|119 posts found|
This isn't a true MMO game
General Discussion « Star Wars: The Old Republic
7/17/09 11:31:50 PM
Originally posted by Wickersham
I'll do it too.
A MMORPG is a Massively Multiplayer Online Role-Playing Game. To understand what this means, we need to understand what a RPG is:
A RPG is a game that allows and encourages a player to create and define a character's story within a game's environment.
So a MMORPG must be a game that allows and encourages players to tell their character's story to other players within a game's environment. Ask yourself what's the point of playing with other human beings if you're not going to interact with them? If this is the case then you could easily replace other players with NPCs and get the same results... So make an RPG and save your customers a monthly sub.
Also, understand that there is more than one story being told at any given time in a MMORPG - Your own story (as an individual), a group story (groups, friends, guilds, towns, factions, etc.), and the full game environments story (the total shared history of all the players in the games environment)
The problem with the newer MMORPGs is that they are quickly removing the elements that allow and encourage players to have and make their characters unique to the point that another player will be interested.
Think about this: if every player is funneled thru the same quests and they share the exact same story how will you be able to find somebody that will want to hear your story when the story is far too common? So the question becomes: will SW:TORs class story arcs and individual stories be enough to encourage other players to tell or listen to each others stories? Will the game have enough RPG toys and tools to allow us to make our characters unique enough that we can generate a public interest?
The OP seems to have his doubts about it and to be honest so do I.
Nice write up. The best MMO's i've played were early Ultima Online and early SWG.
You could shape your characters skills into anything you wanted.
SWG example: Smuggler / Pistoleer / Weaponsmith
Ultima Online : Swords / Mining / Blacksmith / Magery / Tactics / Healing / Anatomry
The diversity was 2nd to none.
In both games, you had the freedom to setup player run towns/cities. These areas had history and lore behind them. One town might have good crafters, another a nice tavern or meeting location. Players could hold player run events. Auctions, homemade quests, set up battles with neighboring towns etc. The community was able to add its own content when the developers content went dry.
Player made items were it !! You didnt have all this fancy loot. Crafters had meaning and a place in the game.
When I worked at the Brit Forge in UO, people knew my name, they trusted me to repairs their weapons and armor. I was able to make a name for myself. Hell , I returned to UO after a few yrs and people still stopped to ask me if I was the same smith that made them armor all those yrs ago.
In SWG I had one of the best Weapon Shops on the server. People would ask for my ICQ to put in orders. You knew which crafters had the best shop and wares.
I never felt important as a crafter after those 2 experiences. Dont forget you could make furniture, decor, clothing, armor, weapons, food, musical instruments and so on.
In SWG, before Jedi, there was always battles between Anchorhead and Bestine (Rebels vs the Empire) We loved the raids. You would also have Empire player run cities invade Rebel player run cities.
UO: Hell, it was a free for all. You never knew if the person you ran into was friend or foe. It was so exciting. Guilds were vital to survival. One of the best skill based PVP games. Not gear based.
It wasn't as immersive as the MMO's of today. You didnt have quests to grind out levels or instanced raids, but I never seemed to care. You would do the PVE to get thing for your crafter or minor gear that could help. Not uber loot, but decent enough to make it interesting. The gear wouldnt put a crafter out of business.
These 2 games allowed the community to be the focus of the online world. I haven't felt that same community interaction in most of the MMO's i've tried since. This game looks great as an RPG, but I have major doubts it will truly be world where we will have a solid ingame community. I just don't see it happening.
I play MMO's to interact with other people. Whether they want to be evil or good in the game, it doesnt matter. I like the versatility. But if everyone is in instances or grinding levels or doing the same quests...... then I don't see much time for community interaction and building. I've noticed that in alot of MMO's.
In LOTRO, my guild friends were the only people I needed to know or interact with. Heck there could have been just the 20 of us on the server and I wouldnt have noticed one bit. The games really feel empty when all the content is hand fed to you. Go from point A to point B. Kill this guy , deliver this item etc. Its not free and open for us to shape.
I'm back playing Ultima Online again. It is great visiting the old player towns that still exist and seeing players I met over 10 yrs ago still playing. We talk old times and they help me catch up on the changes. Very friendly and helpful community, its always been.
To me, all the above makes me want to play an MMO. Now if you have never experienced UO of early SWG, then you might have a different view. Maybe you like quest / level grinding. Hey, maybe thats what you like and thats fine with me. But just maybe, a free and open game would really enhance your online gaming experience, like it did for me.
I hope you all enjoy this game but its probably not gonna be my cup of tea. I'll keep an eye on things and keep an open mind, but I have my doubts as well.