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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."

3 of 100 comments (clear)

  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. Re:Problem? No Game Master by deemah · · Score: 5, Informative
    Absolutely right. The only game that I've seen that does things differently is Neverwinter Nights. The online gameplay you experience depends on what sort of server you connect to. There are RP heavy servers which encourage DM interaction with players.

    This is the only time I've noticed a feeling of true immersion. You don't see the DM rolling dice or looking things up and the only constraints are those imposed by the module/world builders.

    When these builders work well with the DMs on a particular server, it's a fantastic experience.

    --

    Your mouse has moved. Please wait while Windows restarts for the change to take effect.

  3. Re:Not a new problem... by Roxton · · Score: 5, Informative

    The question is whether the mainstream market is adequately interested in genuine role-playing to make for a worthwhile MMORPG. MMORPGs are not a fad. I believe that the longer they are around, the more diversity we'll see, and the more room there will be for experimentation on the part of the developers.

    One problem with role-play focused MMORPGs is that they would be very high-maintainence, most likely requiring more staff than conventional MMORPGs to regulate player behavior and to keep the game interesting.

    There are large, persistent, thematic worlds of genuine role-play that exist presently. They're labors of love, and entirely textbased, which is the only thing that makes them affordable. These are termed "RPI"s or Role-Play Intensives.

    In these games, there are no experience points. Everything tends to be purely social (although there is a skill element). "But Roxton, what's the fun if there's no room for advancement?" You've been playing conventional RPGs too long, Kemo-Sabe.

    The worlds of RPIs are incredibly rich, complete with backstory and detail to rival the best of sourcebooks. Like real life, position and power are not conferred by some universe-implied system. They are conferred by people in positions of power, or by others willing to support you. There are existing power structures in conflict, with checks, balances, and the genuine possibility of one overwhelming another.

    There's no formula to it. Perhaps you can sell your skills and become a hired hand. Maybe your heritage entitles you to noble privileges, if the setting is medieval. As a merchant, you'll be involved in city politics and be in a position of influence. Or perhaps you could be deeply involved in one of the world's many variously flavored churches in matters both internal and external.

    When you start these games, you spend a lot of time developing a character, complete with backstory set in the rich world upon which the game is based. These games have role-play administrators who are responsible for verifying the quality of these applications, helping new players, and generally policing the in-character nature. While most of the play tends to be wonderfully player-driven, the role-play administrators support the players and also create a few well-made plots of their own, often including a large over-arching story.

    In these MUDs, the playerbase drifts away from the immature segment you find on hack n'slash games. You'll find mostly college-aged students and middle-aged history buffs (often SCA types), as well as some bright and responsible younger folk.

    One of the ones I've enjoyed is Harshlands set in the Harn role-playing universe.

    A more popular RPI, though slightly more combat-oriented, is Armageddon, which you can learn about here.

    Seriously, if text-based gaming is not a serious turn-off for you [And considering the number of CLI-fans in the Linux community, I wouldn't be surprised if that was a great many of you], give it a try. While someday the market will turn its tastes to more sophisticated multiplayer gaming, you can keep on the bleeding edge in the low-tech, non-profit worlds of RPIs.