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RPG Devs Should Beware MMOGs

CVG is reporting on comments made by Obsidian CEO Feargus Urquhart. In an interview with the site, he points out that traditional PC RPG developers are in danger of permanently losing out to the developers of Massively Multiplayer Online Games. "He believes it's key that developers of non-MMO RPGs look closely at what the genre offers over MMORPGs to ensure the RPG genre doesn't lose out to the increasingly popular massively multiplayer online world. 'I think those of us that make non-MMO RPGs need to look at what a single-player/small multiplayer RPG can do that MMOs can't and spend our time and effort on those things', Urquhart said. "

258 comments

  1. Not the same market! by Mishotaki · · Score: 5, Insightful

    The MMORPG and the RPG genre are completely different, one is for socialising with people in a vast world with only a backstory guiding them while the other is more oriented to dicovering a story by yourself....

    1. Re:Not the same market! by 7Prime · · Score: 4, Insightful

      *PC* RPG, not console RPGs. That's the point. A lot of American made, PC RPGs are basically MMORPGs without the MMO part... they have very little story, and are so obsessed with non-linearity and the "make your own character" bullshit that they absolutely refuse to do so.

      jRPGs/console RPGs are a different genre and a different market. aRPGs either need to either jump onboard with the MMO stuff, or learn a few things about story and character development from their friends across the Pacific. Both genres have merrit and a strong future, single-player, non-linear RPGs, however, do not. Elder Scrolls, I'm looking at YOU!

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    2. Re:Not the same market! by jandrese · · Score: 0

      Here I thought they were talking about Neverwinter Nights and games like that. Whatever complaints you may have about the character builder and the like, you certainly can't fault them for having "very little story".

      --

      I read the internet for the articles.
    3. Re:Not the same market! by Fallen+Kell · · Score: 1

      Well, to a point. Yes, but not always. While it is true that the vast ammount of current MMORPGs usually have little active storyline, some have vast storyline/quest systems which in essence create the story. Take "Guild Wars" for example. While some may argue how much of a MMORPG it truly is (no monthly fees, just the upfront game costs), it does have a story line that you follow along with many of the more traditional RPG elements.

      That said, traditional RPGs have a huge advantage over any of the MMORPGs in my mind, that being the no need for churning, or gold farming (usually not needed), or other such activities.

      --
      We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
    4. Re:Not the same market! by Anonymous Coward · · Score: 0

      Until RPGs have mandatory raid nights with 9|24|39 simulated nitwits (the spiffier ones using voice actors or synthesized voices) where you are required to do the same content over and over for six months (or until the next expansion), there will always be a market for the venerable RPG.

    5. Re:Not the same market! by blincoln · · Score: 5, Interesting

      single-player, non-linear RPGs, however, do not. Elder Scrolls, I'm looking at YOU!

      That's an interesting statement, given how successful Oblivion was.

      I liked Oblivion, but I hate online games. I can't be the only one. I like having a sandbox to play in that has no connection to anyone else. I don't want to have to worry about people cheating, or bad behaviour from other people. Conversely, I want to be able to cheat and use the world editor to change or screw things up as much as I like without causing problems for other people. I also want to be able to install the game at some date in the indeterminate future and have it still work.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    6. Re:Not the same market! by edremy · · Score: 4, Insightful
      jRPGs/console RPGs are a different genre and a different market. aRPGs either need to either jump onboard with the MMO stuff, or learn a few things about story and character development from their friends across the Pacific. Both genres have merrit and a strong future, single-player, non-linear RPGs, however, do not. Elder Scrolls, I'm looking at YOU!

      Yeah, I mean, Oblivion only sold 3M copies, it's obvious that the single player non-linear RPG is doomed!

      I must admit I'm a bit confused why you think Morrowind/Oblivion don't have strong stories. They do. In fact, most of the single-player "western" RPGs I can think of have *better* stories than the jRPGs I can think of- Fallout, Planetscape Torment, Icewind dale, etc. There aren't a lot of them since they are hard to make- the people who like them demand massive amounts of content, multiple plot lines and actual (re)playability, and sales figures for those that don't measure up suck. jRPGs don't have to worry about most of that- it's much more canned. You don't have to figure out six different ways to finish every questline to avoid pissing off the guy who went stealth and couldn't steal the Frobizz of Justice- you're just going to watch the pretty graphics and develop your character into the same one everyone else has.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    7. Re:Not the same market! by rujholla · · Score: 1

      I disagree -- I play MMORPG's more as a RPG. I solo most of the time the vast other world out there is there to have something to do with all the stuff that I can get, or to allow me to not have to find everything. But on the other side, there is quite a bit of story line in some MMORPG's. For example, WOW has a very complex story line -- if you go through and read several of the "books" that you can find in various dungeons etc there is quite a bit of story behind it that is kinda interesting to discover. I think the big difference between RPG and MMORPG is the ability to actually change the world around you, like the author pointed out.

    8. Re:Not the same market! by Uniquitous · · Score: 4, Insightful

      You're certainly not the only one. I prefer the "solitude" of single player RPGs, as they provide some great benefits over MMO's. Just off the top of my head: I only have to pay for it once, I don't get nerfed, I don't have obligations to a gaming clan to run an instance for the thousandth time so the noobs can level, and I can pick it back up in 2 years and not play in a ghost town. MMO's have their place, but it's no place I want to be.

    9. Re:Not the same market! by Anonymous Coward · · Score: 1, Insightful

      Oh come on, now! The "storyline" in every jrpg I've ever seen was a confused mess that was just plain painful to follow. The characters were always annoying and cliche. Also, because of the heavy "storyline", the games were ultra-linear and had no replay value whatsoever. I sincerely hope that the american rpgs don't attempt to follow in these footsteps.

      And, as others have pointed out, Oblivion was one of the biggest sellers of last year, spawned a few expansion packs, and won a slew of awards. No future? Phffft.

    10. Re:Not the same market! by Anonymous Coward · · Score: 4, Insightful
      aRPGs either need to either jump onboard with the MMO stuff, or learn a few things about story and character development from their friends across the Pacific.

      Are you kidding me? American RPGs need to stay the fuck away from JRPGs as much as possible. Most of us don't want to watch a linear emo-anime story unfold in the exact same way no matter what we do about it. I hate that there were almost no good RPGs on the PS2, a console supposedly lauded for them. Yeah, if you like spiky blue haired androgynous protagonists with gigantic swords and cute poses you're in luck. But if you like meaty stories that aren't aimed at Japanese teenagers, and those fanboys who emulate them, you're out of luck.

      Bring back RPGs of the 80's. Oblivion is a good start, but it had some killer flaws (I must admit it tried too hard to be non-linear). Neverwinter Nights is a even better one. NWN2 was a big step backwards.

      You know what the best old-school RPG was last generation? Gladius. Especially with the swing meter turned off. Good old fashioned party-based RPG goodness.

    11. Re:Not the same market! by Petrushka · · Score: 1

      You have a point, but so does the GP. Notice that all but one of the games you mention are really rather long in the tooth by now. Now, if you look at a list of some of the Western story-driven single-player RPGs of the last decade that, I think, most would agree are classics --

      • Daggerfall (1996)
      • Baldur's Gate (1998, 1999)
      • Planescape: Torment (1999)
      • Deus Ex (2000)
      • Baldur's Gate II (2000, 2001)
      • Morrowind (2002, 2003)
      • Neverwinter Nights (2002, 2003)
      • Knights of the Old Republic (2003)
      • Oblivion (2006, 2007)

      -- there's definitely a trickling off over time. NWN2, KotOR2 didn't flop, but they won't be remembered fondly; and combat-driven games, like the Icewind Dale and Dungeon Siege series, have done well enough, but they're really a different genre. Note also that there isn't anything in particular that folks are looking forward to at the moment. In short: I agree with you that there's plenty of room for more Western single-player RPGs, but it's not something that developers seem to be looking at right now.

    12. Re:Not the same market! by kv9 · · Score: 3, Funny

      CVG is reporting on comments made by Obsidian CEO Feargus Urquhart .

      with a name like that, I'd fucking beware by default.

    13. Re:Not the same market! by aichpvee · · Score: 3, Insightful

      Dude, I won't speak for Oblivion since I didn't like it that much, but Morrowind crushes most Japanese RPGs in terms of story. It just doesn't present the story through long, usually boring cutscenes the way so many post-FF7 jRPGs do. You usually have to do a lot of reading, but that's kind of what's neat about it. It lets you really feel like you're a part of the story and discovering it while you play instead of having it shown to you like a movie. And don't get me wrong, I love jRPGs. But that doesn't mean you can't and shouldn't have both. I'd much rather have another game of the quality (not the bugs, but the gameplay) of Morrowind than another Final Fantasy game, which has really lost it in my opinion by removing the gameplay that made the series fun (and yes, jRPGs are about COMBAT, not story) and leaving us with Meg Ryan-look-a-like emo kids and boring cutscenes.

      --
      The Farewell Tour II
    14. Re:Not the same market! by Gideon+Fubar · · Score: 1

      i think you have this the wrong way around. MMORPGs are based on this style of gameplay for lack of something better.

      while you proclaim the death of the single player sandbox experience, i look at games like WoW and see an evolutionary dead end.

      --
      http://www.xkcd.com/354/
    15. Re:Not the same market! by Some_Llama · · Score: 1

      "I liked Oblivion, but I hate online games. I can't be the only one. I like having a sandbox to play in that has no connection to anyone else."

      I agree with this sentiment as well but the major disappointment i have with games like Oblivion is I would like SOME multiplayer, like over a lan, or over TCP/IP with a remote friend... in cases like these I don't have to worry about cheaters or behaviour because i know who i'm playing with...

      NWN was fun because you could play both single and multiplayer and I really miss that in games like obliv/morrowind.

    16. Re:Not the same market! by StarvingSE · · Score: 1

      Fallout?
      Baldur's Gate?
      Ultima series?

      All of these are american made rpg's, and they all have excellent stories while being generally non-linear. When you speak of jRPG's one can almost assume you are thinking of final fantasy. I admit that I'm not a huge fan, but it seems like every final fantasy story has very similar story elements, plot characteristics, etc. I don't even consider them to be in the RPG genera, they are more like adventure games.

      --
      I got nothin'
    17. Re:Not the same market! by StarvingSE · · Score: 1

      Why does every game have to have a multiplayer aspect to it? It seems like every since online play exploded, every game is expected to have any online portion to it. Oblivion is a single player game, and multiplayer has no place in it. If you want to play with friends, other games such as NWN are available.

      Remember, the developers have limited resources. If they spend time creating network code and making the game multiplayer, that's less effort making the game world more detailed, or improving some gameplay aspect.

      I don't know why this mindset has been set by so many people, but not every game needs to have multiplayer to be good.

      --
      I got nothin'
    18. Re:Not the same market! by skam240 · · Score: 1

      On the other hand jRPGs could learn a thing or two about UI from American developers. I can't stand all of those menus I have to go through to do anything in a jRPG like Final Fantasy. Sure aRPGs have some menu navigation in the game play but nothing like jRPGs. A good example of aRPG UI at work is Kights of the Old Republic for the xbox.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    19. Re:Not the same market! by amuro98 · · Score: 1

      In your rush to paint all PS2 RPGs with your broad brush, you missed out on games like Shadow Hearts and Xenosaga.

      Granted, they're still J-style games - you're locked into a fixed story with a fixed set of characters, with optional side-quests offering only minor distractions from the main story.

      Most of the PC-RPGs I've played have been pretty bland when it comes to story and character development (other than stat-building that is...) I wanted something with more of a story, and J-RPGs filled that need, even though it did mean giving up other areas.

      What I don't understand is why these must be seen as extreme opposites of each other. Fallout offered you a good open-ended story that you could control while not making you break out the calculator to figure out the optimal way to build your character, lest you end up with in an unwinnable situation.

    20. Re:Not the same market! by skam240 · · Score: 1

      Why won't KOTOR2 be remembered fondly? It certainly scored well on gamespot (http://www.gamespot.com/xbox/rpg/kotor2/review.ht ml) and I thought it was perfectly enjoyable.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    21. Re:Not the same market! by atomicstrawberry · · Score: 1

      The sad thing is that had Obsidian been allowed to actually finish KotOR2 it would have definitely been remembered fondly. It has a much stronger storyline and the characters are a lot deeper and better written than they were in the original. The problem is that you have to use your imagination a bit to figure them all out, since whole chunks of what they planned were dumped due to Lucasarts forcing them to push it out the door for Christmas.

    22. Re:Not the same market! by Sj0 · · Score: 1

      Your rant is noted, but TES is one of the worlds I really would have liked to have multi-player as even a hack-ish option in. If the engine is designed right (And I'm positive it is), it probably isn't that tough to implement, comparatively speaking, and the thought of travelling through Morrowind or the imperial province with a friend at my side is pretty nifty.

      --
      It's been a long time.
    23. Re:Not the same market! by hpavc · · Score: 1

      Before WoW I bought a game and a dvd every two weeks when I got paid, maybe two -- pc / console whatever, the chances of be buying a game now are so slim. Some of the new games look pretty cool, but I will beat the game and be done with it in a few days and be out $50. Most likely the game will suck with some horrid unplayable flaw.

      --
      members are seeing something, your seeing an ad
    24. Re:Not the same market! by Petrushka · · Score: 2, Informative

      I liked it too -- in many ways I liked it much more than the original --, but still, it's widely remembered as "the game that could have been great", rather than a game that actually was great. Yes, the ending is the main problem, as your sibling poster remarked; knowing that an anticlimax like that was awaiting me has put me off replaying it, I'm afraid.

    25. Re:Not the same market! by Anonymous Coward · · Score: 0

      yes..they are vastly different. Most RPG's have well written dialogue that's entertaining, like reading a book where you make the decisions that cause the story to unfold. MMORPG's are full of douchebags that are only capable of telling you that you are a "nigger fag nutsack", or possibly that they fucked your mother recently.

      I seriously can't figure out how anyone can stand it.

      I'll stick to pre-scripted.

    26. Re:Not the same market! by king-manic · · Score: 1

      4 of the games on that list are Canadian (specifically bioware). Perhaps you all should throw more money northward and a good stream of story driven RPGs will come back down.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    27. Re:Not the same market! by DiEx-15 · · Score: 1

      I agree... take a look at Neverwinter Nights and look at Final Fantasy 7. Both games are good, but are worlds apart as far as what transpires. Both have different game mechanics and story structure. Final Fantasy and other games coming from Japan have a more linear progression. US made online games tend to be more dynamic, meaning they allow the player to be good or evil, or be able to customize/personalize their character.

      When it comes to MMOs, I really don't see much of a threat from it. Right now, devs want to make a Worlds of Warcraft Killer. In the process, there is a lot of garbage created. Still, the demand for single player offline RPGs will never die. I honestly think that RPG makers need to worry about MMOS, BUT they need to do better as far as trying to convince players to get off the console and onto the PC.

      _____

      "If I wanted your opinion, I'd ask a monkey!"

    28. Re:Not the same market! by crazyjimmy · · Score: 1

      More to the point: I married a geek girl. I don't like having to choose between playing games and spending time with her, so I seek out games that let me do both. When I find them, it rocks. :D :D :D

    29. Re:Not the same market! by wizzahd · · Score: 1

      I don't think every game has to be multiplayer, but there are some that could really benefit from it. The TES series is a great example: it would have made the game a hell of a lot more fun if I could play with even just one friend in the same world. A big part of the game is getting all sorts of ridiculous gear and artifacts and just making your character look like a badass. Tycho put it really well:

      But elaborate character creation in the absence of multiplayer is, for him, a sort of masturbation. If you create a character, and no-one is there to see it, what's the point?

      Having a buddy to kill stuff with and say, "Wow, check out what I found!!" or, "Come see this ridiculous cave in the middle of nowhere!" would just make it more fun, I think. Definitely would have kept me playing Oblivion longer.


      On a side note, there was word of a muliplayer Morrowind hack in alpha. I don't think it ever got past that and from the little bit I read it was pretty buggy. I just tried to look it up and found this interview with some guy named _FERRET who is apparently working on a multiplayer Oblivion hack. Cool.

    30. Re:Not the same market! by jinxidoru · · Score: 1

      Both genres have merrit and a strong future, single-player, non-linear RPGs, however, do not. Elder Scrolls, I'm looking at YOU! I couldn't disagree more. The success of Oblivion is just one proof of this fact. There are so many things that games like Elder Scrolls can offer that MMOs cannot. One of the biggest is the dynamic world. Single-player games can provide a world that is affected by ones actions. If you destroy a dragon, it stays dead. As of yet, no one has figured out how to create a user-affected MMO (how many times have you killed Van Cleef?). And even if they do, you won't be the hero of the world. That honor will belong to some kid who plays for 16 hours a day. So, with a single-player game, I can be the hero, rather than compete with other players stealing my glory.

      I also think that story is not the issue either. One of my favorite things about World of Warcraft is the story. There is more story in WOW than any other RPG I have ever played. Although it is affected by the above static issue, you can still enjoy the story unfold as you learn more about the Scarlet Crusade or the Defias Brotherhood. Although there are many things that single-player RPGs can offer that MMOs cannot, story is not one of them.

      In fact, the idea that linear games are the only games with good stories is just not true. For example, consider the Ultima series or GTA (I would consider these to be RPGs in a sense). They have great stories that rival any Final Fantasy game. And you can discover the story rather than having it shoved down your throat live FF does. No, storytelling is not a linear or jRPG only characteristic.
    31. Re:Not the same market! by MBGMorden · · Score: 3, Insightful

      American RPG's have no story? You just have to look at the Bioware/Black Isle games to be convinced otherwise.

      Planescape Torment
      Baldur's Gate 1/2
      Neverwinter Nights
      Star Wars: KOTOR
      Jade Empire

      Now, Bioware is admittedly a Canadian company, but they're still "over here". That aside though, the above games were every bit, if not more story-driven and engrossing than any console RPG I've played, and there are some things that I like more about a western RPG story - namely that just culturally, some things that the Japanese can accept and have fun with, just seems out of place to many westerners (I made it half-way through Final Fantasy X-2 before I was getting nauseous at the "kiddy" factor).

      That's not to say I don't enjoy a good console RPG either - I like story driven content. I'm just saying that there is some good stuff from this side of the ocean too.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    32. Re:Not the same market! by lpq · · Score: 1

      Beg to differ on Elder Scrolls/Oblivion world, if that's what you were referring to. I wanted to try some games but didn't want to spend my life connected to an unending online world. I liked Oblivion as it allowed me to play the game at my level and the way I wanted to play it. The extension system is probably some of that, but more important was console access. I didn't have to spend hours and weeks killing flies and insects to build up a character. I could create a character, but give myself Xena/Lara Croft type powers -- I could explore the world at whatever risk I wanted to assume.

      I look at it like what, I guess, I'd like to see more of -- an interactive "movie", with an "openish" script (Tomb Raider series is a bit too closed (at least in Legend)); there were even some chafing under script limits in Oblivion, but it was much more flexible in allow me to change order of things. Sad to say, one side benefit of having the console -- I was able to work around a few published bugs -- things I didn't know were bugs when I was playing it, they were just a few places where I seemed to be stuck. With the console, I could get around game bugs. In later reading in forums, I found that the few places I was really stuck were known "bugs". Problems like that in TR:Legend forced one to go back to the beginning of a level which usually wasn't too far as the game was about 1/8th the length of Oblivion.

      The main point is that if Oblivion was an "online world", you'd have tons of "hardcore" games who would want to tell you *how* to play the game. Console access would be "cheating". I'd have to spend tons of time doing piddly stuff that someone thought I should have to do before getting to some "main battle[s]". I wouldn't enjoy it. I would be unlikely to buy something from that game company again. I don't enjoy *building* a character up as slowly as one does in most online-games. But in online games, slow buildup is almost required in order to create a hierarchy of players who have spent months of their life playing the game vs. someone who wants some casual fun. Seems like so many of these games turn into some sort of online hierarchy, which is about as much fun to me as ... joining the army! Not my cup of tea.

      I wouldn't like being forced to wait for someone else to go on an adventure -- what if I can't sleep and want to play for 15-20 minutes (or 30-60...) till I get tired? I have to plan to meet someone? I have to march with a stranger? Been there, done that -- had all my equipment picked off my body by surviving party members, so I definitely didn't get the T-shirt.

      I sure hope games like Oblivion don't go away. I like to be "in my own movie" where my actions determine the outcome and direction of the story.

    33. Re:Not the same market! by vuffi_raa · · Score: 1

      thank you for KOTOR and as much as we all hate microsoft- fable was incredible

    34. Re:Not the same market! by TheDivineGoat · · Score: 1

      Plus playing with my husband would totally solve the whole sulking because I've got further than him playing Oblivion on my PC than he has playing it on his PS3.

      Although whilst I'd love to be able to play with my husband or a another friend, I'd have no interest in playing it as a MMORG for the reason mentioned upthread.

    35. Re:Not the same market! by Ohreally_factor · · Score: 1

      He's not just the President of RPG Hair Club for Men, he's also a Player Character.

      --
      It's not offtopic, dumbass. It's orthogonal.
    36. Re:Not the same market! by Jesus_666 · · Score: 1

      Well, Morrowind did it right, being essentially a sandbox game. Oblivion shows what happens when you get it wrong.

      By the way, I'm waiting for Fallout 3 and Drakensang to come out. Especially Drakensang is promising, being based on The Dark Eye (essentially the German equivalent to Dungeons and Dragons and the basis of the Realms of Arkania series) and being written by people also working on the P&P sourcebooks. While they did screw up partially by making it yet another single-hero game (like most P&Ps TDE is best suited to partying and I expect ugly rule reworks just to make the single-hero concept work) I still expect it to tell a decent story.

      Really, what the world needs is a decent P&P adaptation. No "one hero saves the world, sidekick optional" bullshit that requires your character to become a superhuman halfway through the game but a game where you control a party, you need all the members and even towards the end of the game getting a fireball to the face is dangerous.

      Also, someone should really make a Shadowrun game for something newer than the SNES. The Mega CD game was never sold outside of Japan and the wannabe-pseudo-SR game they're currently working on has so little to do with Shadowrun that I refuse to acknowledge the connection. Really, if they took something from SR besides just the setting they could make a solid game. Maybe japanoid with fixed characters, but with squad-based action scenes and lots of footwork (and dialogs, etc.) beforehand. Dammit, I want a Shadowrun game where being unprepared can actually kill you. You know, like in Shadowrun. I could even tolerate the game using 4th ed. rules.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    37. Re:Not the same market! by skrolle2 · · Score: 1

      Yes and no, there are different end goals for them, but many of the building blocks are the same. You have a character, you advance him/her through levels/skills/gear, and you interact with the world to get quests that provide mini-goals and mini-rewards for you along the way.

      I play a lot of World of Warcraft, and I also played a lot of Oblivion and Gothic 3, and almost every single-player RPG before that. The single-player ones have the advantage of being able to tell a story, to put you in the shoes of the ultimate hero, to allow you to change the world and finish the game, which is very satisfying. WoW, and any other MMORPG, cannot do that, but they can compete on the fundamentals.

      And, after playing the above mentioned games, I have to say that WoW beats the shit out of both Gothic and Oblivion when it comes to questing and immersion and actual game mechanics and balance. There are large parts of WoW which can be played solo, and those parts are better than most single-player RPGs out there. It's just incredibly well crafted, from the interface and how you receive quests and keep track of objectives, to how the quests are designed to move you through areas and push you to explore, to the balancing of monsters and difficulty, and to the rewards you get for completing it. You can play any class, and you'll be able to move through the quest chains and get meaningful rewards.

      The corresponding mechanics of Oblivion and Gothic 3 are just not as polished. Yes, there's a quest tracker of sorts, and it's non-linear, and you get rewards, and maybe you can do things in different ways, but the overall experience is not as great as WoW. Single-player games don't need the MMO-part of MMORPGs, but I really wish they would all be as great at the fundamentals as WoW actually is. That is something for them to learn.

    38. Re:Not the same market! by Petrushka · · Score: 2, Funny

      I live in New Zealand. ALL of my money is thrown northward ...

    39. Re:Not the same market! by Jesus_666 · · Score: 1

      Storytelling like Morrowind does it requires involvement from the player - you have to actively seek out and read the books, dig up non-main-quest NPCs etc. Many players do only what's strictly necessary to finish the main plot and miss out on all that (and sometimes they later complain that the game "had no story"). Apparently many people don't like it when they aren't automatically told everything...

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    40. Re:Not the same market! by DDLKermit007 · · Score: 1

      Your kidding me right? Both are the target of the GP's rage. Last thing the world needs is another fucking 5 hour game turned into a 60 hour random set of fight sequences where the goal is more to max your character out over actually finishing the game. Xenosaga was a good game, but you gota admit. The story wasn't that strong. Oh teh noes! Monsters! Can't really say the same about KH though. Sure I'll get flamed for it, but compared to RPGs that came before it? Super Mario RPG had more entertainment value, and a better storyline to boot. At least it kept things slightly fresh.

    41. Re:Not the same market! by Jammet · · Score: 1

      > Yeah, I mean, Oblivion only sold 3M copies, it's obvious that the single player non-linear RPG is doomed!

      Tell such a thing to the thriving Gothic Fanbase. They just got a crappy third game, that hurts, but Gothic and it's original sequel are such great games that I'd persoanlly favour them over non-linearity any day of the week.

      --
      Leopard cub
    42. Re:Not the same market! by Braintrust · · Score: 1

      Well said.

      The gameplay's the thing, forever and always.

      The actual pushing of the buttons and moving of the mouse must be fun, in and of itself. WoW has that, in a fashion arguably better than in any other game I've ever played. It's so intuitive... you can feel the lessons learned over 10+ years of making great games.

      War/Starcraft was FUN to play. Diablo was FUN to play.

      Oblivion, NWN2, Gothic 3... all admirable in some distinct way, but none of them are all that fun to play, really. With Oblivion it's the combat. With NWN2 it's the camera and lack of autopause. With G3 it's a lotta things...

      WoW is mechanically beatiful, and a joy to interface with.

      peace

      --
      Years later, a doctor will tell me that I have an I.Q. of 48, and am what some people call "mentally retarded".
    43. Re:Not the same market! by Anonymous Coward · · Score: 0

      Well, if you want to add an MMO component to your RPG, just spawn a bunch of NPC players that:

      1) Beg for gold or equipment or to group with you.
      2) Shout obscenities or racial stereotypes.
      3) Farm gold 24 hours a day.
      4) Display all the intelligence of a 12 year old acting like a 6 year old.

      The "story" in MMOs is usualy threadbare compared to (better) RPGs for the PC. The "dungeon crawlers" with little to no story that just lead you from area to area (you need to kill the Witch to get the key to get to the Necromancer to get the orb to get to the portal to get to the Undead King to get to the...) are very well represented in the PC world and I wish they would just disappear.

    44. Re:Not the same market! by Anonymous Coward · · Score: 0

      aRPGs either need to either jump onboard with the MMO stuff, or learn a few things about story and character development from their friends across the Pacific. Both genres have merrit and a strong future, single-player, non-linear RPGs, however, do not. Elder Scrolls, I'm looking at YOU! I'm really glad that Oblivion is not an FF clone, FF is tedious boredom. The glacially slow turned based attack system of games like FF X make me think that FF fans must be OCD freaks.

      And as far as I can tell all rpgs, whether they are FF, Oblivion, Neverwinter etc, have juvenile plots. If you claim that one game has a deep, immersive plot, while others don't you have completely lost perspective. Turn off your computer, your game system and go read a fucking book! And keep doing that until you regain perspective.

      Judging a game by it's plot is like judging a porn by it's plot.
    45. Re:Not the same market! by skam240 · · Score: 1

      I suppose the ending was unimpressive but I think the game play is so solid (and as far as the console goes, unique) that I could see myself playing it through again some day.

      --
      I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
    46. Re:Not the same market! by billcopc · · Score: 1

      I think they mean PC RPGs like the Elder Scrolls series, which play like a very unpopular MMO ;) The kind of game where you spend more time designing your character than actually playing. Story-based RPGs (Final Fantasy and the like) are an entirely different affair, as they play like an interactive story.

      One main difference is the PC-style RPG has somewhat higher replay value, as you probably didn't discover everything on the first run. On the other hand, Final Fantasy is so long and linear that you'll be selling it minutes after you beat it, because you really don't want to sit through all those long emo cutscenes again, but you probably enjoyed discovering it the the first time through.

      I don't really think single-player RPGs should worry about MMOs all that much. Many MMO players enjoy the team aspect, forming guilds and pursuing massive raids with their virtual brothers. The actual role playing is just a vehicle for social interaction, most people being obsessed with gaining levels and looting better gear. Single-player RPGs tend to be more cerebral (or less cheesy).

      Comparing RPGs to MMOs is kind of like saying Tetrinet vs Gameboy... different playing style, different end users.

      --
      -Billco, Fnarg.com
    47. Re:Not the same market! by gravis777 · · Score: 1

      I must agree. Just look at Final Fantasy 11. This game split fans of the francise, with them either saying FF11 was the way to the future and so forth and so on, or people absolutely hating it. I am the later. RPGs and MMOG are NOT the same thing. MMORPG is not the same as an RPG. Its like saying that the first person shooter is going to replace the platformer. I guess realistically speaking, it kinda did, but they are not the same genera. Its like the silly Mac / PC commercials. There may be a small number of people you convert from one to the other, but both have their set markets.

    48. Re:Not the same market! by arbarbonif · · Score: 1

      You know what the best old-school RPG was last generation? Gladius. Especially with the swing meter turned off. Good old fashioned party-based RPG goodness. And with swing meters off Secutors rock!

      The game is still too easy tho.
    49. Re:Not the same market! by Some_Llama · · Score: 1

      I know they have limited resources, but network play is not something so out of the realm of ordinary that it would take massive development time, all it would be is some listen/client hookups as this doesn't need to be server controlled and we are trusting the clients.

      I don't understand why it is so threatening to you to have oblivion support multiplayer, it's a great single player game that would be that much better playing with friends, i'm not saying EVERY game, some would suck to be sure, but oblivion doesn't suffer for that.. i'm all for a compromise of single player games being purely single until after release and patching having an add-on to support mutiplayer.. like they did with GTA3

    50. Re:Not the same market! by necrognome · · Score: 1

      Xenosaga! Xenosaga was nothing but a series of long cutscenes interspersed with the occasional battle. Xenosaga was more interactive anime than game.

      --


      Let's get drunk and delete production data!
    51. Re:Not the same market! by StarvingSE · · Score: 1

      If they supported multiplayer in oblivion, they would have to sacrifice some of the functionality that you enjoy in single player.... like mods. Imagine the frustration of having to make sure that each player not only has the same mods, but the same versions of them. This is just one example of why it would be difficult.

      --
      I got nothin'
  2. Isn't this a no-brainer? by cmize · · Score: 0

    I would think that people who are into role playing games are very interested in character development. Traditional crpgs offer limited character development while mmorpgs offer never-ending opportunities for character advancement and development.

    1. Re:Isn't this a no-brainer? by moderatorrater · · Score: 1

      While what you say could easily be true of a lot of people, I personally would have two immediate problems with that thought.

      First, in the current generation of MMOs it doesn't really allow for diverse content at the end, it's the same thing over and over again and there's always a cap on how powerful you can get. At some point you get diminishing returns.

      Second, somewhat related to the first, is that there has to be a stopping point. Every character has a beginning and an end in modern media, and the end is important as well. Walking away from a character feeling satisfied is much superior to an endless grind where you can't reach a point where you say, "This is as good as I can get, nothing else is going to be substantially better, and I'm okay with that." If you can reach that point, then it moots your never-ending opportunities point.

      As I said, YMMV, but for me that's not true.

    2. Re:Isn't this a no-brainer? by matthewcraig · · Score: 3, Insightful

      Well, consider the possibility of a MMORPG where only mature players log on and no one uses "omg, u cast heal 2 late" leet-speek. Hard to imagine with the games today, but think of it as a lazy-man's Live-RPG event. Now, instead of pre-generated content very loosely based on what can barely pass as a "story", the developers actually "develop" story content that drive the game forward - in addition to just pushing pixels. Maybe this will be expensive, but maybe there is a market for people willing to pay big bucks and feel like a real swashbuckling hero with real character development. This type of gameplay isn't here in MMORPGs - far from it, but look at what works well in text-based MUDs. It is just a matter of time before some big publisher copies the ideas and pairs them with 3D graphics.

      (By the way, I hate that 'no-brainer' phrase. As if people don't have enough encouragement not to think, the phrase emphasizes that conclusions can be met with no thoughts. I doubt there are any questions that cannot have multiple answers and also require no thought to obtain.)

    3. Re:Isn't this a no-brainer? by fitten · · Score: 5, Insightful

      mmorpgs offer never-ending opportunities for character advancement and development.


      Never ending trips into UBRS, LBRS, MC, BL, Strat, Scholo, ZG, etc. does not equate to never-ending opportunities for character advancement and development.
    4. Re:Isn't this a no-brainer? by Anonymous Coward · · Score: 0

      Never ending trips into UBRS, LBRS, MC, BL, Strat, Scholo, ZG XP Farm, XP Farm, Crap Gear, Less Crap Gear (assuming you meant BWL), XP Farm, XP Farm, Waste of time.

      Maybe you should be talking about the current 'upper end' things... Serpentshrine, The Eye, Black Temple... Oh, wait... those will fall to the same thing when the next expansion comes out... XP Farms and Crap Gear. Well I guess you'll have to upgrade where you play as well as your gear and character...
    5. Re:Isn't this a no-brainer? by Anonymous Coward · · Score: 0

      Well, consider the possibility of a MMORPG where only mature players log on and no one uses "omg, u cast heal 2 late" leet-speek. Hard to imagine with the games today, but think of it as a lazy-man's Live-RPG event. Now, instead of pre-generated content very loosely based on what can barely pass as a "story", the developers actually "develop" story content that drive the game forward - in addition to just pushing pixels. Maybe this will be expensive, but maybe there is a market for people willing to pay big bucks and feel like a real swashbuckling hero with real character development. This type of gameplay isn't here in MMORPGs - far from it, but look at what works well in text-based MUDs.

        Damn straight. The text-based MUD world has been hammering away at these problems for years. I'd suggest anyone who's interested in that sort of thing check out the articles and stuff over at www.skotos.net , they have a lot of in-depth discussion of this sort of thing. (Plus they have their commercial games, wherein they try out a lot of these ideas.) Now if only I wasn't so penniless that my net connection keeps getting switched off when I'm late with the bill, maybe I could afford a subscription for the games. Heh!

    6. Re:Isn't this a no-brainer? by Anonymous Coward · · Score: 0

      Well, consider the possibility of a MMORPG where only mature players log on and no one uses "omg, u cast heal 2 late" leet-speek. Hard to imagine with the games today, but think of it as a lazy-man's Live-RPG event. Now, instead of pre-generated content very loosely based on what can barely pass as a "story", the developers actually "develop" story content that drive the game forward - in addition to just pushing pixels. Maybe this will be expensive, but maybe there is a market for people willing to pay big bucks and feel like a real swashbuckling hero with real character development. This type of gameplay isn't here in MMORPGs - far from it, but look at what works well in text-based MUDs. It is just a matter of time before some big publisher copies the ideas and pairs them with 3D graphics.

      The thing is, that actually exists-- Neverwinter Nights persistent worlds like Layonara are exactly that, albeit on a smaller scale (e.g only 50 or so players online at a time.) Roleplaying and staying in character is strictly enforced, there are constant D&D style quests with real DM interaction. Unfortunately they are slowly dying, and may or not be replaced by similar worlds in NWN2 as Obsidian seems to be doing their best to make it difficult for PW developers.

  3. Advantage by laffer1 · · Score: 5, Insightful

    The biggest advantage is the lack of 13 year olds whining and asking for help. Just focus on games targeted to mature gamers.

    1. Re:Advantage by Thirdsin · · Score: 1

      Can I have sum gold plz?

      Gotcha! ;-)

      --
      No words of wisedom here.
    2. Re:Advantage by DogDude · · Score: 1

      I tend to agree. I would consider playing an online RPG if I could find one that had a minimum age requirement. I quit my last online RPG game about a year or so ago because of the kids who played it AND moderated the message boards. If not for the annoying kids, I think I'd still be playing today. It was a great game.

      If anybody knows of an online game for grown-ups only, I'd love to see it!

      --
      I don't respond to AC's.
    3. Re:Advantage by Dravik · · Score: 1

      Eve online is the closest to an adult MMPOG I've found but it's not really an RPG. The leet speak kids can't really make it past the steep learning curve to play.

      --
      The purpose of language is communication, If the idea is clear the grammar ain't important
  4. Might be hard to do by MontyApollo · · Score: 4, Interesting

    After playing my first MMO, a non MMO seems rather "lonely" and "empty", and I am not even that social. I think that will be hard to overcome.

    1. Re:Might be hard to do by Turn-X+Alphonse · · Score: 1

      This really comes into play with guild wars. A busy town feels too busy, it's full to the brim of people and you feel kinda lonely in the crowd. Where as in a small town you feel part of a small community and have an identity, you notice others. It's very strange to exprience, since right after you're going to be in a very small party or alone with bots.

      It's something I feel everyone should exprience.

      --
      I like muppets.
    2. Re:Might be hard to do by Thirdsin · · Score: 1

      Yea, I can remember playing Warcraft 1, alone, in my basement...
      And now I play World of Warcraft, alone, in my basement...

      I don't think RPGs have anything to worry about.

      --
      No words of wisedom here.
    3. Re:Might be hard to do by Chibi+Merrow · · Score: 1

      This was my problem w/ Oblivion. I tried playing it and realized it was like I was playing an MMO that no one played anymore. Kind of like when I tried DAoC and everyone on the server was already level 50, so I never saw another soul. I have plenty of games where I can be antisocial... I don't need an open ended RPG to be anti-social in, as well.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    4. Re:Might be hard to do by 8-bitDesigner · · Score: 1

      That's pretty funny, because I liked the original Guild Wars as an example of what an MMO-RPG* hybrid could look like. You gather in hub locations where you can interact with other players, but the bulk of the PvE experience can be handled single-player, or in a small team. Guild Wars, and to a greater degree, MMOs have something that many single player games (regardless of genre) are adding: Co-op!

      Unfortunately it's a bit "damned if you do, damned if you don't", because I have Neverwinter Nights 2, and while I could play that with my roommates, I'm losing the experience of interacting with the well written NPCs from the story.

      *Yes, I know MMORPGS are RPGS, but we don't have a nifty acronym for Single Player CRPG)

    5. Re:Might be hard to do by Anonymous Coward · · Score: 0

      Perhaps that's just because you're not that social...

    6. Re:Might be hard to do by Anonymous Coward · · Score: 0

      You mention a non MMO is "lonely" and "empty" and you are absolutely right. They are there is nobody else there. But the problem isn't that there is nobody else there playing with you. You could be playing an MMO and there isn't anything pulling you into the game, then that game is just as empty.

    7. Re:Might be hard to do by Fex303 · · Score: 1

      And now I play World of Warcraft, alone, in my basement...
      QQ It's not WoW's fault you can't get into a guild, noob.
    8. Re:Might be hard to do by Anonymous Coward · · Score: 0

      I found that a lot of MMOs actually made me feel *more* lonely, such as WoW - basically, anything that didn't have a sort of dedicated, global, chat channel (or had one that was filled with n00bs) made me feel more alone than part of a massive world.

    9. Re:Might be hard to do by no1nose · · Score: 1

      Lonely is exactly right. I play EVE-Online (yes, even though the devs cheat). I love the interaction with other people. There is something to be said about working with another person and having them depend on you, rather than some NPC.

    10. Re:Might be hard to do by Anonymous Coward · · Score: 0

      I agree to this, I havent played any RPG after I tried MMORPGS. They just seem to lonely. And Im to not a very social person.

  5. RGP vs MMOG by bobo+mahoney · · Score: 5, Insightful

    For me the biggest reason to play a single player/ small group games vs. an MMOG is that I can play in smaller bouts. It is a bit of a waste to play an MMOG for 20 minutes, yet it works OK to play 20 minutes at a time in a single player game. Two year olds tend to dictate when you can and can't play.

    --
    Bobo Mahoney
    1. Re:RGP vs MMOG by andi75 · · Score: 1

      2 year old? I think you can play from 8 p.m. until 6 a.m. :-)

    2. Re:RGP vs MMOG by bobo+mahoney · · Score: 1

      Yeah but it gets tough going to work after a couple of those nights in a row.

      --
      Bobo Mahoney
    3. Re:RGP vs MMOG by SABME · · Score: 1

      Yeah, most parents have enough energy to stay awake for at least 40 minutes after they put their kids to bed :-) (before you ask, I have twins who are four years old).

    4. Re:RGP vs MMOG by CastrTroy · · Score: 1

      I'm playing Zelda: Twilight Princess right now, and I'm finding it hard to play in less than 1 hour chunks and make any kind of progress. I wish that you could save at arbitrary points, it would make playing in shorter spurts a lot easier. I have the same problem you do, except it's with a 1 year old.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    5. Re:RGP vs MMOG by turtledawn · · Score: 1

      I just started twilight princess today, so maybe I've not made it to a restricted area yet, but at least in the village you can save at any point. I think it's button 2 that brings up the menu.

      --
      Uh, "if it looks roughly mouse-shaped according to my infra-red sensitive pit, eat it"? --Chris Burke 09-08-10
    6. Re:RGP vs MMOG by CastrTroy · · Score: 1

      Well I'm playing on the GC, but while you can save it at any point, saving in a dungeon always starts you back at the beginning of the dungeon. If you get certain items, beat boss characters, or unlock doors then those tasks still stay completely, but you still have to walk all the way back through the dungeon.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    7. Re:RGP vs MMOG by no1nose · · Score: 0, Troll

      I work full-time as a system admin, I have three kids under age 7 and a wife. Yet I still manage to spend at least four hours a day logged into EVE-Online (granted most of that time is spent mining haha). Having a family is a poor excuse for not being able to log some serious mmorpg time.

    8. Re:RGP vs MMOG by Drantin · · Score: 1

      1. Find Ooccoo in current dungeon
      2. Use Ooccoo
      3. Save
      4. Turn off NGC/Wii
      5. Do stuff
      6. Turn on NGC/Wii
      7. Load game
      8. Use Ooccoo
      9. ????
      10. Profit

      Now if I could just fill in step 9...

      --
      Actio personalis moritur cum persona. (Dead men don't sue)
    9. Re:RGP vs MMOG by no1nose · · Score: 1

      /signed - I think all games would be cool if you could save at arbitrary points. Even shooters.

    10. Re:RGP vs MMOG by TheDivineGoat · · Score: 1

      Yeah, most parents have enough energy to stay awake for at least 40 minutes after they put their kids to bed :-) (before you ask, I have twins who are four years old).
      God yes. Sometimes 40 minutes is optimistic. (five year old, three year old and one year old twins).
    11. Re:RGP vs MMOG by CastrTroy · · Score: 1

      That's great except that Ooccoo is a hidden item in many dungeons. I think i've found him in all the dungeons i've been in so far, but I find it kind of disappointing that you have to find a special item just to save properly in the middle of a dungeon. Also, it doesn't help in the wolf parts where there is no Ooccoo.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    12. Re:RGP vs MMOG by matthew_t_west · · Score: 1

      Dude, I totally agree. I just canned my WoW account because you HAVE to be on for at least an hour to get anything done. And that's if you don't get interupted. I have a 1.5 year old too. WoW and family-life sometimes don't mix! ;D

      --
      Browse at 1. You'll thank me later.
  6. Well... by Pojut · · Score: 1

    ...I remember when Oblivion came out, many people referred to it as a "single-player mmo". Ignoring the inherint oxymoron in such a statement, perhaps that is something game developers should attempt to do?

    1. Re:Well... by DCheesi · · Score: 1

      Sounds like they've already done it. There is some value there, mostly for anti-social bums like me :) I like the flexibility and expansive world of MMOs, but I hate the people and I hate logging on. And at some level, I like the idea that my character will become "somebody" in the game world, even if it doesn't start out that way. The Elder Scrolls games fit me almost perfectly...

    2. Re:Well... by Anonymous Coward · · Score: 0

      If every RPG were like Oblivion, the single player RPG would be doomed within a couple of years. Oblivion is a fun game, but it is very much like being in a huge, empty world a la EverQuest. It feels lonely. When I look at character creation, the horse riding, and how the environment looks, the game actually reminds me very much of Vanguard. It even uses the same chunking system for loading new areas. Granted, Oblivion came out first, but the point is that much of it seemed to be so easily adapted to be like an MMO anyway. The way single player RPGs stay competitive with MMOs is by sticking to story, story, and story. It's the one thing MMOs can never touch.

    3. Re:Well... by Jesus_666 · · Score: 1

      Awesome. Because most MMOs have a gameplay closely resembling Diablo. Sheesh, if that's what future CRPGs are going to look like I'm going to play squad-based RTSes and pretend that my squad is interacting with invisible NPCs.

      Remove the pointless enemy bashing. Mostly remove loot. Don't award EXP just for killing an enemy. Eliminate grinding and replace it with actually doing something. Include some puzzles (along with ways around them). Make the game a crossbreed between Baldur's Gate, Monkey Island and Myst. That's gameplay I'm interested in. Adding the 210th "fetch me a stick*"-type quest (with the stick only being retrievable by killing the monsters guarding it, of course) is not going to make the game interesting.

      I can hardly play a role when that role only differs from every other playable role in the attacks it can use to dispose of enemies. That's not roleplaying, it's hack'n'slay. When I play a highly intelligent character I want that to mean more than "Mana raised by 150%; MATK raised by 5".


      * Yes, I quoted Progress Quest. Because it has the same level of complexity as most CRPGs.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  7. Abbreviations by DerCed · · Score: 1

    Please use also synonyms for MMO and others next time. I had a hard time reading the summary.

  8. And both should watch out for games which are both by drinkypoo · · Score: 3, Insightful

    One of these days someone is going to come up with a game that both supports MMOG play but also has a single player campaign running on a mini-server. This title will rule the RPG world until someone brings out one that lets you run your own server, and create a portal from the mmog to your server (the portal simply doesn't appear unless your server is up; it could even be flickery if you have a poor history of uptime.)

    One thing that we have all learned from the mod communities in this world is that players want open-ended, customizable games.

    I can't speak for anyone else, but many people have told me that they won't pay for the client for an MMOG because it could become useless in the future, and they're offended by having to pay for a client AND pay a monthly fee anyway - this is precisely where I stand on the issue.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  9. Duh! by smurfsurf · · Score: 1

    'I think those of us that make non-MMO RPGs need to look at what a single-player/small multiplayer RPG can do that MMOs can't and spend our time and effort on those things'

    So they should concentrate on what differentiate them from other game types. Thank you, Captain Obvious.

  10. Coming from OBSIDIAN!? by SpeedyDX · · Score: 5, Insightful

    NWN2 and KotOR2?

    I think it's key for Obsidian to develop games that don't have 50 bugs around every corner. I started the first act of NWN2 5 times, and they all ended up with corrupted save files after crashing, before I gave up on it. For KotOR2, I lost both my main save and my back up save to some weird bug.

    Maybe they should worry about ironing out their bugs before they worry about competing with MMOs.

    1. Re:Coming from OBSIDIAN!? by lawpoop · · Score: 4, Funny

      I think it's key for Obsidian to develop games that don't have 50 bugs around every corner. If you don't want to deal with killing spiders, scorpions, and the occasional rat for the first few levels your character, try a sci-fi themed game.
      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    2. Re:Coming from OBSIDIAN!? by scribblej · · Score: 1

      I know you are joking, and I laughed -- that is funny.

      But in all seriousness, there are no modern sci-fi single-player CRPGS. None. Go ahead, name one. It doesn't exist. The last good one I played was "Fallout II," and that's several generations behind the modern technology. You can't say "Knights of the Old Republic II" because frankly, the Star Wars Universe is tired (and besides, it's still all swords. Light-saber? Gimmeabreak.) Plus, it wasn't a good, open-ended RPG. I want Oblivion with laser guns. I want Planescape: Torment with spacesuits. I want Fallout III.

      I am sick to death of elves and swords. Sick. Of. It.

    3. Re:Coming from OBSIDIAN!? by Anonymous Coward · · Score: 0

      Deus Ex? System Shock? Mass Effect(released soon)?

    4. Re:Coming from OBSIDIAN!? by scribblej · · Score: 1

      Deus Ex was a great game. It's old. Deus Ex II was passable. Neither is a RPG, though they have some RPGish stylings. System Shock was a terrible game. I know people loved it, but randomly spawning infinite enemies instantly ruins a game for me. You can't fit 100 people in that room, how come 100 people came out of it? Or, I just cleared that entire zone... how could anyone else get in there? Even if it were good (which it isn't), it too is too old. I want something modern! Mass Effect looks like it will probably suffer from the same "smallness" that other Bioware games have -- they are all constrained to tiny "areas" and you move from one to the other, ... they are more like japanese CRPGs, not enough freedom. That said I am looking forward to Mass Effect; it fails primarily because it's not here yet.

      That's two that fail because they aren't reasonably "modern" and one that fails because it doesn't exist yet. I am fairly confident in my claim that there isn't a single such game on the market today, but if someone would please prove me wrong I will purchase the game immediately and offer my eternal thanks.

      For the record if there's a modern game like Deus Ex I'd take it. I've lowered my standardards so much already I've played through Deus Ex II a few times. :(

      Hey, speaking of Deus Ex, it runs GREAT under Wine, so does Steam, and Deux Ex is available via Steam. So If you want to play Deus Ex, you can get a Steam Account, buy Deus Ex and play it all on Linux, easy as pie. Easier than pie. But I digress...

      Deus Ex II I can't get to run past the title screen on linux. :(

    5. Re:Coming from OBSIDIAN!? by Ambvai · · Score: 1

      Great! Then we can be killing the Hive Queen in Ender's Game or the Bugs in Starship Troopers?

    6. Re:Coming from OBSIDIAN!? by Das+Modell · · Score: 1

      Mass Effect looks like it will probably suffer from the same "smallness" that other Bioware games have -- they are all constrained to tiny "areas" and you move from one to the other, ... they are more like japanese CRPGs, not enough freedom.

      What do you mean by tiny areas and lack of freedom? I experienced neither in Baldur's Gate II.
    7. Re:Coming from OBSIDIAN!? by no1nose · · Score: 2, Interesting

      What about that game he played on his "desk" where he had full freedom to go wherever he wanted and do what he wanted. That would be cool.

    8. Re:Coming from OBSIDIAN!? by Anonymous Coward · · Score: 0

      If you don't want to deal with killing spiders, scorpions, and the occasional rat for the first few levels your character, try a sci-fi themed game.
      Mutant spiders, mutant scorpians, mutant rats...
    9. Re:Coming from OBSIDIAN!? by coolGuyZak · · Score: 1

      Well, maybe you're in luck. Bioshock (Spiritual Successor to System Shock) and Fallout 3 are planned for release within the next year, I believe.

    10. Re:Coming from OBSIDIAN!? by scribblej · · Score: 1

      Play one of their recent, 3d games, and you will see. Knights of the Old Jade Empire, whatever.

    11. Re:Coming from OBSIDIAN!? by Das+Modell · · Score: 1

      Well, I guess Jade Empire does have small areas, though I'm guessing that has more to do with the Xbox's limitations than with Bioware's game design.

      Mass Effect should have lots and lots of planets, so I doubt it will be anything like the more linear Jade Empire.

  11. You mean, like, telling stories? by LionKimbro · · Score: 4, Insightful

    Single-Player RPG's have always excelled, and will always excel, at what they do: They tell stories.

    Like books, before them.

    I don't see any danger here to the RPG.

    That said, it might be fun to read a book (play an RPG) with others some time, and if they made it possible in the game, that might be neat, if it worked out.

    Perhaps you get cues, on what to say and act, but you do it in your own words, with language tips to the side, and briefings before-hand? (Like a computer-mediated LARP?) Could be neat.

    1. Re:You mean, like, telling stories? by krelian · · Score: 1

      Single-Player RPG's have always excelled, and will always excel, at what they do: They tell stories.

      To me, single player RPG's let you feel like a character in the story, while MMO's let you feel like you are a regular guy who's actually living in this world. They both have their place.
    2. Re:You mean, like, telling stories? by 644bd346996 · · Score: 1

      You might want to check out Uru Live. Cyan seems to be on track for making a successful MMO with a good plot behind it. It's too soon to tell how it will work out in the long run, but it does seem that they are breaking new ground. It also isn't really an RPG, but Cyan is at least proving that online games can be driven by the story. That can have repercussions for any wannabe WoW killer.

    3. Re:You mean, like, telling stories? by Mard · · Score: 1

      There have been multiplayer story-oriented RPGs before that were extremely successful, though I wonder if many took advantage of the multiplayer option. One success that comes to mind is Secret of Mana. I have played this online through an emulator with a friend, and it is loads of fun. Coordinating playing times to complete a long story-based RPG can be difficult, but we had a blast finishing the game. To a degree, I believe FF6 (FF3 US) had multiplayer capability, too. I remember being able to set the 2P to control a member of the party in battles. Not nearly as interesting or enjoyable as the multiplayer functionality of Secret of Mana, but it was there. Games like FF12 had the possibility for multiplayer (considering all party members were on-screen and controlled by AI in the field, and the PS2 has online capabilities, I consider it a huge failure of the game to not allow multiplayer play), but did not offer support.

      --
      DRM = Digitally Restricted Media. This is a viral sig, pass it on.
    4. Re:You mean, like, telling stories? by LionKimbro · · Score: 1

      Agreed. Incidentally, Secret of Mana is my favorite game, of all games ever made. I don't remember that FF6 was multiplayer, though... You could probably use the second controller, though- I seem to remember a level up sequence at the beginning of the game, where you tape down left & A on the one controller, and right & A on the second controller, and then, overnight, level up dozens of levels.

    5. Re:You mean, like, telling stories? by LionKimbro · · Score: 1

      Wow! Thanks for the link! I may try that out some time. :)

    6. Re:You mean, like, telling stories? by Anonymous Coward · · Score: 0

      gah, an RPG that is comparable with a book is not an RPG, it's "interactive fiction" (ie, Final Fantasy, etc).
      A real RPG is a world in which I can Play a Role, and develop my character as I see fit without being stuck on a set of rails that insist on dragging me through the storyline.

      The best tabletop campaigns are those in which you've completely derailed the GM's original plans in the first 15 minutes (and you've got a GM that can cope with that). The best CRPGs are those that manage to provide some of the same feeling - whether it be because there's a real human GM adapting as he goes (as in NWN), or because the game has just been designed that way (The Elder Scrolls series)

      The moment you start talking about telling stories, I've turned off.

  12. Re:And both should watch out for games which are b by DerCed · · Score: 2, Funny

    I predict a huge success for the game which fuses the concepts of World of Warcraft and Second Life.

  13. He makes a good point by Nymz · · Score: 2, Interesting

    A RPG should focus more on a dynamically changing storyline that gives the player a real sense of interaction, power, and accomplishment. Where as the MMO player will get those from interactions with other live players, but the world will remain static and respawn again.

    One example I can think of would be Gothic 2 & Gothic 3. Gothic 2 gave players a real choice about how they would... role-play, being good, or bad, or neutral. Where as Gothic 3 felt like a single player MMO, runnig around killing things, only without the respawns.

    1. Re:He makes a good point by MikeBabcock · · Score: 1

      While for example Oblivion's AI was fun, it was annoying that you could get caught feeding on someone one day as a vampire then return the next and not have the person freak out when they saw you again.

      "Freaking out" would be a nice feature in a game AI ;-)

      --
      - Michael T. Babcock (Yes, I blog)
  14. What do you want out of each? by navygeek · · Score: 1

    I suppose it really depends on what you're looking for in a conputer/solo RPG or MMORPG - also, let's not forget table top RPGs. For my own part, and there are a few in my 'gaming circle' that tend to agree with my outlook, I play a solo RPG for the story - it's rather like reading a good book when everything is done well, just without exercising the mind's eye to picture the details. When I'm feeling more social, I'll play either a table top RPG or MMORPG. It's my way of being a gaming nerd/geek, but without sacrificing my social life - although I tend to prefer the table top games just for the added human interaction. I guess it all comes down to what you want to get out of whatever game you're playing. I think both solo RPGs and MMORPGs are here to stay (sentence stolen from the Obvious Department). Neither is really a rival to the other, just one more time sink to fret over.

  15. Quick tips for Obsidian by wooden+pickle · · Score: 5, Insightful

    Probably the first things Obsidian should worry about are: 1) Releasing products that are finished. Hi KOTOR2 2) Releasing products with an adequate amount of performance optimization. You shouldn't have to turn NWN 2 settings down to the point of making the game look 6 years old in order to make it playable.

  16. Re:And both should watch out for games which are b by srmalloy · · Score: 1

    One of these days someone is going to come up with a game that both supports MMOG play but also has a single player campaign running on a mini-server. This title will rule the RPG world until someone brings out one that lets you run your own server, and create a portal from the mmog to your server (the portal simply doesn't appear unless your server is up; it could even be flickery if you have a poor history of uptime.)

    One thing that we have all learned from the mod communities in this world is that players want open-ended, customizable games.

    Unfortunately for this concept, the fundamental principle of MMOs is "don't trust the client" -- as soon as you put game data on the client; it becomes hackable by the end users. For example, in NCSoft's City of Heroes, even though all the character data is stored on the server, world textures and sounds are stored on the client; fairly shortly after the introduction of exploration badges and history plaques to the game, there was a 'map patch' that would show, on your in-game map, the location of all the badges and plaques in each zone, so you could find them easier. Now, this doesn't affect the actual game mechanics, but think of the possibilities for hacking and duping that would exist if an MMO publisher let character data get off of its server onto a server controlled by a player and then accepted it back again. The rapidity with which unscrupulous players would have their characters off to custom hackservers to get outfitted with all the 'phat lewt' would make your head spin.

  17. I think the answer would be obvious... by Cadallin · · Score: 2, Insightful
    Just look at what the most successful Single Player RPGs are and then see what differentiates them from MMORPGs. The best selling single player RPGs in recent years have been in no particular order:

    Oblivion - 3 million, Baldur's Gate 1&2 - 2 million each, and the various Kingdom Hearts and Final Fantasy Games from Square - Around 3 million each

    How are these games different from the most successful Fantasy MMO, WoW? Depth and immersiveness of combat comes immediately to mind. Also Story, all of these games have a much more cohesive story than WoW itself (whose story is mostly conveyed reading background information on the WoW website. To be honest, that really ought to be enough to build games around. Create a game with a solid combat system and a story, and you've got the basis for a solid single player RPG. The trick really, is not to be misled into thinking you can build a WoW-killer. You can't. Blizzard has the budget and the installed base to bury you. So don't even try.

    1. Re:I think the answer would be obvious... by ookaze · · Score: 1

      The best selling single player RPGs in recent years have been in no particular order:
      Oblivion - 3 million, Baldur's Gate 1&2 - 2 million each, and the various Kingdom Hearts and Final Fantasy Games from Square - Around 3 million each That's plain wrong. Are you comparing apples and oranges?
      3 million is a maximum for western RPG (and 3 millions was reached by Oblivion thanks to the release on several platforms including consoles), while 3 million is a MINIMUM for the Final Fantasy games, not even counting the remakes.
      Final Fantasy games sold as much as 7 millions without counting the remakes and international versions. If you count them, you reach 10 millions sold for the best ones. So please, don't compare them. And to be kind, I didn't count handheld JRPG (like Pokemon).
  18. not even close... by crossmr · · Score: 1

    Regardless of the possibilities in MMORPGs, fact is they boil down to grindfests. When have you ever played a "grind" style in single player CRPG? Diablo? Not an actual roleplaying game (a level system and a sword doesn't make it an RPG). MMORPGs have never been created as RPGs, though they took the name to lend credibility to what they are. I don't see single player RPGs being threatened by them at all.

    1. Re:not even close... by Zelos · · Score: 1

      Quite a lot of single player JRPGs require grinding at times - FF3 DS did, Tales of Eternia seemed to (I gave up because of it).

    2. Re:not even close... by kria · · Score: 1

      Single player computer RPGs don't, in my mind, qualify as RPGs either. While some do allow you to make actual choices, most of them feature very little roleplaying.

      So:
      1) MMORPG - ability to roleplay with other people, but difficult to have stories that change the world
      2) CRPG - tough to roleplay, but can tell an actual story well
      3) Table top RPG - easy to roleplay, can change the world, can tell stories, but can still deviate from the story as long as you have a GM who is on top of things and will let his players tell their own story.

      I play MMORPGs, but tabletop will always own my heart. I have never been able to complete a CRPG because of boredom.

    3. Re:not even close... by crossmr · · Score: 1

      Tabletop will always be the best. CRPGs, you can make choices, and that is often up to the creator. Even a good NWN module can be an actual roleplaying game if someone wants to take the time, mmorpgs, generally never. Not even as good as free-form roleplaying on a forum, because some of the world is imagined while some of it is "real". Developers at best want to have some scripted story events players can take part in, but these are few and far between and players generally don't get to cause them.

  19. diablo & diablo 2 by Anonymous Coward · · Score: 0

    had both online and offline characters...

    1. Re:diablo & diablo 2 by AnyoneEB · · Score: 2, Informative

      ... which were kept completely separate.

      --
      Centralization breaks the internet.
    2. Re:diablo & diablo 2 by ranton · · Score: 1

      But even if your online characters are kept seperate from your local characters, it still solves most of the problems originally mentioned. You now have a game that you can just pay $50 for and never go online, or you can also pay $15 a month for the online play. You are actually buying 2 games in 1. The $50 is for the single player game, and the $15 a month is for the online play. You may never use the single player features, but that is your fault. You still have the capability, which is where the $50 is paying for.

      --
      -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    3. Re:diablo & diablo 2 by theJML · · Score: 1

      Except that Diablo 2 is free to play online. (I just got done beating act 4 with a friend) I like being able to play it offline, in lan parties with locally served games, and on the net with BattleNet (Except when battlenet screws up, which is often, but as it's free, I move on with my life, and usually in a few minutes its back to responsive.)

      I understand they need to pay for server upkeep, but it's still a steep price in my eyes... Especially since it's monthly, there are some months I don't play much, and there are others I play a lot. I would feel like I'm wasting my money if I didn't play it every night (and I have friends who feel this way about WoW). There's gotta be a better charging scheme.

      --
      -=JML=-
  20. Didn't know there was one... by r_naked · · Score: 4, Interesting

    'I think those of us that make non-MMO RPGs need to look at what a single-player/small multiplayer RPG can do that MMOs can't and spend our time and effort on those things', Urquhart said.

    Granted it was a WHILE back that I looked for (S)mallMORPG, but I didn't find anything so I eventually setup a MaNGOS server. Blizzard is missing out BIG TIME. If they were to release a version of WoW that was scaled for personal use, they would make a killing. I would have no problem paying $120.00+ US for something like that (PLUS a yearly fee for content updates). Obviously there are people out there that want / need the "massiveness" of the MMORPG, but there are others (like me) that just want to play the game. Granted I have kinda gotten into the aspect of developing the game (the database not the core), but at times it would be nice to just PLAY and know that things work, not have to hunt down why a particular quest is bugged.

    For those that don't know MaNGOS is the Massive Network Game Object Server. It isn't being developed for any one client, it just HAPPENS to work with the World of Warcraft client. In addition to the MaNGOS core, you need a backend database that drives the world. There are several out there that are being actively developed, but I prefer SDB.

    --
    -- http://anonet.org -- The internet the way it was meant to be. Check it out, you may be surprised.
    1. Re:Didn't know there was one... by AlXtreme · · Score: 2, Insightful
      I've come across MaNGOS a few times. Have people forgotten the bnetd-drama this soon? I assume MaNGOS has adopted a low-profile because of this, Blizzard/Vivendi would stomp them out as quick as you can say "Zug-Zug".


      BTW, an incompatible EULA for a GPL-project? Yikes, and small chance it'll stop the onslaught of Vivendi lawyers. We'll see...

      --
      This sig is intentionally left blank
    2. Re:Didn't know there was one... by r_naked · · Score: 1

      I'm not sure how they have gotten away with it for so long without Blizzard being all over them. As for the conflicting EULA / GPL situation... I (like I am sure many others) read that and it was something that didn't click. "Licensed under the GPL -- cool", "No commercial use -- cool, no problem" was the thought process. Thank you very much for pointing that out.

      --PEACE!

      --
      -- http://anonet.org -- The internet the way it was meant to be. Check it out, you may be surprised.
    3. Re:Didn't know there was one... by BlackCat73 · · Score: 1

      I agree with you, I have just recently setup Mangos as well and I like the idea of having a small private server for me and my friends to play with, without having to have gold farmer spamming you every 5 minutes.

      Unfortunately at the moment Mangos and the supporting databases has too many bugs. The amount of updates and revisions just simply overwhelming. I heard Antrix is good too but no good and stable database for it.

  21. Mod parent up... by Futaba-chan · · Score: 1

    Amen to that. And some folks (like me) are fond of the stories that single-player RPGs, Interactive Fiction, and so forth tell, but refuse to get sucked in to the time and money sink that is an MMORPG. (Besides, after all the time I spent on text-based MUSHes in the early 90s, I think I've used up my lifetime quota.)

    1. Re:Mod parent up... by Compholio · · Score: 4, Insightful

      ...but refuse to get sucked in to the time and money sink that is an MMORPG...
      And that's exactly why the game producers don't care about people like you or I anymore. Everything's about maximizing profits and the game studios can make more money off of people who pay a monthly fee for their games. That's not to say they don't make a profit off of traditional games but they don't make as much profit.
    2. Re:Mod parent up... by coolGuyZak · · Score: 1

      While the MMORPG market generates tons of profits for game companies, that same market has an incredibly high barrier to entry. Not only is the market exceedingly competitive, but the amount of capital needed for a modern MMORPG can exceed that of a motion picture. In addition, these games commonly take between 2 and 4 years to implement, so you have to keep a great eye on your competition.

      What does this all mean? While MMORPGs can develop far greater profits than a "regular" game, they carry a great deal more risk to development companies. Thus, developers always care about "people like you or I". You don't generate as much revenue, but the audience you fit in consumes the "bread and butter" product of the industry. That market is still fairly competitive, but it has less overhead--and thus the products are "safer" to release, from an economic standpoint.

  22. Re:And both should watch out for games which are b by drinkypoo · · Score: 2, Interesting

    think of the possibilities for hacking and duping that would exist if an MMO publisher let character data get off of its server onto a server controlled by a player and then accepted it back again. The rapidity with which unscrupulous players would have their characters off to custom hackservers to get outfitted with all the 'phat lewt' would make your head spin.

    It's not really that hard to handle, and there are several solutions for handling it.

    One possible solution is to simply restrict the player from bringing goodies, stat bonuses, et cetera back to their world. While players would be bummed, they could still adventure on those servers and have a jolly good time.

    Another scheme would be that items have cryptographic signatures which are generated and tracked by the main server. The main server would actually send the cryptographically signed items (strings of data, really, but anyway) to the sub-server which would then grant them to the player. In this way, the server can control the distribution of items.

    And not trusting the client is a good thing, because it means that the client can be open and modifiable and still not permit cheating.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  23. NWN as a model by MattW · · Score: 4, Interesting

    Fearghus is a good person to be talking about this, since his Obsidian Studios is the developer of NWN2 and its upcoming expansion.

    NWN and NWN2 are games designed with multiplayer in mind. The original spawned hundreds, if not thousands, of "persistent worlds", which were mini-MMOs. Some linked servers ended up supporting hundreds of simultaneous players, and individual popular servers handled 50-95 simultaneous users, often stopping only at the limit of the hardware and the engine (as an NWN PW developer, and experienced sysadmin, it seemed very much to me that the engine had some sort of O(n squared) cost associated with users; going from 1 to 35 would barely dent a server, but going 35 to 55 could bring the same server practically to its knees).

    Imagine if WoW supported user mods. There could be an "official server" and any number of player servers. The people setting up a player server could allow a player joining there to import their character in from the official server (not the other way around, of course). The people on the player servers would start with a base world, but have tools to add, remove, and modify the content. Add in a scripting language and a way to distribute customized art assets (models, animations, etc), and you have something like Quake 3 w/autodownload, but applied to an RPG instead of an FPS.

    Bioware began to hook into another possibility when they started offering their "digital distribution" modules for NWN. For some small amount ($4-$12 depending on the module), you got an add-on game experience for NWN; a sort of new official campaign to play through. Imagine if a game like NWN or NWN2 had an "NWN live" service you could subscribe to. You pay $8 a month or something, and it gives you access to some cooler online features, as well as content updates. New models, new portraits, new adventures, etc. Bioware seemed to indicate they were pleasantly surprised with the reception of DD modules for NWN1.

    One of the things about NWN and its expansions was that each expansion featured a bunch of new things (new classes, support for prestige classes, new models, new spells, new voices, new vfx and sfx). These were featured in a new official campaign adventure - one you could play through - but they were also remixable into a lot of new user adventures, and also could be combined with custom content for more possibilities. And a nice toolset to tie it all together.

    A game that was gorgeous and easy to use and fun like City of Heroes could have reached its true potential with a scripting language and a toolset and a way to use that end-user content, because hobby content creators would have come up with enough refreshing content to avoid the "gets dull" label CoH earned for its repetitive missions.

    1. Re:NWN as a model by Anonymous Coward · · Score: 0

      Feargus is a terrible person to be speaking about this, because Obsidian has twice been given successful, popular franchises (KotOR, NWN). And both times, they completely fucked up the sequel. KotOR2 and NWN2 were both bug-ridden to a degree that is absurd; NWN2 was not even what I would call "playable" until the 1.03 patch, and even now neither game is close to being what I would expect from even a release-day game in terms of bugginess. Further, KotOR2 had an awful storyline - particularly the "beginning" that seemed to take up 2/3rds of the entire game and the ending. NWN2's graphics were a farce; it has higher demands in terms of system specs than Oblivion, and does not even approach the graphics quality seen in that game. The NWN2 toolset - arguably the most important part of the game - was virtually unusable for a long time after release. It would be bad enough if they released games in this sort of state and quickly followed up with patches, but they don't. Months after NWN2 came out they were only on the third patch, the performance was still awful, and multiplayer in the included campaign was impossible for many people - it simply crashed as soon as you got out of the starting town.

      In short, the fact that he is talking about how MMORPG's may make it hard for RPG's to be considered good is irrelevant, because he has yet to make a game that I would have considered decent even in the pre-MMORPG days. I'll listen to Feargus's opinions on game development when he either takes the time to fix the 'games' he has made so far, or refunds me the $100 I was duped in to spending on said products.

    2. Re:NWN as a model by Dired · · Score: 1

      Except that NWN2 and KotOR2 were terrible, and significant downgrades from their parents. They not only featured bugs o-plenty, surreally ugly art and lousy voice acting (Darth Screetch wants a word with you), they were filled with cliche after cliche. Horrible "it's time for a fight, so we threw one in", endings that made you wonder what the entire point was, NPCs you tolerated purely out of necessity and continuous segues that went nowhere and yet were unavoidable. NWN2 frequently abandoned D&D rules, yet did so to no actual value. They just did it to do it, apparently. KotOR2 had no ending, and of course would thrust you into situations where the tedious NPC you've been avoiding is suddenly the only playable character, and now the underdeveloped loser is in an unskippable, usually unneeded encounter. It almost reached a point where to you looked forward to what would annoy you next. I don't want RPGs that hold your little hand and explain the backstory 10 times, but throw me a bone here. In both games, the PC never felt important, never felt like anything but a tourist while other people go about their own personal lives that they never bother to explain. Mystery is one thing when you care; KotOR2 half the time felt like someone else's work stories. In KotOR, I felt important, I cared about what happened to those around me, I felt like my decisions mattered; KotOR2 was like a bunch of fight scenes tacked on to the most austere story they could find, and yet your character quickly became so overpowered the fights were only hard when you had to use one of the otherwise-pointless NPCs. The best advice Fearghus needs is "stop doing what you're doing". A single-player RPG needs a story, it needs compelling characters, and it needs to make the player feel like what they do actually matters. Those are the things MMOs can't do well; those are the reasons to play a SP-RPG instead. Asking people to roleplay a tourist is a recipe for failure.

    3. Re:NWN as a model by Tinman_au · · Score: 1

      "In short, the fact that he is talking about how MMORPG's may make it hard for RPG's to be considered good is irrelevant, because he has yet to make a game that I would have considered decent even in the pre-MMORPG days."

      Feargus has been associated with some of THE greatest RPG's (IMHO) ever made, and if you don't consider one of them "decent":

      Fallout Fallout 2
      Icewind Dale Icewind Dale: Heart of Winter Icewind Dale II
      Planescape: Torment Baldur's Gate: Dark Alliance II

      Then your taste in RPG's is...well...very, very different to most folks.

      http://en.wikipedia.org/wiki/Feargus_Urquhart

    4. Re:NWN as a model by Senobyzal · · Score: 1

      While I agree 100% for the original, NWN2 clearly was not designed for multiplayer. The game on release had a barely functional multiplayer aspect, and it is definitely not friendly to Persistent Worlds. The requirement for the download of a bulky walkmesh file that has to be re-downloaded everytime there is a change makes casual play on a PW server almost impossible. Furthermore, the DM Client was completely broken on release and is just now (in Patch 1.07; 1.06 is just being released now) getting some attention.

      NWN2 has a decent single-player campaign, but it was clearly designed and released for that audience. I guess I cannot blame Obsidian; NWN's history shows that the vast majority of those who purchased the game bought it, played the SP campaigns (and maybe a SP module or two from the Neverwinter Vault) and then shelved it. Now, the multiplayer component is what gave NWN1 it's unusually long life, IMO, but it remains to be seen if Obsidian will fix NWN2 multiplayer to the point where it can rival the original. It's got a ways to go, in my opinion.

  24. The real difference is money, not genre by Dachannien · · Score: 1

    Urquhart raises some good points on how to design a top-notch RPG (he's perhaps the kick-assest RPG producer in the western world, after all), but even in the absence of MMORPGs, those points would still be just as important.

    The real difference that puts RPGs at such a disadvantage isn't playability or content - it's money. MMOGs are the gift that keeps on taking, and financiers are increasingly interested in funding a multi-bazillion dollar MMOG in hopes that five years down the road, they'll still be raking in $15 every month per subscriber, compared with a single-player RPG that ends up in the bargain bin for $15 in the same length of time. This is why you see the RPG industry trying to adopt the MMOG model, by providing multiple expansions and even mini-expansions (a la Oblivion or NWN) to keep the players paying. Make repeated payments a part of your development and marketing scheme, and suddenly, making a game that people want to play becomes a lot less important for getting said game funded and out the door.

    Of course, those of us who are true-blue fans of the genre still appreciate it when developers put time and effort into making a quality product :)

  25. Comment removed by account_deleted · · Score: 4, Insightful

    Comment removed based on user account deletion

  26. Disagree! It is the same market. by Viewsonic · · Score: 1
    After looking at my options for RPGs on the DS, 360, and the PC. I wanted something with a ton of depth, lots of lore, single player, and decent graphics and music. I picked up Eterian Odessey for the DS and was impressed with the graphics and music, and the return to the old school first person dungeon crawl. But it was missing a story! It was missing all the puzzles that classics like M&M, EotB, Dungeon Master, etc all had! It was nothing more than a grind.

    I went back to look at what else the DS offered, old classics remade such as Final Fantasy, and the new Pokemon were about it. I half considered both of them, but in the end they were $40 for a game I would play at most a month.

    I went back to Everquest 2. It is $15 for a month of play, offers the most lore I've ever seen in any RPG. You can play it solo, you can play it with people. I mostly play it solo, but the thing is, this game is designed in a way that any sort of person can enjoy. Starting over is a new experience every time. Granted I don't keep the subscription going. I basically play until my RPG hunger is satisfied and then cancel again. Only to renew when it returns. I've been doing this for two years now and I gotta say, it sure beats out most of the competition available. They ARE the same market regardless what anyone thinks. You can ignore people and solo your way through the game, or you can work with other people and guilds.

  27. A simple answer by CharonX · · Score: 1

    Story. Suspension of Disbeliev. In RGPs you can be THE ONE - the hero who saves the world from the brink of destruction, you can be the one to beat the ULTIMATE EVIL. In MMOGs its either not really feasible or not really good for the suspension of disbeliev.
    So, you and your party comes up to the castle of the EVIL OVERLORD, to defeat him. Just like the guys that are following behind you, the guys who are currently inside and the guys who are currently on the way out and maybe give you the hint "watch out for his nastly AOE attack when he dies the second time, almost got us with that one". Will it be a fun run? Yeah. But there is no suspension of disbeliev if you kill the same guy over and over again, like everybody else.
    Can anyone imagine a oldschool RPG like Planescape: Torment as MMO? It would just not work - MMORPGs and RPG have similarities, but are essentially different game types.

    --
    +++ MELON MELON MELON +++ Out of Cheese Error +++ redo from start +++
    1. Re:A simple answer by MulluskO · · Score: 1

      The more interesting case is where the difficulty is tuned such that there really is only one group capable of tackling said challenge on each server.

      --

      Too busy staying alive... ~ R.A.
    2. Re:A simple answer by Aladrin · · Score: 1

      You say that, but it's been the focus of many MUDs, Asheron's Call 1/2, and even World of Warcraft. I've only played a little ways into it (level 8), but it treats new Drenai as if they are the one that must save their race from extinction. You start off finding and healing members of the crew, then stop a plot to attack the ship, etc etc. It always acts like you are 'THE ONE'. WoW has this in other races as well, like the Trolls... Basically the same thing.

      And there's been plenty of MUDs where the goal is to get to some end point first. Some even reset the server each time this happens and everyone starts over.

      I think there are more similarities that you care to admit... It just takes a lot of design work to use the features from one in the other.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  28. Some things that MMOs can't match by Mr_eX9 · · Score: 2, Insightful

    You, the player and your character/party, are the only important part of a single-player RPG. The game revolves around you and you goals and whatever characters, locales, etc. that your goals entail. This provides the opportunity for creating a truly unique character that actually stands out in the game world. An MMO, where you're just another level x [insert class here], can never touch that.

    Also, in a single-player RPG, there are no griefing assholes out there to camp your corpse or talk smack about how you're a n00b or spam the chat. Some people are willing to put up with the grief or find ways to avoid it cuz they like a world filled with people, and that's why MMOs are so popular these days. But there are people who don't and need to get their RPG fix in a non-MMO form.

    Personally, until there's a massive paradigm shift in the general attitude of MMO communities and people start playing nice with each other, I'll just stick to Star Wars: KotOR, The Elder Scrolls, Mass Effect, and the like for my RPG needs.

    1. Re:Some things that MMOs can't match by teh_chrizzle · · Score: 1

      in a single-player RPG, there are no griefing assholes out there to camp your corpse or talk smack about how you're a n00b or spam the chat... until there's a massive paradigm shift in the general attitude of MMO communities and people start playing nice with each other, I'll just stick to Star Wars: KotOR, The Elder Scrolls, Mass Effect, and the like for my RPG needs.

      general asshattery is not why i stopped playing Asheron's Call... grinding was. it was annoying being called a noob by level 100 macroers and getting pimped to join allegiances and it almost ruined me for the genre. the thing to keep in mind is that AC (and EQ1, and ultima) are several years old now. for the most part, the decent people have all moved on to newer games. that has been my experience playing CoH. sure you occasionally get retards on more modern games, but once you shut off all the global, local, and help chat, you can pretty much choose only to play with nice people.

      --
      sarcasm:
      -noun
      1. harsh or bitter derision or irony.
    2. Re:Some things that MMOs can't match by NewbieProgrammerMan · · Score: 1

      Also, in a single-player RPG, there are no griefing assholes out there to camp your corpse or talk smack about how you're a n00b or spam the chat.
      Sometimes griefers can be annoying, but it can be immensely satisfying in those cases where you're able to beat their ass (whether it's because you were able to log into a more powerful alt, your guild buddies come to your aid, or you just get a lucky outcome). I know everybody's got their own preferences, but mine is to put up with the minor inconvenience of a small percentage of idiots to gain the entertainment value of interacting with others.
      --
      [b.belong('us') for b in bases if b.owner() == 'you']
  29. This is an easy comparison by Morinaga · · Score: 1

    The one thing the RPG can do that a MMO can never do is have an ending. Therefore, they can tell a story. After a while, even a well done MMO feels like a Lethal Weapon marathon.

    Also, in an RPG you can really be the hero and effect your world. In an MMO you're just one of a gazillion heros/villians and can never truely effect your world.

    1. Re:This is an easy comparison by vux984 · · Score: 1

      The one thing the RPG can do that a MMO can never do is have an ending.

      Why not? Why can't the game be won or lost? Why can't you, after winning or losing, play it again? A lot of these games claim to have over-arching story arcs -- why can't the story end?

      And when they do, ease players into the next arc, do a server reset, and start the world anew, and let players take it down a different road. When you do the reset don't completely wipe the characters, let them pass a selection of equipment or attributes to the 'next generation', so they don't 'lose everything'.

    2. Re:This is an easy comparison by Morinaga · · Score: 1

      Sounds like a sequel to me. You have the same identity, equipment/attributes or whatever but in a brand new story right? Sure, you could have server resets but knowing the MMO mobs like most do, I can never imagine a world where players would be OK starting over again from scratch (ie the farm boy with nothing turned to RPG hero).

      Furthermore, how do you end this story arc? When the super guild destroys the super villain? How do you appease players in the "massive" multiplayer environment? I can see how this works in smaller MUD environments but we're talking specifically about MMOs here. How are hundreds if not thousands of players supposed to coordinate their play to achieve a story arc? What you're suggesting is great, I'm just not sure how plausible it is. One thing I do know is that it doesn't yet exist.

    3. Re:This is an easy comparison by Beefysworld · · Score: 1

      The one thing the RPG can do that a MMO can never do is have an ending.

      Why not? Why can't the game be won or lost? Why can't you, after winning or losing, play it again? A lot of these games claim to have over-arching story arcs -- why can't the story end?

      And when they do, ease players into the next arc, do a server reset, and start the world anew, and let players take it down a different road. When you do the reset don't completely wipe the characters, let them pass a selection of equipment or attributes to the 'next generation', so they don't 'lose everything'.

      *blink*

      That's actually a great idea, assuming it could be implemented properly. One way you could do it would be to associate an 'age' to a character and make that character age as they play. They'll still go up levels and have a grand old time doing it, but when they get to a certain point their stats start deteriorating and the player then has a choice to 'retire' the character and start using a next generation character, that either has similar traits to the first (like a son) or a different character altogether. It would lend into the 'passing equipment down' theory too.
    4. Re:This is an easy comparison by vux984 · · Score: 1

      Sounds like a sequel to me.

      Only as much as playing CIV again is a sequel to your last game.

      You have the same identity, equipment/attributes or whatever but in a brand new story right?

      Some stuff is carried over, most isn't.

      Sure, you could have server resets but knowing the MMO mobs like most do, I can never imagine a world where players would be OK starting over again from scratch (ie the farm boy with nothing turned to RPG hero).

      I disagree. How many of us have replayed a single player RPG with a different character/group. Or even a mmorpg with a different race/class. The idea I'm formulating is to better encourage that and reward it.

      Furthermore, how do you end this story arc? When the super guild destroys the super villain? How do you appease players in the "massive" multiplayer environment? I can see how this works in smaller MUD environments but we're talking specifically about MMOs here. How are hundreds if not thousands of players supposed to coordinate their play to achieve a story arc?

      Don't make it so that its over when the super guild destroys the super villain. That's just lame, and the timing of the end is unpredictable. Make it so that a significant chunk of the player base has to complete some level appropriate objective to do 'their part'. Superguilds have to take their turn holding back the super villain, lesser guilds have lesser accomplishments that they have to achieve, etc. And when the doomsday comes, and the server resets the starting world is based on what the overall server accomplished. And your personal start is based somewhat on what you personally accomplished. (not the difference between starting naked or uber, but a non-trivial set of perks.) In a multifaction game - whether its good vs evil, or albion vs hibernia vs whatever give the factions different objectives, and the post-reset world reflects the balances the players acheived. Or give the players a choice of objectives, and let them choose what to strive for.

      What you're suggesting is great, I'm just not sure how plausible it is. One thing I do know is that it doesn't yet exist

      Some games have touched on the fringe a little bit. Everquest for example launched special rules servers that were effectively 'time limited competitions'. Scads of people re-rolled on them, just to try and rack up their 'score' before it was over.

      Games like Shadowbane and DAoC which had heavy PvP components were designed to maintain a perpetual 'balance'. But they could have been (should have been?) designed as episodic -- allowing for one group to 'take over the world' and win the game, or to capture the most territory before the game ends.

      DiabloII had monthly offical ladder characters, that competed for top standings, and gave the game a lot of replay value to the expert players. Anyone could be 90th level. But who could get there first, if you held an official race starting today... (it wouldn't let you join games with non-ladder characters, so you couldn't twink gear etc from your other characters).

      Now, not all players want this, and maybe their should be perpetual never ending servers for people who just want to wander around, and who take 6 years to go from 0 to 70. But I don't think anybody who plays these games a LOT, really likes zipping to 70 and then endlessly grinding the same few areas while they wait for the next expansion.

      Yet, they can't be bothered to go anywhere else because once you level to uber there is no point to the early,mid,high,very-high, and just-short-of-uber game. So you spend all your time either right at the end, or damned close to it, while the devs make progressing that last little bit excruciatingly hard to buy some time to write another expansion.

      I suspect they'd embrace a game, where they zip through the levels, accomplish myriad goals along the way, win. And then get to start over (with 'perks') taking a different path. Perhaps even 'unlocking' their former uber-character(s) or equipme

    5. Re:This is an easy comparison by vux984 · · Score: 1

      The issue I see with only 'aging' the players it that it resets the players but not the world. I think if you simply age the characters and retire them and then they play the next generation up in the 'same world' it will get old fast.

      Especially if they always get to the same point and then just start deteriorating. Nothing could be more 'anti-climatic'.

      Of course, there is nothing stopping them from aging the entire playerbase together, and having the current generation pass the torch to the next as part of the server reset.

      But the game after the reset needs to be 'fresh', there has to be new things to do, real new content. New maps/zones/instances/dungeons added, new mobs, new tricks for old mobs, new equipment rotated in, new quests, and above all a new story arc to run through.

    6. Re:This is an easy comparison by Beefysworld · · Score: 1

      If the devs worked on it in the form of new content, or ageing content, you could get away with a perpetual world. Have enemy mobs in communities that grow and expand, the occasional random enemy hero popping up that requires more effort to beat. Have set improvements in world technology and travel that unlocks previously accessable areas.

      IANAGD, so I wouldn't really have any idea how much work this would take. I'll assume far too much. I just don't like the idea of a forced server reset when players might be getting attached to their current character. If it was age induced, then they could retire them whenever they felt they had to, and would feel a sense of pride for what they've achieved. You could even throw in a Heroes hall or something where all the top level retirees go and get drunk every night, talking about all the things they'd done before and how kids these days have it easy compared to their day...

    7. Re:This is an easy comparison by vux984 · · Score: 1

      If the devs worked on it in the form of new content, or ageing content, you could get away with a perpetual world. Have enemy mobs in communities that grow and expand, the occasional random enemy hero popping up that requires more effort to beat. Have set improvements in world technology and travel that unlocks previously accessable areas.

      This is how the games already work. Occasionally older areas are occasionally revamped, new areas are added by expansion. In order for the new areas to be worth visiting, they must be better than the old ones. Because all your characters levelled up in the old ones, the new ones have to be predominantly high level. Most of the game goes unused. Take a look at Everquest, if you want to see a game that has 'aged'. (And for an example of just how absurd it gets.)

      IANAGD, so I wouldn't really have any idea how much work this would take. I'll assume far too much.

      I dunno, its what they already do.

      I just don't like the idea of a forced server reset when players might be getting attached to their current character.

      How do you cope with beating single player RPGs? The game just ends. Game Over. Even if you were really enjoying it.

      If it was age induced, then they could retire them whenever they felt they had to, and would feel a sense of pride for what they've achieved.

      Maybe. I think its an anti-climax, and watching your favorite character gradually deteriorate would be more depressing than anything else. It forces you stop playing with him, and ultimately forces you to play the *same game* with another character. I think it would be viewed negatively by most players.

      You could even throw in a Heroes hall or something where all the top level retirees go and get drunk every night, talking about all the things they'd done before and how kids these days have it easy compared to their day...

      You could, but 'Taverns' are notoriously empty in games. Few players actually want to sit in a virtual room drinking virtual beer. They can just as easily have the conversations 'out of character' while playing.

      A server reset shouldn't be viewed as 'starting over and losing your character', but taking the essence of your character and advancing it to the next level in a 'refreshed' world.

  30. Re:And both should watch out for games which are b by Culture20 · · Score: 1

    that lets you run your own server, and create a portal from the mmog to your server... Hmmm.... D&D Planescape Immortal. Rule your your Plane, define its physics, create your minions, assume a mortal avatar to adventure... Defend your Plane from invasion. Project an avatar into another Immortal's plane to invade and win over their minions. A MMOG one part Populous, one part NWN, one part WOW... It'll never happen

  31. some differences by Atreide · · Score: 3, Interesting

    Solo RPG video games give you sense of being unique.
    You are Neo or Luke Skywalker and noone else can have that power.
                Only you can save the world.
                            No MMO gives that today.
    Even super heroes games like http://www.cityofheroes.com/ have so many heroes that you dont have the sensation of being so marvelous.
                You spend your time harvesting missions, badges and now crafting.
                            Not very heroic !

    MMO RPG (or so called) emphaze on the community experience.
    You share stories with others,
    you show your achievements to others,
    you develop your character with others.
    You oppose and win against others.
    These "others" are people,
                and this is important.
    Even though oponents were bots with behaviour no different that humans,
    knowning they are bots would render them not as interesting as humans.
                After all I prefer to chat a girl than a bot and
                I prefer to constantly win and humiliate another player rather than a mob.
    OK, some would prefer chatting a bot...

    Last comment, MMO RPG are no RPG.
    I spent a tremendous amount of days playing table top RPG when I were young.
    And the experiment is no comparison with computer RPG.
                Compared, computer RPG are really flat and
                MMO RPG are event flatter than solo RPG.
    There is only basic heroism, limited sense of achievement and
                no way to come with innovative solution that game author did not imagine.

    The killer game will provide real freedom and content ,
    the sense of being unique and
    still experiencing with tons of other players.

    --
    The world belongs to those who get up early. - I'm far from being the king of Earth then :-(
    1. Re:some differences by SuperKendall · · Score: 1

      I generally agree with your comment, and so have nothing to add except - I really liked the way you formatted that message. No joke! It was very pleasing to read.

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
  32. Re:And both should watch out for games which are b by drinkypoo · · Score: 1

    Project an avatar into another Immortal's plane to invade and win over their minions. A MMOG one part Populous, one part NWN, one part WOW... It'll never happen

    If it did, though, it would be righteous to do it as an Amber game. Frankly there's no point whatsoever in trying to do anything THAT ambitious until we have much more righteous physics engines and the horsepower to run them. Now THAT is an application for a massively parallel home computer.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  33. CEO Feargus Urquhart by Anne_Nonymous · · Score: 1

    >> CEO Feargus Urquhart

    Damn! I was going to use that name! Can I be Paladin Feargus Urquhart instead?

  34. Re:And both should watch out for games which are b by merreborn · · Score: 1

    This is actually exactly what the E Programming Language was designed for:

    http://en.wikipedia.org/wiki/E_programming_languag e

    Back in the mid-nineties, Electric Communities wrote E, and a product in E ("Microcosm"), which was designed for exactly this: secure online distributed worlds. Microcosm was, in some respects, a distributed Second Life, written in the days before the Pentium 2 was released. Everyone ran their own little server on their desktop, and you could create and trade objects securely.

    The company, and Microcosm failed due to a combination of just being too demanding for the hardware available at the time (the PC of the day was a Pentium 166 mhz with 64 meg of ram, using a 28k modem to connect to the net, 3d cards were just hitting the market), too early as a net phenomenon (most people weren't online at the time, and everquest hadn't even come out yet), bad business decisions, and the dot-com collapse.

    The founders of the company have all found their way to Yahoo in the last couple of years. Doug Crockford is probably the one most of the Slashdot crowd will recognize, likely from his javascript evangelism:

    http://video.yahoo.com/video/play?vid=cccd4aa02a39 93ab06e56af731346f78.1710507

  35. Wrong by Rix · · Score: 1

    Non-linearity is the point of role playing games. If the storyline is too constrictive, as it is in most Asian RPGs, the presence of the player is superfluous, and it may as well be made into a movie.

    Elder Scrolls games are not RPGs, they're action games in a fantasy environment.

    1. Re:Wrong by 7Prime · · Score: 3, Interesting

      But movies aren't interactive... why must something be either one extreme (interactive) or another (non-interactive). I crave a movie where I can float around in the story, choose my own camera angles, talk to various secondary characters about what they feel about what's going on, and explore the surrounding area a little.

      Where am I going to find that opportunity? Obviously not on the big screen!

      The bottom line is that computers allow for a variety of different story telling opportunities. Story-telling, in all its linear, pre-composed glory, has existed for thousands of years. I, personally, as an artist, am a lot more comfortable with a distinct "author/audience" separation. I'm very uncomfortable with the idea of "lack of author", it scares me a little... as a creative person. I want to hear what other people have to say, and be able to interpret that for myself... not the other way around.

      I know I'm just one opinion, but I think there's room for both. And A LOT of people out there crave a story where they have the interactivity to simply be immersed in it, but not neccessarilly control it. I find this desire for complete control a bit eerie, to say the least. A certain amount of it may be healthy, and there is a place for open-ended story-telling, but I certainly don't think it should be required.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    2. Re:Wrong by damiangerous · · Score: 1
      But movies aren't interactive... why must something be either one extreme (interactive) or another (non-interactive). I crave a movie where I can float around in the story, choose my own camera angles, talk to various secondary characters about what they feel about what's going on, and explore the surrounding area a little.

      That's not truly interactive. Everything still comes out the same way, all you did was activate some DVD special features. What you've described is all possible with current-gen DVD technology and many packed DVDs come very close (the big LotR sets for example). Special editions that include plenty of interviews about the characters and story, "making of" vignettes for you to explore the world, etc.

      I know I'm just one opinion, but I think there's room for both. And A LOT of people out there crave a story where they have the interactivity to simply be immersed in it, but not neccessarilly control it. I find this desire for complete control a bit eerie, to say the least. A certain amount of it may be healthy, and there is a place for open-ended story-telling, but I certainly don't think it should be required.

      You want jRPGs. Seriously. You've described them to a T. You want a linear, focused story that allows you to interact with the window dressing but not to have any real effect on the outcome. That exists today. You are right that it's something a lot of people crave, which is why they're so immensely popular. But you have yet to describe anything that can't be, and isn't, fulfilled today.

    3. Re:Wrong by Original+Replica · · Score: 1

      The bottom line is that computers allow for a variety of different story telling opportunities.

      Yes if you want a story told to you. If you actually want to have influence and be a part of the creation of the story, you need something both, non-linear and plot driven. Give me a RPG where I really have an effect on the game world. I want my in game actions in to influence the game world in the same way that Spore promises to have my choices effect the sim. Single player RPGs need procedural plot generation. And they need it before MMPORGs figure out how to have actual plots and character effects on the game world.

      --
      We are all just people.
    4. Re:Wrong by amuro98 · · Score: 1

      In some regards, I agree with you. Games like Final Fantasy, to pick an easy example, aren't strictly RPGs, other than allowing you to imagine what it'd be like to be the character in the game. Then again, that would make even PacMan an RPG...

      Anyways, I see console RPGs as a sort of an emerging medium in which to tell a story. They have elements of a movie, mixed in with a couple of game elements which is mainly in the form of a combat system. The player isn't superfluous, since he's required to make the decisions for battle, and in some cases, character building.

      The overall experience is meant to be more interactive and engaging than just reading a book or watching a movie. The idea is to give the player some sense of accomplishment in _assisting_ the character achieve their objectives. I think this is the core difference between American and Japanese games. The current generation of RPGs are just the results of evolution along these two subtle, but very different, philosophies.

    5. Re:Wrong by 7Prime · · Score: 1

      Yes if you want a story told to you.


      But I DO want a story told to me... why would I want to help tell someone else's story? Seriously, if I wanted to tell a story, I'd write a story (which I've done), or a song (which I do all the time), or make a short film (I'm a TV producer, it's my job). Seriously, gaming is a terrible waste of time if you're looking for a creative outlet. I feel very sorry for those who have so little creative outlet in their lives that they must rely on video games to give them a sense of their being creative. I play games for entertainment, to escape to another world, to view the lives of other people, to analyze the psychological aspects of various characters and NPCs. I do it as an augmentation to reading litterature or watching movies.

      Seriously, people, video games are a terrible excuse for a creative outlet.
      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    6. Re:Wrong by Jesus_666 · · Score: 1

      There is more besides "this person tells the story" and "this person listens to it". Traditional pen-and-paper role-playing games are inherently social occasions - everybody participates. The story as a whole is not told, it happens. The player shape the story, but the plot as a whole follows the GM's wishes. Roleplaying is fundamentally different from passive consumption - if you want games that spoon-feed you the story with no means of changing it you want an adventure or an interactive movie. Or go even further and read a book.

      Player-affected plots are definitely doable in video games. While you obviously don't get nearly as much freedom as in a P&P session there are still many ways of making the world dynamic and interactive without sacrificing the notion of having an interesting story unfold. The usual solution is adding more content with multiple ways a particular scene can happen (usually depending on prior events and/or the character's stats), making scenes or even entire plot arcs depending on something and making character interaction less static. The aim is to make a video game that somewhat closely resembles the experience of playing pen and paper.

      There are games that get it right. Fallout, for example, had both a nice story and a somewhat dynamic world. It allowed you to influence the story instead of passively consuming it. It made the way the game progessed dependant on what your character was capable of. Fallout was, by all means, a rather good adaptation of P&P gaming.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    7. Re:Wrong by 7Prime · · Score: 1

      The aim is to make a video game that somewhat closely resembles the experience of playing pen and paper.
      That may be the aim for some, but not for me. I play P&P on occation, but not very much anymore. I'm sorta sick of it.

      If you think that jRPGs are trying to reproduce the experience of P&P RPGs, think again. It's not that they're "not doing it right", they ditched that effort long ago.

      I don't play games as an interactive social experience... in many ways, I often play games to escape that. I socialize with friends every day: at work, at the bar, during jam sessions, playing P&P RPGs, etc. Many times we'll start talking about the jRPGs we've been playing, over a few beers at the bar, that feels a lot more rewarding to me.

      I play games to escape reality, and yes, responsibility, for the same reasons I read books. Social interaction doesn't play into my desire for those things, outside of discussion, later, with my friends.
      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    8. Re:Wrong by Jesus_666 · · Score: 1

      No, reproducing P&P is exactly what JRPGs do not do. I was arguing pretty much only for western RPGs, since Japan has always loved rigid storylines. To be honest, I never was happy with JRPGs falling under the RPG label, since you don't really play a role but instead follow a character's story. There's nothing wrong with that (in fact I'm rather fond of that genre), but it doesn't try to do the same thing roleplaying does and thus when I talk about roleplaying games I usually implicitly exclude JRPGs.

      I also don't ask for an emulation of the social aspect of P&P gaming - that's completely impossible to do in a singleplayer RPG. What I want is an emulation of the consequences of the social stuff: A world that changes depending on what you do and what you can do. That's something western RPGs are better at than JRPGs and that should be emphasized.


      Although deep down we all know we want a game that constantly makes lame out-of-character jokes and keeps asking where the Mountain Dew is. *g*

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    9. Re:Wrong by 7Prime · · Score: 1

      wow, miscommunication city. I completely agree with you there. Yeah, I think jRPGs need a new name. There's nothing "roll playing" about them. I love the genre, and play it almost exclusively, these days, but I'll be the first one to say the name doesn't fit. The problem is, every alternative name I've heard seems a bit dimeaning: "Interactive Movies", "Interactive Novels"... make them sound like a lesser form of another genre, and I don't see them as being that way at all.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  36. Already been done by Rix · · Score: 2, Insightful

    NeverWinter Nights allowed you to have persistent multiplayer servers as well as single player campaigns and let you run your own servers.

    1. Re:Already been done by drinkypoo · · Score: 1

      NeverWinter Nights allowed you to have persistent multiplayer servers as well as single player campaigns and let you run your own servers.

      Yes, but without the huge social aspect of being a MMOG (NWN is multiplayer, but massively?) there is still something lacking. The Uber-game will be both.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  37. Right now it's a matter of a few things. by The+Living+Fractal · · Score: 3, Interesting

    1) Scale. An MMO is limited in how many units can be operating in a single battle. Network limitations are the reason World of Warcraft couldn't deliver on its promise of world pvp. Dunno if anyone knows what happened in the old "world pvp" days of Tarren Mill... but the general problem was once enough people showed up it became so laggy that it was unplayable. That really sucked. Talk about destroying immersion.

    2) Continuity of Storyline. Look at Matrix Online. Everyone wants to be Neo, but nobody can. Look at SWG. Everyone wanted to be a Jedi. But nobody could be Luke Skywalker. Not true in an offline RPG. You can literally live the storyline of your favorite character.

    3) User created content. Look at Morrowind for example. The game came with a construction set. You could build your own world. You were the god of that world you created. Now shift to WoW. You're a peon, and if you're lucky you can get 24 other people together to take down raid mobs. But you'll never be able to do it solo. You'll never BE that raid mob.

    When the day comes that they give a player the chance to control a raid mob (with their current abilities and hitpoints) that's the day a raid wipes every time on that mob, forever. The AI on those mobs is particularly stupid. Tactically, if I were said mob, I would immediately kill all the healers, then the DPS. Which would leave the tank beating on me with his sword 'n board. To which I would let loose a huge laugh, do a /golfclap, and walk away.

    TLF

    --
    I do not respond to cowards. Especially anonymous ones.
  38. Re:And both should watch out for games which are b by ranton · · Score: 1

    A MMOG one part Populous, one part NWN, one part WOW... It'll never happen

    Its not as if the comment "It'll never happen" has ever been proven false in the field of computers before.

    --

    --
    -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
  39. Todays analogue by SuperKendall · · Score: 1, Interesting

    That said, it might be fun to read a book (play an RPG) with others some time

    Isn't that (shared experience of enjoying a story) called a Movie today?

    The gaming equivalent closest to this is actually online co-op play I think since the storytelling aspect is more direct...

    MMORPG's are more like virtual workplaces, where you log in and go about your daily chores in the context of a larger and slower moving story that unfolds around you even as you perform your menial tasks. A companies day to day workings are like the story in an MMORPG, though successful MMORPG creators have found a way to make this shared story compelling enough to have people pay THEM to take part in it, unlike a company where it's the other way around.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  40. Re:And both should watch out for games which are b by Culture20 · · Score: 1

    Please, Someone prove me wrong!

  41. Re:And both should watch out for games which are b by hazzey · · Score: 1

    One of these days someone is going to come up with a game that both supports MMOG play but also has a single player campaign running on a mini-server. This title will rule the RPG world until someone brings out one that lets you run your own server, and create a portal from the mmog to your server (the portal simply doesn't appear unless your server is up; it could even be flickery if you have a poor history of uptime.)

    This reminds me a lot of Blizzard's Diablo. It was fairly ground-breaking when it came out, and it had a good run. It may even still be running.

  42. Story vs. character by Chmcginn · · Score: 1

    What about people who play RPGs primarily for the story? MMORPGS have a distinct problem with story - the story can't advance at the pace of an individual player. That's the same advantage of a CRPG over a paper RPG - if I want to take a week off work & play Oblivion for 16 hours a day, I can get all the story I can stay awake for. Not so much with WOW or D&D. (Although with the latter, I could get a whole group of people to take a week off of work, but you know what I mean.)

    --
    Have you been touched by his noodly appendage?
  43. I Agree! by Senjutsu · · Score: 5, Insightful

    After playing my first MMO, a non MMO seems rather "lonely" and "empty", and I am not even that social. I think that will be hard to overcome. Why, just the other day I was playing Final Fantasy XII, but had to shut it off out of sheer loneliness. It just felt so empty; whither the naked people running around and dancing for no discernible reason? Whither the messages asking me "u want 2 bai goldz"? Whither the people 40-levels above me challenging me to duels every 3.5 seconds in between inquiries into whether or not I am "sum kinda fag"?
     
    Without those things it hardly felt like any kind of immersive story-telling experience at all.
    1. Re:I Agree! by MontyApollo · · Score: 1

      Most of my MMO experience is with Lord of the Rings Online, and I haven't experienced any of the juvenile stuff yet. Maybe with more time. I have only had one gold spammer message so far. I do look forward to the dancing naked elf chicks though.

  44. You're not thinking of RPGs by Rix · · Score: 1

    You're thinking of adventure games (ie, Monkey Island, Day of the Tenticle, Sam & Max, The Dig, et cetera). Those exist to tell a story with a little bit of freedom to explore and interact with the characters.

    RPGs on the other hand present a universe for the players to interact with, not a story. Traditionally the universe is controlled by one specific player, who can construct a story around what the players do, rather than the other way around. This isn't as possible in CRPGs, and so the story to them should be as loose as possible, and provide many different avenues.

    Lose the "as an artist" bullshit. Either you are on your own merits, in which case there's no need to state it, or you're just a poser.

    1. Re:You're not thinking of RPGs by Andrew+Kismet · · Score: 1

      So you're claiming that Japanese RPGs are actually Adventure-RPGs, which exist to tell a story with freedom to explore and interact, backed up with stat-building and combat?
      As opposed to the classic freeform RPG, which presents a world for a player-defined character to explore, interact, and make decisions in, or the traditional adventure game which presents a world for a pre-defined character to explore, interact and develop in, with the only notable player interaction being choices of dialogue and use of items at key locations.
      A middle-ground between the (mostly dead) Adventure genre and the (highly popular) RPG genre.

      jRPGs and aRPGs have their strengths and weaknesses. I certainly think they have a lot of lifespan in them yet, and that devs certainly should beware MMOGs. Vast social games and persistent worlds just can't provide the story and single-player game can, just like the single-player game can't provide the teamwork and the longevity of the online game.

    2. Re:You're not thinking of RPGs by wolfing · · Score: 1

      I think the main problem is that nobody really knows anymore what an RPG is or should be. In its very essence, the "Role Playing Game" title could be applied to adventure games as well as RPGs. Basically, you assume the role of someone. Some pen and paper RPGs of the 80s didn't have stats. The thing is, computer (and console) RPGs were derived from the grandmaster of them all, D&D. In D&D you had stats, so that's what video game RPGs emulated, to the point of transforming the 'Role' in RPG to 'Roll'. Basically, just a story where the computer 'rolled' (as in calculated) the attacks. The core concept of RPG now is basically a game with stats. If you have stats it's an RPG, if you don't, it's an 'adventure game'. So in summary, computers and consoles divided the RPG genre into 'Adventure' (no stat RPG) and 'RPG' (stat RPG). Then the adventure subgenre pretty much died, leaving just the RPG subgenre (stat based games). IMHO, for an RPG to keep that title, it should be the characters' stats what determine the outcome of battles, not the player's. I.E. to me, 'action based' RPGs are not RPGs. Sure they have stats, but if I as a player am slow with the button smashing, my character loses. That's why I prefer turn based RPGs, it's all about the characters' stats and skills

    3. Re:You're not thinking of RPGs by Rix · · Score: 1

      No, I wouldn't call Asian RPGs adventure games. In my experience, they're a confluence of the weaknesses of RPGs and adventure games, stripped of the strengths of both. They have weak storylines and no personal character development. There's a reason they've never really made it outside of consoles: they're really only intended for children.

      Persistent worlds can provide a story of equal merit to a single player game, it's just a *different* sort of story. It's less about a narrative and more about an expansive world, much like Tolkien's work.

  45. Check out S.T.A.L.K.E.R. by MDiehr · · Score: 1

    I just picked up S.T.A.L.K.E.R. Shadow of Chernobyl recently, and it's pretty good.

    It's an RPG/FPS hybrid that takes place in the 30km exclusion zone around the site of the Chernobyl disaster. You can wander around pretty much wherever you please, though if you're careless you'll run out of ammo and then stumble into a radioactive pile of metal as you try to escape whatever mutated horrors have found you.

    It's actually quite fun.

    Reviews here: http://www.metacritic.com/games/platforms/pc/stalk ershadowofchernobyl?q=stalker

    1. Re:Check out S.T.A.L.K.E.R. by ShadowsHawk · · Score: 1

      I returned that POS. It was so bug ridden that crash randomly within a 1-10 minute time period. Combine that with the absolutely HORRIBLE performance and it was intolerable. Neat idea, interesting story (from what I saw), but not worth the head ache.

    2. Re:Check out S.T.A.L.K.E.R. by MDiehr · · Score: 1

      It's definitely performance-intesive (stuttering on an 8800GTS, no less! What's with that?) but it's fairly stable with all the recent patches. I haven't had a crash yet over a couple days of playing.

    3. Re:Check out S.T.A.L.K.E.R. by scribblej · · Score: 1

      I have an Nvidia 6800, a dual-core AMD (the slowest you can buy, 2Ghz) and it ran flawlessly for me... although I did have to turn down a couple of graphics settings, it was still quite pretty. I did use a no-cd crack on it; I can't stand that copyprotection crap. So maybe that had an effect? I can honestly say I was quite impressed with the game's stability, actually... most games I've played will crash at some point, but after finishing STALKER I had not experienced a single game crash.

      Unfortunately, as fun as STALKER is, it's not nearly an RPG; it's far less of an RPG than, say, Deus Ex. You can't level up stats, you can only talk to people superficially, and whether you hit something or not is not based on your character's skill as much as it is based on your own skill. You can't play a different type of character than your friend did, there's only one guy in the game and he never changes.

      Don't get me wrong; I quite enjoyed it. But it is much, much closer to an FPS than an RPG.

  46. It's not that hard by ocbwilg · · Score: 1

    MMOG: Focus on building environments and tasks that encourage and in some cases require cooperation between individuals or groups. Characters should be powerful enough to have an effect on the world, but not so powerful as to usurp the storyline characters. There should be lots of replayable content, and a great deal of customization.

    RPG: Focus on building environments and tasks that make the player the superhero of the story. Instead of goals that are so difficult that only a group of people could complete them, make them so difficult that only one who stands head and shoulders above the world can complete them. The character starts out following the storyline, and eventually becomes the story line. In this case, the world does literally revolve around them. There should be a fair amount of replayable content, and a fair amount of customization. Mostly this is so that you can approach the goal from different paths.

    Two extremely important things to remember:

    1. To make a good RPG, you must have a great story that the player is intricately involved in. For an MMOG, the story is important, but secondary to the social interactions.

    2. To make a good MMOG, you need lots of content. Lots and lots and lots of content. And while you can script an ending to an RPG, you have to design MMOGs to be open-ended.

    Great MMOGs: Warcraft and LotRO.

    Great RPGs: Oblivion and KotOR.

    1. Re:It's not that hard by Anonymous Coward · · Score: 0

      Great RPGs: Oblivion I was like "this guy hit the nail" until i read that, you cannot seriously say that Oblivion is a GREAT RPG, Oblivion is MMO grindfest, lineality, respawning monsters and just basic do what you like you get the exact same result, only its offline.
      Oblivion is proof you dont need shit to have a top seller in this genre, you just need eyecandy, leveling and "itamz" and you are set.
    2. Re:It's not that hard by ardor · · Score: 1

      Great RPGs: Oblivion and KotOR.
      KotOR: ok. Oblivion: no. Gameplay-wise, Oblivion is closer to Diablo than to an offline RPG. Instead, you should mention Fallout 1 & 2, Baldurs Gate 1 & 2, and especially Planescape Torment. I mean, the contrast between Oblivion and P:T is so enormous, its hard to believe both are called RPGs.

      Planescape Torment is also a very good example of what MMOGs can never deliver and single player RPGs can: immerse the player in a very detailed and extensive storyline.

      --
      This sig does not contain any SCO code.
  47. They're hardly "emerging" by Rix · · Score: 1

    They've been around for 15-20 years, which is ancient history in perspective.

    I maintain that the player is superfluous because the decisions made are superfluous. You can't have player run character development without a player run storyline; the one is meaningless without the other. Further, the combat mini-games in those sort of "RPGs" are *boring*. The games would be better off without them.

    It's not helped by the fact that the storylines are just plain awful.

  48. Number one, for me is: by tobias.sargeant · · Score: 1

    Not paying $10/month to keep playing.

  49. Daggerfall !?! by Henry+V+.009 · · Score: 2, Insightful

    Daggerfall can only be considered a classic by those who never actually played it. It was a buggy mess. The only people who enjoyed it were obsessive-compulsive types.

    1. Re:Daggerfall !?! by Petrushka · · Score: 1

      Yes, it was a mess. But Morrowind is a bit of a mess on my machine too; doesn't stop it from being one of my favourite games of all time :-) -- it takes a lot of love for me to keep on playing a game that crashes every third time I quickload. Anyway, I remember Daggerfall fondly mainly because it was such a huge step forward. Obviously, given the games that have come out since then, I'd rather play BG (1 or 2) any day ...

    2. Re:Daggerfall !?! by dkasak · · Score: 1

      Even though it is true that the game was bugged, I still find myself installing it and replaying it quite often. There's just something about it that makes me want to "relive the experience" from time to time. And jugding by the fanbase and a numerous amount of fan-made patches and addons... I trust you will find many disagree with you.

    3. Re:Daggerfall !?! by cgomezr · · Score: 1

      For me, Daggerfall is the Best. RPG. Ever. Period. The modern sequels of the Elder Scrolls saga are also great, but don't have the overwhelming vastness of Daggerfall. With those randomly-generated dungeons you could spend hours exploring. Unfortunately, great nonlinear RPG's are really complex games, so they tend to be somewhat buggy. The same happened to another classic, Ultima Underworld.

    4. Re:Daggerfall !?! by Darby · · Score: 1

      But Morrowind is a bit of a mess on my machine too; doesn't stop it from being one of my favourite games of all time :-) -- it takes a lot of love for me to keep on playing a game that crashes every third time I quickload.

      Wait, this happens to you running Morrowind under Windows?
      I thought that was Cedega screwing up on me ;-)

  50. Feargus Urquhart by Jeian · · Score: 1

    Is that really his name?

    "Your parents not like you or something?"

    1. Re:Feargus Urquhart by Feargus+Urquhart · · Score: 1

      Actually, it gets worse. My full name is Feargus MacRae Urquhart. And the trivia tip of the day is that Urquhart Castle is the castle you see on Loch Ness.

  51. Its simple... by Anonymous Coward · · Score: 0

    Its so simple. MMO's are limited in what they can do with graphics, sound, physics, ai, etc etc by the fact that they are on servers that have to support tens of thousands of people. If the game engine is too complex existing connection speeds and networks couldn't handle something like Oblivion or better in a massive setting.

    RPG's on the other hand are not constrained in such a manner. An RPG is no more limited on what its developers can do than a game like the upcoming FPS Crysis. Single player or non MMO RPG's should be focusing more on rich, eye candy filled graphics, amazing physics, surround sound, and other bells and whistles that MMO's won't have for 5-10 years. The RPG should also be easy to pick up and play similar to World of Warcraft for new comers but also offer very in depth options for the hardcore RPG players amongst us. The only other thing to focus on would be the story line in general. The plot needs to be deep and have back story that people are at least somewhat familiar/interested in.

  52. Offline allows you to ROLEPLAY - online doesn't... by TenYearOldWithCredit · · Score: 2, Interesting

    Or at least that's how I see it. I admit I haven't been able to MMO for a couple of years since moving out to the back of beyond in and not having broadband - I'm not sure I miss it.

    See, I enjoy the role-play. I used to do the old "sitting in a darkened room" roleplay games - the entire attraction is playing the ROLE ( I know, repeating the concept, but it seems to me that lately the 'RP' has vanished from 'RPG' ).

    The problem that I see online, is that most of the players I've come across in various games don't want to role-play. Casting all your actions, speech, aparent persona into a specific character, starts to get a little boring with conversations like.

    ME: "Wither goest thou' ? Mayhap we may share our experiences on the road ahead, that better aware, we mayest travel in safety?"

    SomeIdiot: "Dude - LOL - I'm l33t - gonna pown you!!!!!! SUX0RZ"


    To be honest, I had fun with Oblivion ( tho found it's replay value to be very limited, even with the expansions ). True, there were times when I couldn't do what I ( my avatar ) would of wanted - but it beat the hell out of MMO. ( And I *liked* both KOTORs - okay not perfect, KOTOR2 was a little unpolished in areas but still more fun, even on replay, than MMO ever gave me ).

    This, I think, is possibly the market for RPG - I suspect there are still plenty of us 'RP' gamers left ( now over 25 or 40 with our own money ) who will always pay for good stories, plenty of personal character scope, and no kids playing other characters ;-)

    -- still waiting for KOTOR3 ...... ( on Linux would be nice ;-p )

  53. Re:Fallout by MukiMuki · · Score: 1

    *PC* RPG, not console RPGs. That's the point. A lot of American made, PC RPGs are basically MMORPGs without the MMO part... they have very little story, and are so obsessed with non-linearity and the "make your own character" bullshit that they absolutely refuse to do so.

    You're generalizing an entire fuckin' genre based on a couple of licenses.

    Half of the people who love Final Fantasy "for its great story" don't really understand the story, they are just utter Japanophiles who will refuse to acknowledge great American games.

    You're generalizing millions of gamers with a stigma I'm kinda fuckin' tired of.

    Seriously, nothing's more adorable than when the occasional person that doesn't like a fucking genre speaks out against it like he/she'd try it when they have no intention to, ever. Or someone who likes making generalization attacks at people who like a particular genre. Remember that guy at EGM who gave ever FPS he came across a 6.0 or below who kept mentioning that he didn't like FPS's? WHY the fuck did they keep sending them to him? The point of a review is to inform. If someone doesn't like FPS's, a glance at the back of a box will do all the informing needed. That shit about FF7 being overrated? No, it wasn't, that particular gent never fucking liked it, and 10 years later, it's easy to attack by calling it overrated.

    I'm not a big fan of racing games. Like, at all. Especially sims. The closer to realism, the less I can fucking stand the game. It's just my preference. If Forza sells bad I'm not gonna go into a tirade about how racing game designers "spend too much time on boring-ass simulations when all I want in a video game is an 'escape'."

    As for D'nD-hyper-customizable-zero-cinematic-presentatio n RPG's? Not my cup of tea. (neither is Final Fantasy, but that's just 'cause I'm a Tales/Star Ocean kinda guy) And the Deus Ex/Fallout franchises (DE1 was AWESOME, never got around to DE2 or Fallout tho) kinda passed away, so I'm not sure they're terribly indicative of PC titles in the last 3-4 years or so. On the flipside, I don't think any title TOUCHES the cinematic presentation of Half Life 2. It did in its time what Final Fantasy VII accomplished that was so awesome : *seamless* cinematic integration. FF7 did it by not pausing to show FMV (it came instantly, and sometimes, while the gameplay was still going on) and HL2 did it by not stopping the gameplay. (I think HL1 did it too tho) Before I digress any further, yeah, I don't enjoy the Elder Scrolls style (I used to, like 10 years ago, in 2D land) of RPG'ing, but that doesn't mean it's a bad fuckin' game. I didn't like X-Men 3. It made like 100 million in its opening weekend. That's called opinion.

    But at least bring about something to the conversation that's doesn't fucking REEK of bias, or at least admit to it. This is slashdot, people, not fucking IGN.

  54. Comment removed by account_deleted · · Score: 2, Interesting

    Comment removed based on user account deletion

  55. What can it do? Ship! by Anonymous Coward · · Score: 0

    A shrinkwrap title eventually goes out the door and the team moves on to other titles. Short of a few patches, development work is done.

    A MMORPG requires constant updates to update game content and keep it fresh, to adjust game balance, to stop cheating, etc.

    Probably doesn't matter a lot to the player, but from a developers perspective a MMORPG is never done.

  56. Pause by sodul · · Score: 1

    How do you pause in WoW ?
    Somehow pressing P does not put the AI on hold and all the NPCs keep moving.

    I have to go to the bathroom with my laptop and make sure I tape mic to avoid disturbing noises. I can always pretend I'm an Ogre so I'm in character.

    But seriously I would like to play when I'm bored and don't have anything better to do, and not plan my life around a clan. I guess you can't play MMO that much once you are married (Honey you're in the mood ... but I can't my friends Conan269 and CromOnEarth are being attacked, I need to help them.).

    1. Re:Pause by The+Living+Fractal · · Score: 1

      Pause is really nice, yes. In an MMO like WoW you do get to Pause, but not quite as easily. Say you're in a Raid. The smallest raids in WoW have 10 people. The biggest 25. Some even go to 40 but those are a thing of the past.

      Anyway, if you're in the raid and you aren't fighting a boss you can just tell everyone you'll be right back and take off for a few minutes. This is acceptable in almost all situations save for a small percentage where you are under a strict time limit.

      If you're just playing solo, it's easy to pause. If you're inside a dungeon you can just stand there. If you're outside you can usually run a few seconds to a safe area such as a road or outpost. If you're in the next expansion area (and you've hit level 70 and bought a flying mount) you can just mount up and fly straight up a few hundred feet and just hover.

      No, it's not as nice as being able to stop the action mid fight. But heck, if you really, truly have to leave the computer, just do it. Death isn't that bad really in WoW at least. It costs you two things: a little time, and a little gold.

      Some MMOs where death has a bigger penalty and less ease of leaving for a few minutes probably ought to take the hint. We can't be glued to the screen the whole time.

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
  57. Oblivion is illustration of the bad state of RPGs by Overly+Critical+Guy · · Score: 4, Insightful

    Oblivion barely qualifies as an RPG. The skills and armor sets were drastically reduced from Morrowind, and the combat was morphed into a Quake-like first-person twitchfest rather than a stat-based combat system. Classes don't matter, because you can do anything anyway. You can be the Arena Champion as a level 1 warrior, and then join the Mage's Guild and work your way to the top without ever actually using magic. The world and most of its quests (especially the main quest) are totally bland and meaningless.

    It's endemic of the "next-gen" hype that leads to budgets spent on crap like SpeedTree and FaceGen rather than making the fucking game.

    --
    "Sufferin' succotash."
  58. Making RPGs like Oblivion would be a death knell by Overly+Critical+Guy · · Score: 1
    God, no. If developers make more games like Oblivion, then RPGs are truly doomed. Look at these uninformed quotes from the article:

    "For instance," Urquhart explained in an interview to be published on CVG shortly, "it used to be fine to make an RPG that was just wandering around and hacking things up with the player having very little effect on the world around them. Why play that game now if you could just play a MMO?"


    Um, no. Good RPGs allowed you to have an effect in the world.

    "For example, in Mask of the Betrayer, we can make the world react more to your personal decisions than any MMO could hope to. We can let you impact your companions and the game's NPCs - and the entire story outcome - in ways that MMOs cannot."


    Yeah, welcome to 20 fucking years ago!
    --
    "Sufferin' succotash."
  59. difference by Anonymous Coward · · Score: 0

    MMO: pay monthly to grind and chat

    RPG: well, RPG. I still remember Planescape torment, i have never been moved by a game so much. The inmersion that game had was out of this world, people comparing it with Oblivion (which just was an offline MMO) makes my teeth grind.

    The problem (for us gamers who like quality instead of quantity) is MMOs are easily made, proof of that are the 200 similar games around the world (half come from korea) and they are HUGE cash cows. SO its almost pure profit, against a well thought, intelligent RPG which takes a lot more than 10 scenerios with respawning monsters to make.

  60. As a tabletop gamer... by binarysins · · Score: 1

    Games like Final Fantasy *and* Oblivion bore the living shit out of me. I even tried The Fall: Last Days of Gaia and stopped about a half hour into it. When I play a PC game, I'm not interested in infinite character choices and trying to recreate my tabletop gaming experience - with games like Tribe 8, Blue Planet, and Spirit of the Century that just isn't going to happen. I want the PC game to be immersive in the way that they do best - audio visually. Great gameplay, good graphics, good story, strong central character that I don't necessarily care if I created. Because of that I skew more towards FPS' with some trappings of RPGS. My favorites to date have been the Half Life games, System Shock, the Thief Series, Aliens vs. Predator, Far Cry, F.E.A.R., even Tron 2.0 and No One Lives Forever. Now, maybe I'm unique and CRPGs deliver something to tabletop gamers that is of value - but as a tabletop gamer, I see CRPGs as something appealing more to those who don't already enjoy tabletop rpgs. I'd rather see another good installment in the Thief series (Thief: Deadly Shadows was mildly disappointing) or Deus Ex than another CRPG.

  61. Re:Offline allows you to ROLEPLAY - online doesn't by Pym · · Score: 1

    Agreed. What I noticed is that the MMORPGs offer a whole lot of different experiences and fun things to do, but with roleplay, a character concept does not include all of them. I found myself playing two games: one in which I kept to a character concept and background, and another where I went off and killed stuff and did things that would make absolutely no sense if they were part of a story. So in effect, one could easily get that from a single-player game, if that's the draw for them.

    Maybe it's an issue of lack of flexibility in the right places. I come from text MU*s for roleplay. I didn't need to find a mob that dropped a certain armor with the look that fit my mental idea; I wrote it in prose. That's kind of the flexibility I mean.

    Of course, I usually play both games, each for their strengths. :)

  62. the major difference as I see it- by vuffi_raa · · Score: 1

    MMO's are basically glorified chat rooms in the end. I never understood the MMORPG thing since it lacks all of the the "G" and most ppl don't stick to the "RP". I am a big RPG fan, but have never liked MMO's because when I get into an RPG I like to sit down and immerse myself in a story and a world that is authentic to the story. I don't want to immerse myself in a big chat room of ppl that look like character type X or Y and act like a 13 year old kid- I want to see the characters act like characters and work towards a story arc.

  63. about Thief by Anonymous Coward · · Score: 0

    http://www.thief2x.com/ -- simply amazing, try it

    http://sourceforge.net/projects/opde -- not yet there, but something to watch out for

  64. why obsidian lose? by someone1234 · · Score: 1

    They should also ensure that they won't release a game which is still well into beta testing.
    I never played 3d mmorpgs, and don't really like nwn2 either due to its weak combat system and the bad story.
    I stopped playing nwn2 not because of a new shiny mmog but because of nwn2's own 'qualities'.
    Its simply boring.

    Where is the great storytelling we got from BlackIsle (now Obsidian) in Planescape:Torment?

    --
    Patents Drive Free Software as Hurricanes Drive Construction Industry
  65. I always wonder why by KKlaus · · Score: 1

    this doesn't get more attention. For all the writings about the incredible (and consistent) success of Blizzard, no one ever points out what I think is one of the obvious causes. Blizzard does not release buggy games. They know that people play games to have fun, and buggy games are never fun. Blizzard continues to reap rewards for that belief, but for some reason other companies are slow to catch on.

    Bugs, glitches, crashes, and general poor performance are deal breakers. Look at what they did to the Gothic series: a couple of great RPGs (particularly the second one) that didn't sell that well because they weren't playable until many months after the release date when they had been patched several times.

    Think beyond the next 8 weeks of your company's future, and finish games before you release them!

    --
    Relax I just want some peanuts.
    1. Re:I always wonder why by Puff+of+Logic · · Score: 1

      Think beyond the next 8 weeks of your company's future, and finish games before you release them! I've always been under the impression that the pressure to release a game before it was finished almost exclusively came from publishers, rather than the game-makers themselves. Fortunately, some companies are powerful enough to ignore this pressure. No matter how loudly the fans scream about Starcraft 2, for example, I have no doubt that Vivendi isn't stupid enough to try to pressure Blizzard into releasing early.

      I agree entirely with your point, however. I loved NWN and was utterly disappointed by the long-anticipated NWN2, which was buggy beyond belief and brought my fairly well set-up system to its knees for no apparent reason. Damn, they would have done better to just revamp the graphics and sound a bit on the original game and release it with a new story!
      --
      P.P.S. I'm doing Science and I'm still alive.
  66. Issues by KKlaus · · Score: 1

    Blizzard doesn't allow people to changes servers. So if I play on one of these "scaled back" servers, am I trapped there? If not, at the very least they would become gold farmer havens, which is something Blizzard would hate. You're right about the appeal of being able to experience the world with a little more solitude, but since I don't think many want to play that way all the time (or it basically becomes a bad co-op rpg, because the appeal of MMORPGs is not really in the quality of the story, characters, etc), and Blizzard doesn't want to dilute their "world" model by letting people shift around where they play, the idea is DOA. And also, in all seriousness, Blizzard is already making far more than a "killing" the way things are now, i.e. >billion a year from subscriptions. So unfortunately, they'll probably get by.

    --
    Relax I just want some peanuts.
  67. Re:Oblivion is illustration of the bad state of RP by Paolone · · Score: 1

    then join the Mage's Guild and work your way to the top without ever actually using magic. Sorry sir, we must have been playing different games. I remember quite well that casting spells is mandatory for some quests to join the Mage Guild, and as well in other quests after joining. On top of my mind:
    • Bruma Recommendation: Fingers of the Mountain: you must cast a lightning spell on the column.
    • Cheydinhal Recommendation: if you're not a lizardman you need to cast water breath. Well, i managed it also without, but i had a really fast character and I knew where the ring was, but i died many times in the process.
    • Vahtacen's Secret: you must casts spells at a magic pillar to open it.

    Beside that, your argument is moronic. I want to be able to solve a quest in different ways. If you don't, stick to Final Fantasy and other railroaded interactive movies with some combat scenes.
  68. Re:Oblivion is illustration of the bad state of RP by Jesus_666 · · Score: 1

    Very, very true. Add to that the fact that the interface was dumbed down to console standards (really, the PC version feels like a lame second-tier port). Morrowind's UI was very usable and did its job very well, especially the inventory screen. Oblivion's interface has been reduced to a bunch of lists - that kind of GUI is not really suitable to a role-playing game, at least in my opinion.

    --
    USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  69. Re:Oblivion is illustration of the bad state of RP by montyzooooma · · Score: 1

    Oblivion barely qualifies as an RPG. The skills and armor sets were drastically reduced from Morrowind, and the combat was morphed into a Quake-like first-person twitchfest rather than a stat-based combat system.

    Who says an RPG needs stats anyway? The Gothics were relatively sandbox RPGs with an even more curtailed skillset than Oblivion has but try to argue they're not great RPGs with any of the fans (0f 1 and 2 - jury's out on 3 and the verdict isn't looking good.)

    Arguably STALKER was a statless RPG with "upgrades" by way of improved equipment.

  70. (flashmob + sport + farming) v (story + adventure) by jetxee · · Score: 1

    Yes, that's right. Farming & crap gear. That is what contemporary MMORPGs are all about. I did not like any MMORPG for more than a day or two. I find it crap.

    Though I enjoyed a number of traditional RPGs (mostly JRPGs like Chrono Trigger). And treasure good memories about their gameplay.

    I really hope that non-MMO, single player games will still be produced for a long time. I hate playing with hundreds of other people hunting for the same monsters all around me and doing exactly the same quests to get the same gear. I hate that everything boils down to "spend more time hunting". It feels like a flash mob or cosplay, or worse, a sport event.

    On opposite, traditional RPGs feel like real adventures, like a world to explore.

  71. Re:Oblivion is illustration of the bad state of RP by ardor · · Score: 1

    Well, I played Baldurs Gate 2, and Oblivion, and I have to say BG2 quests are much more varied, deeper, more interesting, and better constructed.

    --
    This sig does not contain any SCO code.
  72. Re:Fallout by ookaze · · Score: 1

    it should be pointed out that American RPGs used to put jRPGs to shame, story-wise Yeah, they "used to" if you want. The fact is that they never sold as much as jRPG, and I think sales are linear to popularity. So when you say they put jRPG to shame, that's only your opinion, not a fact. Reality has a JRPG bias.

    Notable behemoths like Final Fantasy 6 and 7 aside, the character customization and storyline (and subplots, for that matter) of Fallout and, even more, Fallout 2 are rarely approached in Japanese RPGs Perhaps they realized that these were not what people wanted. It explains in part why Fallout sold poorly compared to Final Fantasy games. And as these games are mainly about the story, despite what you think, I'd gather they were actually better than Fallout.

    The same could be said for the original Deus Ex, Baldur's Gate... storytelling has not always been solely the province of offshore game companies You got to be kidding, both Baldur's Gate stories had no depth at all.

    The problem is apparently that Americans (speaking more broadly now) don't buy a great story. Half of the people who love Final Fantasy "for its great story" don't really understand the story, they are just utter Japanophiles who will refuse to acknowledge great American games So you put all american buyers of JRPG into some "japanophile" group so that your poor attempt at an argument is not shattered immediately, yeah right. Oh wait, you just put half of them to be more credible.
    It seems like that YOU are unable to acknowledge that Final Fantasy games actually have a great story.
    And that's only taking one of the most known (Pokémon are even more known), but Xenogears or some Tales games shatter your weak argument.

    Sadly, story-intensive RPGs have merit and marketability but I think you're wrong about them having a "strong future." They are a niche in America and are likely to remain a niche in America Well, that's true though. But it's not just in America, it's everywhere.
    If you meant JRPG, sorry, but current JRPG prove you wrong.

    The people you really need to focus on are not the American developers, who can actually make some amazing stuff, but the American market that largely rejects a good story in favor of thumb-twitching action and/or graphical feasts Can't disagree, but this means Blue Dragon will fail in the USA?
  73. If you want a story and social interaction... by Anonymous Coward · · Score: 0

    Try a *real* roleplaying game, such as Advanced Dungeons and Dragons or GURPS. If, on the other hand, you are just looking for mindless dungeon crawling, then computer games are the thing for you.

  74. Re:And both should watch out for games which are b by Anonymous Coward · · Score: 0

    Hellgate: London is doing this, but is not exactly an MMO. I heard the Conan MMO is too, but not sure about that, and I think the solo part was just for the lower levels.

    The thing is solo games and MMOs have completely different design goals, they're hard to mix. MMOs are designed to keep you playing forever with grinding etc. Single player games are designed to keep the excitement levels high and move you through areas quickly - if a single player game tries to make me grind I just quit it and play something else.

  75. End goal by mulvane · · Score: 1

    I like many others I personally know want an end goal. That is why I can't do MMORPG. I play and play and play (tried it), and then I play some more for what..... Well, that's were traditional games work best for me. I can load them up on multiple PC's for home and or travel and port my saves around with me if I need to (sometimes with a little effort) and play while travelling when I have no net, and best of all, I can accomplish a game winning goal and feel a sense of accomplishment. I also get the ability to play many games that I bought without a monthly subscription and experience a new game world (with exception being close sequels) each time. To each his own, but this gamer likes his games to be like a good book.

  76. Re:And both should watch out for games which are b by Anonymous Coward · · Score: 0

    "Hi server, me again! How amazing that in the ten minutes I was disconnected/playing solo, I acquired both the Sword and Armor of Ultimate Awesomeness - on a level 5 character! Pretty cool, huh? So, you'll let me bring them into the town square, right?"

  77. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  78. Re:Fallout by Anonymous Coward · · Score: 0

    Small nitpick, but Baldur's Gate is Canadian, not American. I'm not normally one to show excessive pride in my country, but come on, you can't take our games, eh b'y?

  79. Re:Oblivion is illustration of the bad state of RP by Overly+Critical+Guy · · Score: 1

    Beside that, your argument is moronic. I want to be able to solve a quest in different ways.

    Then you'd better stop playing Oblivion since it offers no multiple ways to solve its ultra-linear quests. It's hilarious to me that you leverage Final Fantasy as an insult when Oblivion is just as railroaded and braindead. It is not an RPG. Classes don't matter, and level scaling makes progression pointless. It's a safe, crippled sandbox for XBox 360 players to feel "next-gen" without feeling the challenge of having to locate NPCs or locations by themselves without the Magic McCompass telling them where to point and run.
    --
    "Sufferin' succotash."
  80. Fallout From Financials by EgoWumpus · · Score: 1

    The problem as I see it with the jRPGs is that their stories are very specific to a certain adolescent coming-of-age arc. The mindset in them does not vary much, as the mindset in most anime does not. Worse, I think that even there you see less and less investment in Writers.

    What was great about Fallout? About Planescape:Torment? About Deus Ex? Eternal Darkness? KOTOR? All of these games had a huge focus on the writing. Rarely did you find yourself 'leveling up' or in meaningless fights. But meaningless fights is practically the staple of RPGs these days. I go to the store and pick up a "Lord of the Rings: The Third Age", supposedly a "nice little role-playing jaunt into the world of Tolkien." Yet the game is a long (and I mean LONG) series of fights using the exact same mechanism over and over, with a little filler glue. Many games are like this, and many, many jRPGs are like this. That filler glue can be elaborate or simple but the focus of the game is largely on the number-based or twitch-based fights.

    I don't know that it's an 'American' quality, but I like the sort of RPG that has a narrative - but by 'narrative' I do not mean a story that is happening in FMV while I watch. HL1 and 2 did a good job, but were very linear. Deus Ex did a far better job; the choices you made mattered. How you went about things dictated your experience; your experience was not pre-dictated, to only be altered in the specifics of the fights you fought. Fallout had whole different endings depending on all sorts of actions you took. This sort of thing is not achieved by hiring the latest code monkeys, it's achieved by hiring people with some writing skills, who have a sense of the real world and what a narrative is.

    But such games generally require an attention span. The longer an attention span you need, the less you can utilize tricks to keep the user engaged and the more you require quality writing. This is just expense for the business - nevermind the complexity it adds to coding. The jRPGs do well because there is a formula, and it's sufficiently easy to follow. Most of the attraction seems to fall on the cool graphical advancements. 'The Story' may be good, but it's just that, a monolithic story. The only 'role' you play is the monkey pushing the button to make it go forward.

    --

    [Ego]out

  81. Re:Making RPGs like Oblivion would be a death knel by XxtraLarGe · · Score: 1

    Um, no. Good RPGs allowed you to have an effect in the world. I think you misunderstood what he's saying. Unless I'm not understanding him, what he's saying is that many RPG's used to be like MMO's, where your actions didn't have any affect on the world. Think of the instance where you're playing a hack & slash type RPG with randomly spawning monsters. Even though you already cleared an area, more monsters have come back. Since MMO's are already like that, there is no point in developing a stand-alone game like it.
    --
    Taking guns away from the 99% gives the 1% 100% of the power.
  82. Re:Oblivion is illustration of the bad state of RP by Hazelnut · · Score: 1

    By casting spells, you mean where spell scrolls are not handily provided for non-magic users - I don't remember any instances where that's the case. As for solving quests in different ways, there really aren't that many options - and usually those options take the form of how you go about killing something.

  83. The Key by Lodragandraoidh · · Score: 1

    The key issue with MMOs vs. single player RPGs is that the players in an MMO can not divorce themselves entirely from reality. This is when out of character chat detracts from the experience.

    On the other hand, single player RPGs are pretty much a 'one shot' afair, since the puzzles don't change between instances, and the characters don't learn anything new. Talking to an AI MOB can be pretty boring after the first few times.

    The ideal situation would be a spontaneous world where everyone is in character all the time. In most MMORPGs there are 'roleplaying' servers that cater to this desire, with admins that address these issues when OOC situations occur.

    What would be even better would be a less structured AI MOB functionality that would allow random events to happen within the boundaries of the story line for even more emersion. Anything to elimenate having to camp MOBs incessantly to level (I am sick of the level treadmill - and the major reason I stopped playing MMORPGs). BETTER YET - give the AI intention (as opposed to direction), the ability to interact with other AI, and the opportunity to drive the story in new unforseen directions. I would buy that game - MMO or RPG.

    --

    Lodragan Draoidh
    The more you explain it, the more I don't understand it. - Mark Twain
  84. WOW+SL... by Anonymous Coward · · Score: 0

    Grinding Furry Combat?

    ... I just puked a little ...

  85. Planescape:Torment by mcvos · · Score: 1

    Quite possibly the best story ever in a CRPG (I don't call them RPG because they're not), was Planescpae:Torment (and it told it without lame cutscenes too). I have no idea how well or badly it sold, but since people always mention Fallout and Baldur's Gate, I suspect Torment sold a lot worse.

    So yes, I think you're right. Strong, engaging stories have an enthousiastic but really tiny niche market in the west.

    The few Japanese CRPGs I've played (which don't include Final Fantasy, I'm afraid), actually had a rather lame story. They did have a story (town was attacked, talk to the right person, trigger next event, go to some place, trigger some cutscene), but it didn't grab me. It lay there waiting for me to trigger the next event. And it wasn't very well written. I don't doubt Final Fantasy was a lot better, but so were Fallout and Torment.

    Ideally, I want both freedom and a good story. Fallout and Torment offered that. No other CRPG I've seen does.

  86. "Quest Compass" by Anonymous Coward · · Score: 0

    Any game that has some sort of "quest compass" that points exactly where you need to go next to advance in your "quest" is not a RPG PERIOD.

  87. Yes, actually. The cat does "got my tongue." by Impy+the+Impiuos+Imp · · Score: 1

    > In an interview with the site, he points out that traditional PC RPG
    > developers are in danger of permanently losing out to the developers
    > of Massively Multiplayer Online Games

    KoToR II was the last decent one I played. Oblivion sucked -- precisely because it seemed so like an MMORPG to me.

    In RPGs, developers can take advantage of the fact that you're the only one in the world -- and can thus bump up your powers to levels far greater than you could ever get in an MMORPG.

    In an MMORPG, people dr00l over some stupid piece of armor that boosts strength by 5 -- which, thanks to the massive number of points in strength, amounts to very little. Throw on top of it that they use a curve rather than linear association, and adding 5 means little when adding infinite strength would only add 20% to your damage.

    BUT PURPZ R()()()LZLOLZOMGOHNOESITSONLYBLUE

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  88. You need to play Grim Fandango! by Anonymous Coward · · Score: 0

    The best games out there are not necessarily new ones.

    Find a copy of Grim Fandango and play it, based on your post I think you will like it a lot.

  89. Daggerfall is an example of good support by IceDiver · · Score: 1
    I remember Daggerfall fondly.

    Yes, it was buggy (not surprising for such an ambitious work, really) but, unlike most software companies (especially game companies!), Bethesda fixed bug after bug after bug. As I recall, there were over 200 patches released by the time I beat the game.

    It is a classic for two reasons. 1) It was the first game (that I played, anyway) that allowed you to explore the game world freely without locking you into a linear quest storyline. 2) It was the first game (again, in my recollection) that allowed you to define your own character by developing the skill set that YOU wanted, rather than having skills rigidly limited by character class.

  90. Close Enough by MarkAyen · · Score: 1

    Single-player RPGs may not be threatened by MMOs creatively, but they are threatened by them economically. In fact, I would venture that all non-massive titles are threatened by MMOs in that sense. I personally eschew MMos, but a friend of mine -- who used to buy a new PC title every couple of months -- now plays WoW pretty much exclusively. I suspect he is not unique in this.

  91. Yes, it's as massive as needs be by Rix · · Score: 1

    There are NWN servers out there with dozens to hundreds of concurrent players. Humans aren't capable of internalizing groups larger than that, so more doesn't really provide anything.

    1. Re:Yes, it's as massive as needs be by drinkypoo · · Score: 1

      Humans aren't capable of internalizing groups larger than that, so more doesn't really provide anything.

      Sure, it doesn't provide anything except for a constantly changing cast of characters, players in the background that act more intelligent (usually) than NPCs, the chance to socialize with a more differing cast of players, a playerbase of sufficient size to produce a working economy...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  92. Re:Fallout by Creepy · · Score: 1

    tip of the iceberg there... the problem is, hardcore games don't sell well and casual games do (to both men and women, despite the association with girls). D&D is a semi-exception because many people will buy it because they've had some contact with the rules over the years (and licenses always draw some fans). Why do single player Sim games (Sim City->the Sims) sell well? Because you can sit down and play at any time and quit at any time and you don't need to remember a phone book of information. Starting up again after a long layoff from the game like that is quite easy. Now think about someone that hasn't seen the D&D rules for, say, 10 years trying to play NWN2 like me. My first thought was being completely overwhelmed by character creation and leveling, which has changed quite drastically. My second thought was God does this game run slow and the characters move like they have sticks up their asses (compared to any MMORPG I've seen/played). I then learned about a week into playing that the character class I chose generally sucks (at least for NWN2, I think it was Warlock) and I quit playing the game entirely.

    One of the great things about Fallout was that it was really hard to screw up a character and you would get a unique experience by trying out different things, even if accidental (stealthy, stupid, lucky). Fallout 2 broke that in a way with the initiation quest where if you had no combat skills it was nearly impossible to survive (hit and run, but you need to the pattern to do that, meaning most people had to run through the game the first time as a tank). Most people I know that hated Fallout 2 never made it past the initiation quest (try beating the guy at the end without spear/knife/unhanded/speech tagged and pretty much maxed or without gaining the level from killing most of the monsters - e.g. try as a thief). OTOH, once the game was going, it was pretty casual friendly - your quests were conveniently listed and straightforward and the system was easy to pick up (one of the reasons people like the system it was based on, GURPS). Re-learning how to fight in combat is a snap. Try doing that with Oblivion or worse yet, Gothic I/II/III - you pretty much need to learn how to fight using the game's system again. Ever wonder why Diablo or WoW are so popular? They're simple to play and easy to pick up (but not simple to master) and have the base elements that promote repeat playing (reward for playing like levels, skill points, and loot).

    Most Japanese games (and for that matter, many European RPGs) do away with/have minimal character creation and dump you right in to plot and then you develop the character you want that hero to be, which helps make them more accessible, as does only having a single character to worry about (most American games do this now).

        A personal peeve, and this on more applies to games in general and in particular action games with RPG elements - if the game has a fairly complex control system or learning curve, don't just dump the player into combat (e.g. Beyond Good And Evil) - give them a gentle ramp up and some sort of refresher/training area (the Tomb Raider series did a good job of that, though I personally preferred the Prince of Persia type gameplay of the original to the shooter gameplay of the latter games Core put out).

  93. Re:Deus Ex II by paddyirishman · · Score: 1

    gah, how can you play this? loved the first one and I'm playing it again at the moment. think this is maybe the 4th time. DE II had so much potential but it sucks. not a shadow of the original. stupid, dumbed down and ugly. it really payed a high price for xbox co-development.

  94. Re:...WTF? by MukiMuki · · Score: 1

    I have no idea how this applies to my comment, especially since I explicitly specified that I prefer storyline games, do not play FPS games, and enjoy story-centric RPGs like Fallout and Final Fantasy. Which brings us to...
    Actually that was about the grandparent. I gotta get that quote system down better. I figured it was implied in the original set of quotes that I was talking about both parent and grandparent. :3

    Also, as a note, I've dealt a lot more with "man I hate when white people act like xxx race" than I have with said white people attacking American comics/cartoons/films/video games because "Japan does it better". However, I have friends who've dealt with more of the latter, so this might be a regional thing. I loves me some anime, but I'm well aware of its 50's Disney/TerryToons origins.

    Origins tend to denote how a regional industry functions. Most games in the US started on the PC, where it was easier to develop and startup (well, before, during, and after the Atari 2600, and especially during the draconian NES days and on) companies. In Japan, most of the monolithic game companies started in the arcades, where the profit from a trendy and tightly clustered population could lead to mad monies. And you can see this today. What're the biggest companies in Japan? Namco, Capcom, Nintendo... In the US we've got Epic, Valve, Bethesda. Midway started in the arcades, and look where THEY are now. Meanwhile, our biggest (only?) console manufacturer makes the biggest operating system on PC. :3 But yeah, so if you keep that in mind, you'll notice that there's this PC/Arcade mentality in game design that permeates. Final Fantasy/Dragon Warrior are essentially arcadified PC RPG's. There's less customization (a few FF's strewn throughout do let you choose classes, but never the actual character's race, save for XI, an MMO) in exchange for more emphasis on *cinematic presentation. But all in all it's simplified. Compare Metroid to Halo in single player. Halo is tactics oriented, where you look to take out your enemy piece by piece, and the strategy is in staying alive while moving forward, where in Metroid the strategy doesn't show up until the boss battles, which are essentially holdovers in design from the titles like Contra. It's Microsoft Flight Simulator vs Sega Afterburner, or Starcraft II vs Ninety Nine Nights (I'm kidding.).

    Heck, a simple glance at what denotes an "adventure" game on either side of the ocean clears that one up right quick. And Grand Turismo is more an example of the brute force capabilities for bigger developers in Japan, and one of the reasons I'd never even think of working in games outside the US.

    When it comes down to it, I'm just bothered by the whole oreo/twinkie racial slur mentality that seems to be fine nowadays. I think telling someone that they're not acting like their race should is pretty goddamn racist. That's just me. I'm **hispanic, if that information is at all necessary, which it probably isn't.

    Also, the last comment I made is really the crux of the matter. I kinda have higher standards for the stuff said on Slashdot, as opposed to Youtube, where I stop reading 2-4 comments in because my brain starts to physically hurt. Or even Reddit, where the pretentous psuedo-intellectualism reigns over even the slightest traces of commen sense at many times. (I'm an evangelical christian liberal, btw ;) )

      Anyhoo, if I had a point to make in replying, I probably lost sight of it while typing this on and off for the last half hour. :3

    * I made this point back in the FF7/Diablo days. I think it still holds true to this day: "American RPG's tell a better story. Japanese RPG's tell their story better." So it's a trade-off, really.

    ** Best conflic ever is wondering which word to use. Hispanic sounds sell-outy, but latino in English sounds hoaky and latin just sounds wierd. But that's a whole 'nother story.
  95. Um, have you ever played an MMO? by Rix · · Score: 1

    At least NPCs never message you with "gold pls" or blindly invite random people twice their level to groups. It's *much* easier to police bad behaviour in a 3 digit population than a 5 digit one. In fact, the latter is pretty much impossible.

    1. Re:Um, have you ever played an MMO? by drinkypoo · · Score: 1

      It's *much* easier to police bad behaviour in a 3 digit population than a 5 digit one. In fact, the latter is pretty much impossible.

      Actually, it's a lot easier than doing it in the real world, but there is more "crime" (undesirable behavior) in the game world. It's easy to do it in the game because unlike the real world, you know where every player and item in the world is at all times. And most undesirable behavior will follow a common pattern.

      As long as people keep paying, there's no reason to stop people from doing those things, so the people who develop the MMOs don't even try. Sometimes they crack down on people who use macros, because they make the game so unfair, thus potentially damaging revenues by chasing off some players.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  96. The crucial difference is piracy by Anxarcule · · Score: 1

    I'm surprised nobody's picked up on what has got to be the main reason why the single-player RPG genre is on a comparatively downward trend.

    Single-player games = can be pirated
    Multiplayer games = cannot be pirated

    This is the main reason why resources are being shifted to MMO's these days, not because of any inherent gameplay difference between the two.

    It's a good case for copyright if you think about a game like Deus Ex. Who is going to put all the mammoth effort into creating an awesome story, plotline, engine, graphics, AI, speech from voice actors, etc if the rest of us can just download it from eMule?

  97. Re:Oblivion is illustration of the bad state of RP by Paolone · · Score: 1

    Then you'd better stop playing Oblivion since it offers no multiple ways to solve its ultra-linear quests. Give a read to the hintbook then, because there are different ways.

    It's hilarious to me that you leverage Final Fantasy as an insult when Oblivion is just as railroaded and braindead. no they're not. FF railoads you not just at the quest level but even at plot level. Basically 90% of the times you can just go to a single city or the like. In Oblivion I can ditch the main quest completely, and do it at any level. If i want to abandon the quest, i just LEAVE the area. If i don't want to give back Rockshatter, i can simply keep it. If i want to help the paranoid wood elf in Skingrad, well, I can.

    It is not an RPG. Classes don't matter Strange, many purists say that if there are classes it's not an RPG. BTW classes do matter, I'd advise you to RTFM to understand how. Probably we expect different things from videogames. I'd rather not have you at my saturday afternoon game tho.

    It's a safe, crippled sandbox for XBox 360 players to feel "next-gen" without feeling the challenge of having to locate NPCs or locations by themselves without the Magic McCompass telling them where to point and run. Strange, my pc GPU sucks big time and i have to play it with minimum detail. I enjoyed it nonetheless. By the way, which videogame is not safe? Playing is safe by definition (unless you gamble or somebody loses an eye). And you can remove the McCompass... :)
    Anyway, yes, Oblivion and, let's say, Arcanum, or Legend of Valour, Swords of Twilight, Dungeon Master, Ultima Underworld, FF, they're all different games. I loved all of them, but for different reasons. Note that in most of them classes don't really matter and provide no damage to your life.
  98. When worlds collide by Anonymous Coward · · Score: 0

    Game companies may soon bring there platforms inside a MMORPG http://www.marketwire.com/mw/release_html_b1?relea se_id=259436

  99. Re:Fallout by rtechie · · Score: 1

    And that's only taking one of the most known (Pokémon are even more known), but Xenogears or some Tales games shatter your weak argument.

    Not to dig here, by are you seriously claiming that ANY Pokemon game has a good story? There are JRPGS with good stories. They are in the distinct minority. MOST JRPGs have lame cookie-cutter plots filled with anime chicles (amnesiac hero, female spellcaster love interest/sidekick, effeminate villan trying to destroy world, blah, blah, blah). Note the key word: MOST. There have been a shitload of JRPGs released for the PS1 and PS2 in recent years, far more than comparable PC releases. That's why it seems like the writing in console RPGS is better, there is simply a bigger field.

    If I think about the RPGs that do best in America, it's because they speak more to the "American" experience. Fallout has it's kitschy 1950's style and "Pip-Boy". KOTOR is based on Star Wars, which while basically a religion in the USA, might not have as much impact overseas. And iconic D&D games like Baldur's Gate might not have as much impact for those not familiar with the tabletop game. The gamestyle tends to be slightly different. Part of this is because of console conventions (save points vs. save anywhere), but others are stylistic, like the heavy use of random encounters.

    I guess what I'm getting at here is that poor JRPG sales in the USA might not have anything to do with the quality of said games, but of the nature of Japanese and American culture. "Dating sims" are also big in Japan, but the whole idea seems ridiculous to Americans. Most Japanese people think American Football is boring, by Madden is the bestselling game in the USA.