RPG Devs Should Beware MMOGs 258
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. "
Not the same market! (Score:5, Insightful)
Re:Not the same market! (Score:5, 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!
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Re:Not the same market! (Score:5, Interesting)
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.
Re:Not the same market! (Score:4, Insightful)
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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 reall
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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 g
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Oblivion is illustration of the bad state of RPGs (Score:5, Insightful)
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.
Re:Not the same market! (Score:5, Insightful)
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.
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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 --
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Daggerfall !?! (Score:3, Insightful)
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Re:Not the same market! (Score:4, Insightful)
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.
Wrong (Score:2)
Elder Scrolls games are not RPGs, they're action games in a fantasy environment.
Re:Wrong (Score:4, Interesting)
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.
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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 t
You're not thinking of RPGs (Score:2)
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
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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.
They're hardly "emerging" (Score:2)
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.
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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.
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Re:Not the same market! (Score:4, Insightful)
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.
Re:Not the same market! (Score:4, Funny)
CVG is reporting on comments made by Obsidian CEO Feargus Urquhart .
with a name like that, I'd fucking beware by default.
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That said, traditional RPGs have a huge advantage over any of the MMORPGs
Disagree! It is the same market. (Score:2)
I went back to look at what else the DS offer
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Advantage (Score:5, Insightful)
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Might be hard to do (Score:5, Interesting)
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It's something I feel everyone should exprience.
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I Agree! (Score:5, Insightful)
Without those things it hardly felt like any kind of immersive story-telling experience at all.
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RGP vs MMOG (Score:5, Insightful)
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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...
Well... (Score:2)
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And both should watch out for games which are both (Score:4, 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.
Re:And both should watch out for games which are b (Score:2, Funny)
Re:And both should watch out for games which are b (Score:2)
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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
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http://en.wikipedia.org/wiki/E_programming_languag e [wikipedia.org]
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 c
Already been done (Score:3, Insightful)
Re:And both should watch out for games which are b (Score:2)
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.
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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, an
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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.
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Its not as if the comment "It'll never happen" has ever been proven false in the field of computers before.
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Coming from OBSIDIAN!? (Score:5, Insightful)
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.
Re:Coming from OBSIDIAN!? (Score:5, Funny)
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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
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You mean, like, telling stories? (Score:5, Insightful)
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.
Mod parent up... (Score:2)
Re:Mod parent up... (Score:5, Insightful)
Todays analogue (Score:2, Interesting)
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 ar
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He makes a good point (Score:3, Interesting)
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.
Quick tips for Obsidian (Score:5, Insightful)
I think the answer would be obvious... (Score:3, Insightful)
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.
not even close... (Score:2)
Didn't know there was one... (Score:4, Interesting)
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.
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BTW, an incompatible EULA [mangosproject.org] for a GPL-project? Yikes, and small chance it'll stop the onslaught of Vivendi lawyers. We'll see...
NWN as a model (Score:5, Interesting)
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.
The real difference is money, not genre (Score:2)
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 rak
A simple answer (Score:2)
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 f
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Some things that MMOs can't match (Score:3, Insightful)
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.
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general asshattery is not why i stopped playing Asheron's Call... grinding was. it was annoying being called a noob by level 100 macroers
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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
This is an easy comparison (Score:2)
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.
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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 t
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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
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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 c
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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
some differences (Score:3, Interesting)
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/ [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.
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Right now it's a matter of a few things. (Score:4, Interesting)
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
TLF
It's not that hard (Score:2)
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 c
Offline allows you to ROLEPLAY - online doesn't... (Score:2, Interesting)
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
Re:Isn't this a no-brainer? (Score:4, Insightful)
(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.)
Re:Isn't this a no-brainer? (Score:5, Insightful)
Never ending trips into UBRS, LBRS, MC, BL, Strat, Scholo, ZG, etc. does not equate to never-ending opportunities for character advancement and development.
Story vs. character (Score:2)