Years ago a blogger/webcomic posted a thing about a MMORPG that would be a communist/zombie game.
Basically, in a zombie apocalypse, you as a player are part of a community. Your adventures and exploits main goal is to contribute to the survival of humanity as a whole against an ever growing zombie horde. Here's an excerpt from the really really long post.
The basic premise is simple. You play as a survivor after a zombie holocaust. When your character dies, you must create another one. There is advancement, both on a character scale (the longer you play a single character, the better he gets - to a small degree) and on a player scale (you can earn advancements that exist between characters). You can only create one character at a time, and to play another character means killing that one off. Each character you can create belongs in an archetype (ie policeman, doctor, farmer, biker, etc) that has specific advantages and disadvantages. Playing the game will unlock further archetypes to play as.
To combat rampant individualism, the idea is that you cannot keep any items between gameplay sessions. That's right. Individually, you do not accumulate anything. If you log off, you will drop everything on the ground. The next time you log in, you start with nothing. Instead, you are able to donate your items to various outposts in the world.
An outpost is essentially a shared town-type place. They can have stuff like armories (where you can find equipment), medical tents (healing), barracks (which hires guards to protect the outpost) and so on. In addition to places which directly affect the players, there are outpost specific locations, like a generator room which powers the other rooms, or a gate which prevents zombies from entering.
Each outpost room serves a specific function which requires donations. For instance, you can go into an armory and request preset combat gear (ie a shotgun and bullets). The armory has a level which is dictated by donations. You donate weapons and ammo you find out in the world to the armory to improve its level, and everybody gets to benefit from it. This level is not static. Requesting equipment spends some of the points, and there is a maintenance rate depending on level (ie a level 1 armory requires 100 points per hour, but a level 5 armory requires 1,000 points per hour). Each player is responsible for not only maintaining the armory's points, but adding to them to improve the armory (increasing the number and types of preset combat gear).