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Last weekend, MMORPG.com's Laura Genender attended the 2008 Indie MMO Developer's Conference. While there, she attended a round table discussion on the impact of players not spending time gaining “experience points” at the expense of experiencing the content
Read it all here. Cheers, |
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4/01/08 9:00:54 AM#2
He is so right on this matter - even on the 'role playing' servers, not THAT much role playing goes on anymore. In EQ it is an easy place to get all the 'l33t' gear as the flagging os NODROP is removed; in WoW it is just anotehr server - BUT in both cases I have seen some truly GREAT role playing going on, In EQ we played in a great guild by the name 'The Fighting Chefs of Norrath' where in the early days we literaly adventured to gain ingredients to cook with, whether it was Guk ale or Wyrm steaks... In WoW the Scarlet Brotherhood were truly awesome to behold, theirreligious fervour caused all manner of great arguments, but slowly it slipped into personal attacks at the players behind the game and at my last sight of them they were a shadow of their former sleves (I hope you made it back there). On LotRO there is an enforced role play server that seems to be standingup well; but the race to be the first to the highest level will always take priority over the time to kick back and smoke some pipeweed or have a drink watching the sun go down over the bay while the pirates maneuver round the reef to try tp get into port and safety.
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4/01/08 9:40:39 AM#3
I really agree with this well written article: There is no RPG in MMORPG. I guess the one hope is that there are pockets of resistance in all the big MMOs, but it's still relatively small.
In EVE as a Minmatar I'd "roleplay", immediately distrusting any Ammarr slavers and only allowing one into our Clan after he proffessed to being a dissident and joining us in shunning the Ammarr. In LotR: O my brother and I would travel around as a pair of Dwarven minstrels, playing tunes and singing songs(ok you're gonna have to take that with a grain of salt) at the local taverns, asking others to join and whatnot. We even picked up a few tips, and more than a few beers! Even in WoW as a dumb ol' Troll, I tried to learn the "language" from what my quest-givers were saying to me and by lvl 10 or so I had "Troll" down pretty well, with that slightly stupid, slightly Cajun wordage.
etc. etc.
I guess it just comes natural to me to get into my character's role in the world or create something different. I think if I just thought of these games as "leveling to get that next awesome loot/level", then I'd probably go insane. Maybe that's why until something comes along that just completely blows the leveling/exp/fetch quest/kill X rats system out of the water, I'll always being somewhat dissapointed in what MMORPGs have to offer. |
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4/01/08 10:08:25 AM#4
It might be part of a solution if MMO's implemented filters which are able to remove people from your game completely - which is something that should not be awfully hard to implement... Based on this idea you could use RP-flags not only to show if somebody is a roleplayer or not - but to filter out all non-rp players out of your game completely. To make this idea work you would need GM's to ensue that the RP-mode isn't overrun by griefers or ooc-players. Peace |
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4/01/08 10:35:08 AM#5
It to me is a sad thing that many game developers build games that nearly by definition require players to do tasks directly required by the game and its creators the player and charactor has no free will. If asked why a charactor is killing a particular group of goblins they respond "the game told me to" the player might be sitting in the driver seat on a trip from seattle to new york but its the game developer that selects the route. take spells and attacks for example there for the most part exactly the same for any given class,, if you mage has a fireball its the EXACT same fireball that every other mage has,, if you swing your weapon all other fighters have the exact same move,, why not have at least some traits that players can build their own moves out of traits they prefer? the ECONOMY for me is a dead giveaway is the economy combat based or sustenance based? most economies are directly based on the support of combat armor weapons spells than on a more immersive and functioning sustenance economy food drink shelter and to make matters worse they have national auction houses and homoginized resources that every resource is available to everyone which cripples the need for trade. environments and worlds that ignore biological realities,, you can cross the largest desert and never need a drink! no need to take time and actually prepare for crossing a desert packing water, hiring a druid,ranger, mage to aquire water,,, no need to diviate to oasis on the way same for cold climates,, swim in a iced over river? no problem run naked through also no problem! in LORD OF THE RINGS ONLINE right now they added a zone called EVENDIM which had a huge lake right in the middle and Guess what? NO BOATS!!! you might see boats as decorations but none functioning! even the famose BUCKLEBERRY FERRY never moves! and soon (possibly this month) a new chapter is coming out called forinal,,something (ICY BAY) and it also includes no boats but we hear some form of cold weather effects. the worse thing a GM can do is make it obvious they are controling the charactors and not the players (example) we were playing a superhero game and spent an entire evening trying to recover a very nasty antimatter pistol,, at the end of the evening no matter how hard we tried it became immpossible to do so. and what REALLY caused the catistrofic destruction was that the GM actually said "sorry guys, that pistol was too good of a plot device and I couldnt let you have it!!!!!" not only did this RUIN our whole evening as a WASTED excersise! it ruined several games after because they became POINTLESS,, if the gm is going to CONTROL our charactors so much, why do they even need players??? on the flip side if players can never make a difference in a static world, again also pointless. just look at most MMOs end game all there is to do is RAID or PVP endlessly (this is what hell should be) shouldnt a veteran be a a priest managing a church? or a warrior that is a lord of a castle or a wise wizard? or the ruler of a band of thieves? think to yourself, when your charactor maxes out, ask yourself, did my charactor make a difference in this world? is the world fundementally the same as when you arived? the painful answer is yes. make a world, not a game, we dont want another game. |
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4/01/08 10:53:06 AM#6
ah yes, superb discussions, but will they ever lead anywhere? Will we ever have a "simulated" world? SWG had sort of a "world-simulator" ...... but I don't want to take that topic up again. LOTRO I would like to see more RPG and less XP. I love the Shire. With my liftime sub I sometimes still can just log on and run around there a bit. But then what? As pointed out above, there are lakes, but no boats. Fishing is supposed to come. A so simple feature that helps for the casual fun and for RP. But no, they had to do session play with chickens. Where are all the other sessions they talked about (except the Troll, but if you don't pvp you don't get that either). Now there is housing. Woopdidue! But ... You have barely any freedom to decorate they way you want. At least EQ2 and SWG have that. Lol, SOE, the MMO company most complained about, and they actually have a decent feature for RPing and no1 really uses it. That is the other problem, either there is no at all or totally harcore RP nowadays - in the end it takes away the fun as well. All the other big MMOs coming - AOC, WAR - different approaches to the same theme..... Oh Indie - where art thou ?
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4/01/08 10:57:03 AM#7
I miss rp quite a bit. It really does add another layer of fun and immersion to the world. Otherwise you're just grinding xp to level.
I think SWG was best for rp, because I knew the story. MMO's that invent their own story are harder, and I'm not one to seek out some fansite and read pages of lore. If I want to read a story, I just pick up a book at Borders. COH had some fun rp too. Occasionally there is some rp in LOTRO. |
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TdogSkal
Apprentice Member
Joined: 5/11/06
Do not fear death, Death will come a knocking anytime it wants. |
4/01/08 11:15:58 AM#8
Roleplayers should love a game like Darkfall (when it comes out) They (the Dev's) are shotting for a fully open world, which would allow for great RP chances.
Sooner or Later |
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4/01/08 11:42:38 AM#9
Originally posted by TdogSkal I would not count on it, open world or not. Most people do not play MMORPG to RP, they play it for the hack-n-slash. Diablo is a great example of distilling out what is important to gamers ... kill monster in fun ways and get cool loot to power up. At the end of the day, MMORPGs are just games. Playing another persona takes too much work. It is much easier just to be yourself, make some friends and go kill some ogres.
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TdogSkal
Apprentice Member
Joined: 5/11/06
Do not fear death, Death will come a knocking anytime it wants. |
4/01/08 11:54:40 AM#10
Originally posted by nariusseldon Hun? Did you even read this thread at all? This thread is about RP in MMORPG. I stated that Darkfall might be good for people that want an open world to RP in which is what the people on this thread want. They want to make the choices vs the game making the choices. Maybe I am wrong. Sooner or Later |
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4/01/08 12:39:59 PM#11
There is no RP - there is only immersion. When a game allows you to participate in activities that make logical and consistent sense from an in-character perspective it provides a fertile ground from which roleplay can spring. It'll still be a minority activity of course, as proper roleplay takes a whole lot of effort (not to mention a fair bit of innate talent) that the majority of gamers simply aren't willing to devote, but it won't be as much of a stretch and players will tend to be more receptive to at least attempting to converse in character. Case in point - the best roleplay I've seen has been in EVE, a game where most activities are "immersive". Contrast with LOTRO (to pick one) where the vast majority of the time you are participating in activities that make zero logical sense (unless you are operating from the perspective of a sociopath or some kind of insane hunter). The XP / leveling paradigm festering from the days of pen and paper needs to disappear before immersion can take place, and without immersion roleplay will always be a forced activity in online gaming. In pen and paper the leveling mechanic was of little importance next to the storyline - it was simply there to assist the DM in creating a reasonable challenge for the players. Too bad leveling has become the main "content feature" in modern MMOs. |
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4/01/08 1:41:23 PM#12
So what you are saying jakin, is that to be able to RP there must be some other method of progression other than the traditional XP/LOOT reward system?
Maybe this is where an indie company can really inovate. Unlike larger companies who must rely on the tried and true methods an indie can take risks in this area.
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4/01/08 3:11:13 PM#13
Originally posted by brenth
And I think these words: "make a world, not a game, we dont want another game" should be branded onto the forehead of every MMORPG developer until one company finally gets it right. Then they can go back to making new WoW clones /spits in disgust
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TdogSkal
Apprentice Member
Joined: 5/11/06
Do not fear death, Death will come a knocking anytime it wants. |
4/01/08 3:49:21 PM#14
But that is the point, they are making just a game, they are creating a GAME world. I agree that a player should be able to affect the world but that is a very very fine line to be able to create. In all honest it is really not worth their time or effort. I would love to see a game were each player advanced the game world good or bad based on there actions and quest choices but then you would have to worry about so many different outcomes that it would be a huge mess to test and maintain. Look at RL, it is a world that the players (people) can effect in a good way or a bad way. We as the People try and plan for all outcomes, so that when the time comes, we are ready. The problem is no matter how ready we are, there is always something we didnt think of or plan for. Now lets put that in to a game setting. If the Developers cannot plan for every possiable outcome, how could they test the game? How do you even go about creating a game with endless option that are mostly player inputted with out being able to control what the player inputs. If you control the player inputs then again it creates a world that the Developers control not the player. Does anyone understand what I am typing, lol sometimes I get lost typing. My typeing doesnt keep up with my thinking. Anyways what I am trying to get it is. If someone made a game were the players could effect the game were would they draw the line that would allow the players to feel as if they made a difference to the game world but not change the game world enough to not allow new players to join without too much catch up and were the developers can still add in more content via a patch or expansion. If you allow the players to effect the game world how do you add in more content? How do you test how much content a game like that would need? Let alone how do you test a game with limitless outcomes? Sooner or Later |
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4/01/08 3:59:12 PM#15
When I play Vanguard, I still pull out the ol' IC attitude...even if others don't roleplay with me I'll keep right on roleplaying at them. VG is one of my more casual MMOs, though, and when I play EVE or EQ I no longer have patience for RP...which is pretty sad. One of the round tablers brought up the fact that developers spend a lot of time writing out storylines and quests and dialogue, when all we players really do is read the objective and do it ASAP. While this sucks for all the writers in the gaming industry, it's not the fault of the readers; taking time to read through quest text and background story would take time out of our gaming, and time = XP and progression in the MMO. I don't know what the answer to this problem is, but I'd love to see a game where stopping to read the text or listen to the voiceover or watch the cutscene wouldn't be an inconvenience. Laura "Taera" Genender |
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4/01/08 4:55:00 PM#16
I never got fully into RP but had fun with many people enjoying themselves doing so. And as far as following the lore of the game it looks like the dev's of TCoS are headed in the direction that players will need to get into the story arc in order to solve quests and discover things. I could be wrong on this but I hope it is something that will happen and make the game more immersive. (if they would ever launch). mostly I miss logging in and getting 20-40 hello's. Seems harder for me to meet the grateful/helpful types in newer games and get into a group that came over from another mmo. great topic tho as RP does make a difference in regards to personal experience. (i.e.) what the hell. I can quest. 4 hours of sleep is good enough for what I do irl. |
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Anofalye
Apprentice Member
Joined: 11/19/03
The enemy is so dumb! They believe that WE are the enemy! - A famous orc commander. |
4/01/08 5:00:39 PM#17
Beside a personnal email receive by SOE CS today about a survey on quality of their CS and my satisfaction (it was buggy and not working)...
This thread has to be among the best April's Fool of the day. :P
All it takes to have good roleplaying, it is 2 willing roleplayers. Trying to force everyone into it can't work. :P - "If I understand you well, you are telling me until next time. " - René Levesque about the denial NO on the poll to his dream, project and goal. (Free translation) |
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4/01/08 5:17:29 PM#18
I agree with the article. Developers constantly force players into one particular role thus killing any sort of immersion. UO was fantastically immersive (although very buggy) and Eve is to this day (but is very boring). There is a trade off though. Without guiding players many would be subscribers will get lost, confused, and quit. So you really have to hook them early and show them that anything is possible...but first and foremost anything actually has to be possible... |
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4/01/08 7:39:23 PM#19
Interesting article… and discussion. Though I haven’t RP’d since my pen and paper days, I do still enjoy one aspect of RP: character development. I’ll enjoy a game in part based on how well it allows me to realize my concept for the character. Games that offer immersive character driven experiences are usually powerful story-driven single player games. Ultimately, they’re just interactive movies with pre-made scripted experiences. Fun. Satisfying. Limited. Not an MMO experience.
The keys to RP over XP in an MMO are probably character customization and open-ended worlds. In CoH/CoV, the amazing freedom in character customization and design allowed me to create some truly unique characters and pushed my creativity in new directions. If I can create my character and shape an open-ended world according to my character’s desires then widespread RP becomes much more viable. It’s also when human competitive natures mentioned in the article start to work for RP instead of against it.
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4/01/08 8:15:12 PM#20
I might say something a little bit unpopular...... But I think a lot of times what prevents people from rp'ing are the roleplayers themselves. A very elitist attitude can develop amongst many of them. That if someone isn't "roleplaying" exactly as they define roleplaying, they are somehow ruining the game experience. We had an incident a few nights ago with someone who just joined the gang. I asked him about his economic preferences. He then proceeds to (in roleplay of course!) accuse me of being a greedy ******* and not worth dealing with, because I didn't feel like making a deal in full rp-mode, becausee I was tired. Me, I RP from time to time, and it can be a lot of fun. I was the elder statesmen of my guild back in SWG days, one who eventually retired and served as a semi-official role in uniting the various Imperial guilds together, first on the planet of Dantooine, then over the other planets. Yet other times I didn't want to do that, and I can sympathize with others who don't. |
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