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The Pub at MMORPG.COM  » Difference between MMO and Single player RPG

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105 posts found
  User Deleted
7/10/14 6:36:27 PM#41
Originally posted by tawess

 

SPRPG: Usually only one player.

 

MMORPG: Generally more then one player at the same time on a server

 

Beyond that it breaks down in to semantics.

Its nothing more than this people. Its not completed. If you can look at the words single and massive and clearly see the difference then there is just no hope.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 21640

7/10/14 7:10:43 PM#42
Originally posted by Soandsoso
Originally posted by tawess

 

SPRPG: Usually only one player.

 

MMORPG: Generally more then one player at the same time on a server

 

Beyond that it breaks down in to semantics.

Its nothing more than this people. Its not completed. If you can look at the words single and massive and clearly see the difference then there is just no hope.

If that is the definition .. then Diablo 3 is a MMORPG. It is always on a server ... and there are "generally more than one player at the same time on a server".

Glad we clear that up.

 

  Quesa

Novice Member

Joined: 6/16/04
Posts: 1265

7/10/14 7:12:08 PM#43
Originally posted by ReallyNow10

This has been bandied about for ages on this site, but I feel some very basic clarification may needed.

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

 

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."

I think the 'linear' trend for SP and MMO have swapped over the last decade.  Many SP games have become more open world and many MMOs have become very linear.

  Jaedor

Hard Core Member

Joined: 8/17/09
Posts: 1085

7/10/14 7:15:24 PM#44


Originally posted by ReallyNow10
This has been bandied about for ages on this site, but I feel some very basic clarification may needed.

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

 

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."



Your definition is missing the most important part (imo): Single player has no other players you can interact with. MMO has other players that share the world with you.

  User Deleted
7/10/14 7:22:35 PM#45
Originally posted by nariusseldon
Originally posted by Soandsoso
Originally posted by tawess

 

SPRPG: Usually only one player.

 

MMORPG: Generally more then one player at the same time on a server

 

Beyond that it breaks down in to semantics.

Its nothing more than this people. Its not completed. If you can look at the words single and massive and clearly see the difference then there is just no hope.

If that is the definition .. then Diablo 3 is a MMORPG. It is always on a server ... and there are "generally more than one player at the same time on a server".

Glad we clear that up.

 

I am sure the discussion is comparing games for example like the Elder Scrolls single player games and the Elder Scrolls MMO.

Final Fantasy single player games vs the MMO versions on the games.

The old DnD spawned single player games vs Everquest would be a good comparison.

When they release a MMO version of the Diablo franchise then we can talk.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 21640

7/10/14 7:27:33 PM#46
Originally posted by Jaedor

 


Originally posted by ReallyNow10
This has been bandied about for ages on this site, but I feel some very basic clarification may needed.

 

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

 

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."


 


Your definition is missing the most important part (imo): Single player has no other players you can interact with. MMO has other players that share the world with you.

So Diablo 3 is a MMO, not a single player .. since there are plenty (in fact, massive number) of other players you can interact with.

 

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 21640

7/10/14 7:28:23 PM#47
Originally posted by Soandsoso
 

I am sure the discussion is comparing games for example like the Elder Scrolls single player games and the Elder Scrolls MMO.

nope .. read the first post .. it is a general discussion of SRPG vs MMO.

  Cecropia

Gumshoe

Joined: 3/06/09
Posts: 3467

Poacher killer.

7/10/14 7:31:31 PM#48
Originally posted by nariusseldon
Originally posted by Jaedor

 


Originally posted by ReallyNow10
This has been bandied about for ages on this site, but I feel some very basic clarification may needed.

 

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

 

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."


 


Your definition is missing the most important part (imo): Single player has no other players you can interact with. MMO has other players that share the world with you.

So Diablo 3 is a MMO, not a single player .. since there are plenty (in fact, massive number) of other players you can interact with.

 

You just called it an ARPG in the other thread. 

This is a silly game you're playing. You're painfully transparent.

"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 21640

7/10/14 7:33:06 PM#49
Originally posted by Cecropia
Originally posted by nariusseldon
Originally posted by Jaedor

 


Originally posted by ReallyNow10
This has been bandied about for ages on this site, but I feel some very basic clarification may needed.

 

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

 

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."


 


Your definition is missing the most important part (imo): Single player has no other players you can interact with. MMO has other players that share the world with you.

So Diablo 3 is a MMO, not a single player .. since there are plenty (in fact, massive number) of other players you can interact with.

 

You just called it an ARPG in the other thread. 

This is a silly game you're playing. You're painfully transparent.

So? it is a MMO by HIS definition.

Plus they are not mutually exclusive. It is a RPG, and a ARPG.

  Gruug

Hard Core Member

Joined: 4/03/08
Posts: 1265

The more you know, the more you know you don't know.

7/10/14 7:34:37 PM#50
I really don't care about the "definition" of what a MMORPG is or a SPRPG is. All I know is that if I want to play a game I want to be able to play alone if I want to. Or,  play with THE PEOPLE I CHOOSE when I want to. If the game can not satisfy one or probably both of those criteria....I am likely not going to play it.

Let's party like it is 1863!

  User Deleted
7/10/14 7:57:23 PM#51
Originally posted by nariusseldon
Originally posted by Soandsoso
 

I am sure the discussion is comparing games for example like the Elder Scrolls single player games and the Elder Scrolls MMO.

nope .. read the first post .. it is a general discussion of SRPG vs MMO.

I copied the first post for you. Notice the bolder text....Single Player RPG.....MMORPG

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."

  TheLizardbones

Apprentice Member

Joined: 6/11/08
Posts: 10959

I think with my heart and move with my head.-Kongos

7/10/14 9:07:06 PM#52
Originally posted by Soandsoso
Originally posted by nariusseldon
Originally posted by Soandsoso
 

I am sure the discussion is comparing games for example like the Elder Scrolls single player games and the Elder Scrolls MMO.

nope .. read the first post .. it is a general discussion of SRPG vs MMO.

I copied the first post for you. Notice the bolder text....Single Player RPG.....MMORPG

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."

 

Umm, not sure which MMOs you've played, but it seems a lot like you have your definitions reversed, based on the games I've played.

 

I can not remember winning or losing a single debate on the internet.

  berenim

Hard Core Member

Joined: 11/11/07
Posts: 121

7/11/14 2:58:56 AM#53

 SPRGs are back to the days of old. We used to have an open world to explore, with a story set around and some times even optional dungeons, next to the dungeons we needed to go. In Phantasy I your characters even died of old age with time, Ultima IV set you into the world and it was up to you when to complete what (Geez, I feel old now). The linearity (sp?) came later on, I guess with the higher usage of CPU and Graphic power, that needed to be exchanged with depth (I always felt the more graphic power the less depth often seems true).

 MMORPGs took over and gave us an open world to play around in, to make our own adventures (Heck, AO even played the "colonist-card"). Now we are back to streamlined MMORPGs and SPRPGs are opened up again. Sometimes  Ieven feel that some game would have been better as MMORPG and didn't really pick me up in SP-mode. Sacred 2 comes to my mind. Let's hope we will get our worlds back, since that was the intruiging part of playing an MMORPG, shaping and exploring a world with people you wouldn't talk to otherwise.

  Apraxis

Hard Core Member

Joined: 9/28/05
Posts: 1515

7/11/14 8:53:43 AM#54
Originally posted by ReallyNow10

This has been bandied about for ages on this site, but I feel some very basic clarification may needed.

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

 

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."

It is all good and nice.. but bullshit.

About linearity and openness of the world or storyline.

If you have played Single Player games like Ultima 4 or Wizardy(almost any), or a lot of other old RPGs you would have known that those were everything but linear, and larger and more open than most MMORPGs.(including UO and EQ)

There is no difference in that aspect between SRPGs and MMORPGs.

The main difference is, and somehow obvious:

- community, community building, community interaction. Because you don't have any other players in single player games. ;)

- and persistent online world. A world, where a lot (like massive, like more than 500) of players play at the same world, and can affect permantly the world, and the outcome of other players, and where those changes stay persistent, as long as another player, or the World Environment, changes something about it.

 

And about the numbers of players, and what is what:

Single Player - One Player

Multi Player - More than One Player (Online, LAN, Serial Link, On One Computer)

Multi Player Online - More than One Player playing Online against or with each other as in MOBA(Multiplayer Online Battle Arena)

Massive Multi Player Online - "Massive" was introduced to differentiate to the old MUD(Multi User Dungeon), and wanted to show that not only hundreds of players play together, but even thousands of players play against and/or with each other. The other point of defintion was the persistent online world, though that was shared with MUDs.

But nowadays everything changed.. you have games like ESO.. where hundred of thousand players are shared over 1 "theoretical" server, and randomly(or not so much randomly) mixed together in small tidbits(5-500) into one technical server to play against or/and with each other. Those players can not affect the world persistently, and only partially affect each other, nor do they play persistently in the same world.. because they may at random shared differently each and every time.

It almost does not fit into the old definition of MMOs.. but who cares..

But to go back to your thesis, and what your thread is actually about.. that MMOs should be more open and not so much linear as they are today.

I personally do agree with you, and would like to see again more open MMOs, with a actual persistent world, where we actually can change something. But nevertheless i do think there is room for both, or even more for almost every way you can come up to make a game. If i personally do like it or not, doesn't matter, as long as enough other players do like that stuff.

In how many MMOs could you drop something, somewhere, or better said everywhere in the world, just that another player dropping by an hour later to pick it up? I know it is technically difficult, it easily becomes a database mess, it easily can be used to grief or to shutdown a complete server.. but nevertheless it was one very important aspect. But they cut it out, and made the world with every incarnation more and more static, up to the point of ESO, where you can't even open persistently a door, or anything else for that matter.

 

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 21640

7/11/14 12:56:02 PM#55
Originally posted by Apraxis

- community, community building, community interaction. Because you don't have any other players in single player games. ;)

So Diablo, Borderlands, Torchlight 2 don't count as single player and count as MMORPGs?

You obviously have other players in these games.

  Apraxis

Hard Core Member

Joined: 9/28/05
Posts: 1515

7/11/14 3:14:13 PM#56
Originally posted by nariusseldon
Originally posted by Apraxis

- community, community building, community interaction. Because you don't have any other players in single player games. ;)

So Diablo, Borderlands, Torchlight 2 don't count as single player and count as MMORPGs?

You obviously have other players in these games.

If you would have read my post, you would got it directly into your face. Multiplayer Online. You play with more, and you have to be online. That's not Massive Multiplayer Online. Its Multiplayer Online, like in MOBA, Multiplayer Online Battle Arena.

  User Deleted
7/11/14 3:31:13 PM#57
Originally posted by lizardbones
Originally posted by Soandsoso
Originally posted by nariusseldon
Originally posted by Soandsoso
 

I am sure the discussion is comparing games for example like the Elder Scrolls single player games and the Elder Scrolls MMO.

nope .. read the first post .. it is a general discussion of SRPG vs MMO.

I copied the first post for you. Notice the bolder text....Single Player RPG.....MMORPG

 

Single Player RPG

Linear, pre-fabricated storyline with some branching decision points.

World is a back drop or merely a set for scenes.

"Think of a line (or a path) as a metaphor for such a game."

MMORPG

Free destiny for players.  Their dynamic in-game realities become their stories and need not be pre-written or overly guided.

World is the environment.

"Think of a circle."

 

Umm, not sure which MMOs you've played, but it seems a lot like you have your definitions reversed, based on the games I've played.

 

The post above is in reference to nariusseldon saying the op only said MMO.

Another forum warrior who pulls things out of context...this world is doomed I tell you.

 

I agree with a post on page 2.

SPRPG - just you

MMORPG - Massive...I will leave it up to you to define massive and argue amongst yourselves.

  Loke666

Elite Member

Joined: 10/29/07
Posts: 17190

7/11/14 3:42:18 PM#58

Recently do it seems to me that the only difference is that MMOs require insane grinding and tend to have a little more content.

Yeah, MMOs have always demanded grinding but there used to be way more focus on working together with other players for a greater goal. Today you can spend years playing a MMO without actually interacting with others at all.

Oh, and you can't save the game in a MMO but dying rarely matters much while in singleplayer games it is usually game over if you die.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 21640

7/12/14 1:51:47 PM#59
Originally posted by Apraxis

In how many MMOs could you drop something, somewhere, or better said everywhere in the world, just that another player dropping by an hour later to pick it up? I know it is technically difficult, it easily becomes a database mess, it easily can be used to grief or to shutdown a complete server.. but nevertheless it was one very important aspect. But they cut it out, and made the world with every incarnation more and more static, up to the point of ESO, where you can't even open persistently a door, or anything else for that matter.

 

Because having a persistent world is not important for most players.  It does not add to fun of the game for them.

 

  ReallyNow10

Elite Member

Joined: 8/11/10
Posts: 1809

Don't give us stories. Give us worlds and we will make our own stories.

 
OP  7/12/14 2:06:33 PM#60
Originally posted by nariusseldon
Originally posted by Apraxis

In how many MMOs could you drop something, somewhere, or better said everywhere in the world, just that another player dropping by an hour later to pick it up? I know it is technically difficult, it easily becomes a database mess, it easily can be used to grief or to shutdown a complete server.. but nevertheless it was one very important aspect. But they cut it out, and made the world with every incarnation more and more static, up to the point of ESO, where you can't even open persistently a door, or anything else for that matter.

 

Because having a persistent world is not important for most players.  It does not add to fun of the game for them.

 

A persistent world is the heart of what an MMORPG is all about.  Going from the "world is just a backdrop for one story" that you find in a Single Player RPG, to having an online persistent world with a persistent online community. 

You log in after a few hours of play to see what's been going on while you were logged off.  Because the world and actions of other players continue.  The beauty and allure of an MMORPG is that it IS a world.  It's like taking your ideas about Single Player games to the next level.

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