Slashdot Mirror


MMORPGs - Ruined By Non Role-Players?

Thanks to RPGDot for their new editorial discussing why actual in-character roleplaying in MMORPGs is dying out, as more and more 'action fans' are being attracted to RPGs. The article suggests: "When you take an MMORPG apart to analyze what it is, you discover pretty quickly that it's mostly a huge graphical chat room... the role-playing aspect of an MMORPG is nowhere in the [priority] list, which leaves the few poor souls who are willing to do so in the dust, grinding their teeth at the l337 speech they are subjected to." But it seems in-game bugs and glitches make it difficult for even the most hardcore role-player to keep in-character: "It's hard to sustain a willingness to role-play when the mindless android in front of you swallows your shuttle ticket without so much as an apology."

9 of 100 comments (clear)

  1. Not a new problem... by TibbonZero · · Score: 4, Insightful

    This happened with MUDs, The Realm, UO, EQ, and is still happening today. It's nothing new. Perhaps if there was some way that players (of higher levels???) could reward roleplaying, and make it an important part of the game. Even automatic filters/penalities for using leet speak? Use something akin to the grammar checking programs in various work processors to figure out your 'roleplaying level'? At one point I would have said GMs could help in these efforts, but there are too few of them, and they are always just fixing problems in the games for the most part.
    The Best solution would be if quests required some degree of roleplaying (thus actually making it a roleplaying game), instead of just having to kill something, find something, or deliver something.

    --
    Tibbon
    tibbon.com
    1. Re:Not a new problem... by lafiel · · Score: 5, Insightful

      The author forgot to mention RO (Ragnarok Online): the perfect example everything he complains about. (http://www.ragnarokonline.com)

      A Korean beta game that offers no story, no actual quests. Just dungeons for people to go to and kill, find items, and kill in new dungeons. I cannot stress how little story and quests (aside from "search for three of these different rare items to recieve an even more rare item" quests) there are. It makes Diablo 2 look like a classic book in comparison.

      In fact, people are paying to play this game now, it's no longer a free beta. Definitely a bad direction for mmorpg's to go.

  2. Problem? No Game Master by LordYUK · · Score: 4, Insightful

    The only MMORPG I was ever "serious with" (I had dabbled in the free trial of AO and the AC2 Beta, but neither of those took an hour of my time total) was the SWG Beta. If you've read any of my other comments, you'll know what I think of it (as a "game" it sucks). Thats not the point, however.

    The problem with Role Playing in a computer game is that you are artificially limited by the constraints of the game. If the programmers have decided that you have to get past (kill) target A to get object B, then you have to kill target A to get Object B. In a "true" RPG (DnD, or whatever "flavor" you prefer), there is a DM who may *want* (or goad) you into fighting target A, but in the end, you could at least attempt to bluff your way past it or sneak around or whatever. Also, in a PnP RPG you can interact with your environment in ways that a MMORPG cannot currently let you. For instance, I've never quite been able to walk through tables or other party members in DnD, yet in SWG you have a rather incorporealness that, well, breaks immersion. Also, the NPCs can be only so engaging. If I told an NPC to "blow off" in a PnP game, he'd "hear" me, and react accordingly, whereas unless its a specific encounter, if I type "blow off" to a random NPC he'll simply ignore me.

    So it all comes down to the Game Master. Without the human interaction, its very difficult to stay in character, IMHO. Of course, one day that might not be the case, and there isnt anything wrong with MMORPGs, other than they are in fact glorified chat rooms most of the time.

    --
    This is my sig. Its pathetic.
  3. Re:Quality of Games by Winterblink · · Score: 4, Insightful
    WOW being better quality than others? It won't, I'll tell you that right now.

    The thing with MMORPGs are that they are in a perpetual state of being broken, right from the get-go. Launches are inherently troublesome times with client bugs and play balance issues. Only over time do these things become lessened. They're still doing fixes to Dark Age of Camelot after what, two years of being in operation? They're primarily fixes to balance issues, the odd glitch, no real show-stoppers.

    Once you come to terms with that you'll have a pretty fun time with MMORPGs as a whole. I guarantee you though that WoW will suffer the same problems at launch that they all do. Busted registration/logon servers, lag, goofy gameplay balance, etc, etc, etc. It's the nature of the beast, and don't let the Blizzard name fool you. It's their FIRST MMORPG, and it will be at least one thing to them -- a learning experience unlike any they've had before.

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
  4. Re:We don't serve their kind here! by Dachannien · · Score: 3, Insightful

    MUDs could afford to do that, because MUDs are (generally) free, running off the goodwill of the admins or the donations of the players. For-profit MMOGs have a much tougher time enforcing any set of play rules, because the player base is much larger, and the marginal rate of return per player tends to increase (so they want as many as they can get); and any subjective rule set meets up against those two facts, increasing the difficulty in enforcement as well as increasing the monetary costs of enforcement.

  5. Re:What's really ruining MMORPGs: by chrismcdirty · · Score: 3, Insightful

    That's a good point. The people you are referring to act like its a privilege to play a MMORPG and you must abide by the RPG rules to play them. Sure, they'd be much happier that everyone would be playing them like RPGs, but how long would that happiness last before Sony (or whoever else is running the servers) decides that there aren't enough people playing the game and decide to cancel the service, as was recently (or will recently be) done with Motor City Online.

    The role-players should realize that without all of the '1337' action-gamers, the producers of the game would not see it as a profitable endeavor.

    --
    It's like sex, except I'm having it!
  6. Re:Quality of Games by BTWR · · Score: 3, Insightful

    guarantee you though that WoW will suffer the same problems at launch that they all do

    You may be right, but I'm not so sure. Blizzard has a pretty good reputation about delaying a game until it is truly ready to ship. I mean, Warcraft3 took years to make, they cancelled that Warcraft Adventures game because it simply wasn't going as well as they wanted (but come on, they coulda released a dried up turd with the name "Warcraft adventures" on it and sold a million copies - see Enter The Matrix).

    So Blizzard may finally get it right. They're not Eidos. Blizzrad could have released a new Warcraft every year since 1998 (like Eidos has done with Tomb Raider), but they like to wait until a product is ready...

  7. Joke right? by antin · · Score: 3, Insightful

    You are telling me it is easier to roleplay while making it all up over a coffee table, than it is in front of a computer game where you look like your character, move like your character, get to interact with mobs, explore a true virtual world and basically see what it is you are talking about? Oh and do it in realtime...

    Who cares how buggy it is, it has to be a step-up from rolling a dice to see how much damage you do (yeah like that is real...).

    In fact having fewer uber-geeks who have memorised the rule book, and look at me funny when I order quiche from the tavern vastly improves my gaming experience.

  8. Re:um.. role playing? by Divide+By+Zero · · Score: 3, Insightful

    It's not a question of being outvoted so much as it is there not being a product on the market that caters to this niche group.

    The reason for this has been touched upon by earlier posters: Enforcing true Role Playing is not conducive to Making Big Buck$.

    For purposes of this discussion, "Role Playing" is defined as communicating in-game as one's character would, not using 1337-speak, and leaving one's Real Life self and Real Life concerns "at the door". Looking for help with a quest one just recieved would be considered RP. Discussing Yankees' scores or the new website you created for your guild/clan/PA is not.

    The only way to improve RP is to hire in-game GMs or NPCs or both to reward those players that play their roles and punish those who do not. The money you have to pay these GMs and NPCs cuts into your profits, and the players you punish for not playing their roles will get frustrated and leave, creating a ton of bad buzz about your RPG. What few true roleplayers you have will be thrilled at the prospect of the One True RPG, fiercely loyal to it and its creators, and very depressed when the MMORPG goes out of business in less than a year.

    Slightly off topic, but bear with me: Did you ever see the Cartmanland episode of South Park? Cartman buys an amusement park for his sole use, denying everybody else entry. But then a ride breaks down, so he has to pay a maintenance man. To offset his salary, he lets two people in. Then he has to hire a ticket seller. Two more people let in. Ride operators, concession sellers, etc etc. By the end of the episode, it's just another amusement park.

    I'm all for a Heavy-RP-only MMORPG - it'd get the purists off my back for not speaking in thees and thous. But their RP utopia would almost have to cave to market pressures or be exorbitantly priced in order to stay afloat.

    --
    Dare to Hope. Prepare to be Disappointed.