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Role Playing (Games) Entertainment Games

MMORPGs - Ruined By Non Role-Players? 100

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

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  • by deemah ( 644363 ) on Monday July 21, 2003 @10:16AM (#6490196) Homepage Journal
    Absolutely right. The only game that I've seen that does things differently is Neverwinter Nights. The online gameplay you experience depends on what sort of server you connect to. There are RP heavy servers which encourage DM interaction with players.

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

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

  • by SnowDog_2112 ( 23900 ) on Monday July 21, 2003 @11:19AM (#6490637) Homepage
    While it's not quite in the league of MMORPGs, there are numerous Persistent Worlds set up using the NWN engine. Some of these encourage/require active roleplay, usually through the presence of DMs who oversee everything, give NPCs life beyond scripted conversation, and reward roleplayers with experience or other in-game prestige.

    The problem, of course, is finding a good PW and integrating yourself with the cliques and whatnot that have surely already formed there. Likewise, since these are usually run out of some guy's bedroom or dorm room on their home machine using an existing connection, you're probably not going to get the stability or scalability of a true MMORPG.

    On the other hand, the personal touch can be quite nice. It's worth dabbling in, at the very least.
  • Re:Quality of Games (Score:4, Informative)

    by PainKilleR-CE ( 597083 ) on Monday July 21, 2003 @11:29AM (#6490712)
    You may be right, but I'm not so sure. Blizzard has a pretty good reputation about delaying a game until it is truly ready to ship.

    Blizzard may get the game itself into better shape than some MMO developers, but the servers will be the same old story. The release of a new game from Blizzard has routinely crippled battle.net from it's inception, and Diablo 2 only made it that much worse by hosting the games and character data in addition to the registration/login functions.

    When US West became overcrowded because the Asian server(s) went down, Blizzard took action and added more servers in Asia. Unfortunately, it didn't change anything for US West, because all of the Korean players that had been playing on US West didn't want to leave their characters behind, and Blizzard had not supplied any way for them to transfer those characters. Will they have the same types of problems when WoW hits? Who knows for sure until it hits, but even if I were planning on buying WoW, I would wait until at least the first week is over and judge how the servers handled the load.

    Beyond that, there're the little things, like bugs in both StarCraft and Diablo 2 when they shipped after much delay that prevented people from continuing with the games until they were patched (or in the case of Diablo 2, if they started over and then didn't duplicate the circumstances that caused the bug). Not to mention the play-balance issues. If WoW gets to 1.03 (assuming a 1.0 release) without an overhaul of some play-balance issue that a large number of people exploited, then I'll be surprised.
  • Back in the day... (Score:5, Informative)

    by Omestes ( 471991 ) <omestes@gmail . c om> on Monday July 21, 2003 @11:34AM (#6490755) Homepage Journal
    when me and one of my freinds ran some MUDs we ran into this problem, left unchecked they would have devolved into a big OOC chat room, with little or no role-play. And some of the larger MUDs REALLY suffered from the OOC Syndrome. (btw, OOC = Out of Character) with almost every message being a global OOC, with some of the Admins even happy with this, running all manner of OOC games/quizes for free exp.

    The nonRP thing is partly because of the Admins, of course, if the admin PCs don't set an example, or reinforce nonRP behaviour, then the online enviroment will devolve into an interactive chat. Or if there is not proper incentive to RP, meaning that experience gathering and item farming is 100% from just plain game interaction, and not social interaction, then people will not roleplay, since it is not required.

    Our solution was to make higher-advanment contingent on the admins, meaning you had to RP quests socially to advance. Guilds were also good to enforce RP, since most guilds were controlled by people who knew the admins, and had respected status, they enforced RP within the guilds (all of which were storied) and kicked out non-RP players and blatant PKs, and since not being in a guild wasn't advisable in our MUDs since you were fair game without backing, and got no favors from patron gods.

    When I was a god on NeoGeno I offered good items to those who RPed their devotion, and did RP quests, with some in game elements and mobs included, but used within an RP framework. Also having good roleplayers causes it to spread, people want to fit in with clans/guilds who have killer rep and resources, and who RP well, and have a damn good story.

    One little code snippet we were working on before we lost our server/interest was to have two classes, RP and non-RP characters, like Bad Trip did with PK/non later in its life. People who pick RP auto-ignore OCC and nonRP globals, gain levels faster, can use better EQ, and have PK free areas. Also the admins would favor the RP people in all global quests, and arguements. The nonRP people would have access to a nonRP channel, but not Tells, and could here globals and such, but not Quest channels. They couldn't Pray, and weren't safe from PK at the healers, unlike the RPers, who were safe from PK there, and there were no penalties on nonRP PKs.

    As you can see the whole setup has to be indicative to RP, RP has to be a goal during the actual implementation of the code, AND you have to tweak the social enviroment to make RP better for gaining levels and eq (positive reinforcement). But I really don't think the Sony or anyother MMORPG maker cares if the game is RP or Chat, since you still pay for it, and there are more chat people out there than RP people, so it is a better market.

    Personally, when I want RP I'll stick with the remaining MUDs out there, or paper&pen RPGs.
  • by suyashs ( 645036 ) on Monday July 21, 2003 @11:37AM (#6490804)
    If anyone wants to see how bad this game is, there is a free beta period coming up... Gravity has announced a free three-day trial period for users interested in registering for the popular PC MMORPG (International) Ragnarok Online. The free trial period will begin on July 22nd at 11PM PST. Source: RPGfan www.ragnarokonline.com
  • by Roxton ( 73137 ) <roxton@g[ ]l.com ['mai' in gap]> on Monday July 21, 2003 @12:46PM (#6491358) Homepage Journal

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

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

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

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

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

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

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

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

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

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

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

  • by Dstrct0 ( 442821 ) on Monday July 21, 2003 @01:28PM (#6491802) Homepage
    The video you are looking for is Summoner Geeks. Usually found as summonergeeks.avi.

    Oh, and the big monster guy is looking for a Mountain Dew.

    And I agree, it's one of the funniest things I've ever seen :)

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