.
* The further out you go, the less picked over. ( resources don't 'respawn' endlessly )
* Discover new places and take out a salvage claim.
--- --- ---
Go Get Stuff to Further the Cities 'March Back Towards Civilization' - Explore/Search/Recover/Haul/Distribute/Sell :
* Finders keepers - who actually owns all this stuff ??
* Decisions - how much can you actually haul away...
* Scroungers paradise ( if you can keep from getting killed )
* Uncovering/Moving/Freeing/Dismantling things takes time and skill - beware of booby-traps
* Expect more things being hidden ( not so obviously glowing 'take me' ) in interesting places/corners - It often pays to look/dig around.
* Bring your 'Team' - More hands can do more - 'Dig out, manhandle and carry' more stuff away. You are not going to fit that pumping machine into your backpack.
* Things may not still be there by the time you get back - decide what is best to take now.
* No 'highlighting' of useful items ( except as command target selector ) so that Players will have to search more ( besides with so many things now usable every other thing would have to be highlighted ).
* Construction materials - always in demand - if you find nothing else, they will usually 'pay the rent'
* Standard parts - Panel sections, Nuts and bolts, Pipes/wires/conduits/etc .., Paint. All useful items.
* Most anything if recovered has some use - though you have to go get it and bring it back first.
* Stuff brought back can be either intact and working, or broken and later repaired or made into spare parts.
* Raw materials can be converted by fabricators into new parts.
* All kinds of things have Official Bounties on them and others are in high demand with high price.
* Some things are illegal ( ie- ADAM ) and need to be turned in to designated authorities ( many have rewards )
--- --- ---
Free Will and How to Convince Citizens (NPCs) to Work for You :
* Finding people you need - Want ads - Newspapers and Bulletin boards - day labor, contracts, Player cooperation.
* Many NPCs don't want to do risky things, so you wont find them answering 'Hazardous Job postings' or wandering 'the Wild'.
* You will eventually find NPCs who will work for your 'Team' on a permanent basis and who you can count on.
* "Eh, its a living" - "a fish a day can encourage anybody to want to work" ( uses for un-skilled labor )
* I'll send over a few of the lads to help. .. - work contracts with locations, schedules, etc ...
* Organizing your help - schedules ( keep your 'Team' minions busy doing useful appropriate things - even when you are offline ).
* Temporary employees ( contract and 'day' workers ) are likewise organized but usually come with restrictions. You may want to keep an eye on them so they don't 'sit on their hands' all day.
* Doing things solo ( 'If you want it done right ...' or want to sneak around )
* Loyalty of your 'Team' ( Yes, the Patronage system is alive and well ) various methods of inducement ...
* All work and no play makes ex-Splicers eventually go insane ( They also might quit the job )
* Building your reputation not only improves chances of getting people to work for you, but also the jobs you might be offered ( or be expected to take ).
* Cooperation between Players is encouraged and can be key when your Team doesn't possess critical skills for a job.
--- --- ---
Your Character can keep working Even When you are not Online :
* If your 'Team' of NPCs can do it, why not you. Usually requires a 'safe' situation.
* Some/many routine (mundane) tasks take time, have you character do those while you sleep.
* The OTHER online - the Tablet interface ( in-game Mail/Bulletin boards/Newspapers/Mini_Games/Team Task status & commands/TV/Radio/Map ). Get things done when you cant be on your gaming machine.
--- --- ---
Helping 'Save' Splicers ( the Clinic and how to Drag Splicers there ) :
* Bring live Splicers back and turn them over to the Clinic ( a Bounty paid ), more non-fatal combat methods now available ( 'beat em up' to overpower them, but try not to kill them ).
* I Never met a Splicer I didn't like - once the insanity was gone ...
* Dead people are one of our greatest resources - recycling Adam ( though live ones are worth even more )
* Tenenbaum's clinic administers 'The Cure' and rehabilitates Splicers into new citizens.
* Skills can live again - residual ADAM - new process is part of 'cure', still experimental.
* Dead Splicers worth CASH !! Bring them to the recycling center and make Rapture more tidy at the same time.
* It was just tacky that Lamb left so many bodies laying about ( but then at the end everyone knew how crazy she really was - even the half insane Splicers )
* The 3000-odd (??) surviving people left in Rapture have been thru the 'Crucible' of survival, and are now worthy of Rapture.
--- --- ---
MMORPGs Additional Player Usable Interfaces :
* Submarine Controls Interface
* Diving Suit HUD ( much more than Big Daddy 'mode' in BS1/BS2 )
* Fly-Bot
* Bicycle
* Trolley
* AE Train
* Splicer-Vision ( The Brutal World of The Splicer )
* Big Daddy Vision
* Cat ( A City Cat or a Feral Cat wandering the Ruins or a Splicers Cat )
* Faction Minion ( inhabitant in one of the other Factions in the City )
* Big-Sister Vision
* Little Sister Vision
* Golf Cart
* Utility Tram
* Elevator ( not just those single button jobbies )
--- --- ---
More Realistic Corpses .... Hmmm :
More realistic corpse twitching ( More minor animation Assets - to give you weird happenings once in a while - enough to make you not sure they're dead ? ) BioShock games (1 & 2) had some problem with their Physics Engine that would leave a part of a body unstable doing a cyclic vibration ( quite un-corpse-like ) twitching endlessly ( At least it gave me the fun of shouting 'Stay Dead F#$%^*& ..." as I whacked 'em a bit more with the Wrench. ) A minor dampening factor could have simply fixed that ...
Gibs are always amusing ( gibblets - the bits that go flying when you strike blows, blow bits off, etc ... ) But since you aren't supposed to kill Splicers (much) anymore ... I suppose "vermin" animals can have Gibs, and machines can spew parts as you blow them apart.
Perhaps by MMORPG times most of the incidental corpses have been cleared up (being a health hazard) - at least within New Rapture's City Limits, and it's immediate vicinity. Seriously, with all the vermin and half starved insane Splicers about, how long would those corpses we saw in BS1/BS2 have really stayed there ?? Piles of Bones are probably harder to render convincingly ( They don't lay there in a nice Halloween-like normally-connected body pattern - They get scattered about/jumbled ).
--- --- ---
Container Me THIS Batman!!!
Every Object which would be a Container WILL be a Container (in the MMORPG). So for the Players who like to play "Manic Magpie", there will be ample things to feed their Addiction/Compulsion. Now that doesn't mean that you will find every Container full or having something valuable in it, but REMEMBER : If you don't look, you won't find. All kinds of amusing ( if not useful ) items could be there to be found. SO much rubbish that you can't haul all of it away (and you can leave it for the next adventurer to sift through.
Don't forget to look between the cushions in the furniture, as long forgotten goodies might be found. Your NPC henchmen/lackeys can do this once you learn the skill(s) ( except maybe they won't immediately throw it at your face like Elizabeth did - "Booker ! Dead Rat, Catch !!!"... "Booker ! Bowling Ball, Catch !!!"... )
Containers also NOW can be used to PUT things in ( like garbage cans for all the rubbish you picked up which you now know are not worth hauling around ). Caching items for 'later'... All the Containers for stuff in you Residence or Business/Shop serve as storage. Backpacks/utility belts/wheelbarrows for all the stuff you carry around.
--- --- ---
Test for the Newly Cured (Ex-Splicer Player Character) :
So you find yourself dressed in a cumbersome bunny suit, and then you see what looks like Sander Cohen coming at you with a bloody ax ... What do you do ?
You have no Plasmids ( if you ever had any ), and you need to learn to cope without any help from ADAM-enhancements. 
Congratulations, you run for your life and The Test is over. You will have to fight that craving to shock/flame/freeze that threat for quite a while, and instead use the many other ways a Non-Splicer has to defend themselves and the things they love.
--- --- ---
Character Creation - A Characters Previous Life - Profession = Skills :
* Players get to choose 'previous profession' when setting up
* List of professions and sets of related skills
* Randomness -- If some skills too significant (loophole) Players will create/delete characters til they get what they think they want.
* Make previous 'life' skills 'potential' instead of just handing them to Player at start ( so will have to be developed and the Player will not get immediately )
* 'Recoverable' skills - those skills easier to learn 'fast-track'
* If Players able to create their own 'bio' it largely wont effect what they are now - an ex-Splicer. Nothing will be  'owned' from 'before'.
--- --- ---
Simulated Rain in Rapture :
In public sections like the 'Streets', Not so much for the 'weather effect' than to clean the areas ( prevent dust accumulation, etc ... ). Storm Drains would be used to guide the draining water for reclamation/reuse and removal of contaminants.
Would be one of the elements to try to make Rapture less constant/monotonous ( like the day/night cycling of lights ). Various Parks would have this feature as an attraction.
--- --- ---
Monty Hall Loot ???: 
Some hidden location which the Player finds out in The Ruins somewhere - a small room filled with goodies - a vision that has the Player seeing New Rapture dollar signs popping in the air - piles of bottles of Plasmids/Tonics/ADAM/EVE, Medi-Kits and Booze and all kinds of Ammo and other valuable stuff.  Then on closer examination it turns out it is all Counterfeit - fake useless items someone had made and was selling/trading to unsuspecting buyers.
No doubt, some Quest plot expansion of this idea, with the quest-giver claiming that the Player has cheated them or with some scheme to 'unload' all this 'valuable' stuff as part of a new scam (A tale of Scams within Scams and Double-crosses and finally Murder -- and a 'Moral Choice' to be made by the Players (or not) - with ACTUAL Repercussions).
--- --- ---
Bioshock MMORPG - A Plausible Ecosystem For Rapture :
Lots of beasties to create and animate and make behave by the Player Asset Creators, and lots of plantlife and other assorted environmental detail ( including more of that pretty glowey Sea_Life stuff ).
* Logical food chain with lower life forms feeding upwards ( top which includes Splicers and New Rapturites )
* Background for the Player interactions ( spectrum of details glossed over in the Solo games )
* Source of Tasks relevant to survival and rebuilding of Rapture.
* Lots of different activities, many with their own interesting challenges ( it CAN be arranged ... ).
* Lots of dangerous living things to hunt and kill ( since Splicers are now 'to be saved' gotta have some things to satisfy the Players bloodlust and itchy trigger fingers -- but beware, these might not be the stooge pushovers most Splicers were ).
* Unfortunately Sea Life likes getting into intake vents and likes lights, and can require consistent removal to keep certain systems operating ( probably what the Big Daddy 'Drill' actually was for ... ).
* Vermin Control - good City Sanitation requires disease carrying vermin to be kept under control.
--- --- ---
Lurking in the Dark :
* Many areas have the electricity out (no lights on)
* Many areas the Splicers keep the light out ( and not all of them have glowing eyes )
* Those creepy sounds MAY be something coming for you...
* Too bad Ex-Splicers (citizens) can't use the 'Cats-Eyes' Plasmid.
* Keeping spare batteries for you flashlight is recommended.
* Games with the dark place and Player shining a flashlight about are always fun ( as long as it doesn't happen endlessly ).
* Night-vision goggles - the US and Germans had them during WW2
* Sorry mutant carrots don't really help that much.
* Glowing indicator lights is a nice effect, as is Bioluminescence
--- --- ---
MMORPG Widgetry :
Looking at things like Yahoo Widgets currently on Computers now, gives more hope that things like my MMORPGs Tablet/Smartphone/Desktop-Computer(new)  game interactive widgetry will allow filling-in the MMORPG's more tedious/mundane activities, and help maintain interest while the Player isn't able to play on the Main Interface  ( which required for the full 3D interactive adventuring activities ).
Looking at things like These :
http://yereverluvinuncleber.deviantart.com/art/Steampunk-Weather-Gauge-281335851
http://yereverluvinuncleber.deviantart.com/art/Steampunk-Clock-Calendar-277413550
http://yereverluvinuncleber.deviantart.com/art/Steampunk-Weather-Gauge-281335851#/art/Steampunk-Resource-Mon itor-Yahoo-Widget-353796509
Those are Steam Punk, but detailed stylings along Diesel Punk themes matching BioShock could be similarly done.
--- --- ---
(Game) Tedium - Avoid If Possible :
I'm Remembering original XCOM (PC game) - having to re-assign equipment for every minion in a squad EVERY time you started a mission - The skill mix spelled out what weapon they were best able to use, but EVERY fricken time you had to explicitly re-equip/assign them ( simple program 'remembering' what was set last time ... It could have been done so simple in the program. )
Advantage of hindsight (to avoid tedium) - having NPCs who default equip themselves ( when given details for mission/operation/project ) -- You can still tweak/change if you decide on some special needs ( but the bulk of the equipment assignment is automatic logic/cached of the previous preferences ). I suppose you could make 'sticky' recommendations which they could remember (in future) if you have preferences for what's needed for your own selections/preferences of tactics ( mission keywords you would communicate which would cause them to auto-equip appropriately ).
--- --- ---
Building a 'Park' ( Another Civic Achievement Project ) :
* Parks are often named after their 'donors' - eternal fame in New Rapture ...
* Parks would be one way of fighting the 'trapped like a rat' feeling of Rapture's "closed" environment, so are thus being encouraged.
* Requires a stripped-out building with reasonably large open spaces.
* 'Stripping out' could be part of the project, with the 'recycled' materials being sold to pay expenses.
* Sufficient artificial sunlight would be a requirement for greenery to grow ( ditto for heat/air utilities ).
* Landscaping materials would have to be brought in :
** There is plenty of rock that could be quarried or collected from the 'outside' for camouflaging walls like in  Arcadia.
** Sea-bottom mud is suitable for 'earth' to plant things in and fertilizers are already in production for farming.
** Numerous plants of many varieties can still be found growing in places in 'the wild' as well as in the city.
* Note that much of this process is the same as building a Farm.
* Gardening plots would be a possible variation for a 'Park'.
* Additional 'FrankenTrees' would be a bonus ( they also grow faster than normal trees - which will take quite a while to grow or have to be transplanted from elsewhere ). They do require increased air thru-put, since they remove 'CO2' much faster than normal trees. The City offers a Bonus for the extra air reprocessing capacity.
* Beware of using ADAM to mutate trees or you might have something like the Unfriendly Apple Trees in of 'the Wizard of Oz'.
* A 'Park' does not have to be anything anywhere near as large as Arcadia's.
* May get assistance by Farming skill experts ( as well as develop them yourself ) ... botanical research ...
* Earthworms !!!!
--- --- ---
Residence Displays :
Player's Residence (apartment) should be able to be a 'Museum for Weird Things' and Funhouse and 'Fortress of Solitude' all wrapped up into one :
* Trophies to admire, remember
* Toys (interactive) to play with when bored with other things (Mini_Games linked)
* Doing a little work on that Fabrication task when one feels like it (the Workbench)
* Just cleaning up the place and finding that whatzit you forgot about
* Adding on more improvements ( it is like a big puzzle game - trying to fix the walls/floor/ceiling and get things to fit )
Of course it should be made so that other Players can see the stuff too. So a mechanism to 'lock down' all items on display ( YOU KNOW too many Players have "light fingers", if nothing is done to stop them. )
--- --- ---
MMORPG 'Splicer Prisoners' of Players :
Since one purpose of the game is to "Save" Splicers, how exactly are you expected to capture them and transport them back to New Rapture's "Clinic" for their "Cure" ?  Many don't exactly want to be "Saved" and rumors amongst the Splicers that those captured wind up filling Beef-E and Potted Meat cans, doesn't help.
I would expect that you get Prestige Points within New Rapture for just saving one person, so it should not be too easy/simple to do it ( and the game being a MMORPG full of Players, we would reasonably run out of 'Wild' Splicers 'in no time' otherwise ).
Splicers will be alot slipperier and able to escape ( as well they wont 'die like flies' every time you encounter them ).   But assuming you 'catch' one, how exactly do you hold onto them. The wonderful people at Fail-Safe Industries created many useful objects, but even those have limitations when Splicers can still fire/ice/electricity/flame/etc ... thru their hands ( and other orifices not previously seen ). That's not even mentioning Houdini Splicers and others who don't need hand gestures to mess with your head.
The New City of New Rapture will have to come up with many methods to handle this operation ( apparently they did, as YOU  were once a Splicer and someone managed to 'rescue' YOU from yourself ).    Chemicals that neutralize EVE might be one way.
Splicers also may capture YOU. So it might be best that YOU don't have a reputation for murdering captives, No?
Particular Splicer who are dangerously adverse to being 'Saved' may be marked as to being difficult and have Bounties offered for their capture.
--- --- ---
Plot Lines - The MMORPG Can Reveal All ... :
I remember talk (Forum discussions) of significant conflicts in the plot lines, and the times when certain things were said to have happened (or didn't).  Suchong's death was one with a great deal of inconsistency.   All those diaries of Suchong  we find in Point Prometheus ( But then you can't go by where they are found, as any really solid proof - Those things were found everywhere as if carried as talismans by the insane ).   And Suchong may have  worked/visited at ALL the various ex-Fontaine facilities simultaneously ( being a key researcher/developer ).
Nothing says the ADAM 'farming' operations at Fontaine Futuristic facilities were shut down on Ryan's ( City Council 'nationalization') takeover, or if Point Prometheus was not already in operations with that function, as well as at all the Orphanages still continuing.  Tossing children onto the street (bad PR) when Fontaine's money had already been spent and continuing might not have been that expensive - AND with ongoing ADAM production to pay for it all).
Possible Resolution : Suchong wasn't killed before/at-the-time Delta was bonded to Eleanor, but much later by someone else ( may not even have been a Big Daddy plunging that Drill into him. Heh, it might not even be Suchong we see at that spot-- just some 'staff' guy ( They imply it was Suchong, but there is no label "Suchong" on the body, as there later was for Mark Meltzer/Cindy ).   Also, the Prometheus facilities may have already been used to produce many NON-Protector BDs for the City Maintenance ( possibly for many years ), long before 1958 to already have those extensive facilities preexisting ( so it all wouldn't have to be built/accomplished in the short 3 1/2 months after the 'shootout' ).
Who will arbitrate to 'decide' ?  Well, one difference is that additional evidence can be created to support a particular interpretation ( outcome will be more decided on how logical it all is, and what best fits into the larger theme pr WHAT even might provide a more interesting MMORPG ).
--- --- ---
Half (More?) of the Players STILL Will JUST Want to SHOOT Things :
Now what if the Rapture Reborn MMORPG game still offers this -- Except in more interesting ways and results ?
A Side World tailored to this 'kill it' mentality ?
Flashbacks/dream-sequences to offer many scenarios where Free-fire Slaughter is not just possible but encouraged. A philosophical improvement might be : More realism that might serve to sicken even the more oblivious couch potato gamer. Jib-O-Meter and settings slider Player option to be made available.
Play one of Atlas's terrorists, who get rewarded the greater the mayhem cause on the innocent inhabitants of Rapture ... 
Murder, Destroy and Laughter !!!!
--- --- --- --- ---
.
.