When you talk about RPG people think levels, quest and gear. This the staple of RPG games for the most part. You play a character who progresses through ranks and story.
MMORPG are not the same. I think MMORPG is a bad name for what we play. Each person's story can be the role they play. If I played a black smith class and my logins are me running a business and crafting/trading with other players, that is my role. My story. I don't need a story or NPC to tell me or quest to guide me each step.
I always believed that developers should facilitate player's stories not tell them their what their story is through quest. Quest should arise from need, knowledge, curiosity or just random chance. If a developer is telling his story it should be again facilitated through a system.
You know, plant a few books in the world that details a ritual for power on a certain day. This ritual instead summons a demon and a world crisis scenario. NPCs standing around to be a quest where to everyone should die. Unless it's a ritual to character development.
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"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
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Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
In an MMORPG, the same basic story is applied to every character, all of the same world, through the level grind quests.
It just seems to be missing something.
Once upon a time....
IMO single player games are better venues for leading players through a well crafted story, certainly some will disagree.
Early MMORPGS were superior at playing to the genre's strengths, whether by intelligent design or as a result of other factors who can say.
For whatever reasons, some gamers don't get along well with others, ruining the experience for many so devs responded by isolating players to prevent their actions from impacting anyone.
Many positives from doing this of course, but I feel reducing player interaction and the ability to impact others gave us more negative consequences which made the genre into a hollow shell of what it could / should have been. (Or still could be)
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
¯\_(ツ)_/¯
mmorpg=yellow marker over npc head
Arpg=faster than light mindless spam killing
moba=very poor minion Ai/fodder
TCG's=board/sell cards
BR=drop zone,free loot everywhere.
There is so much technology out there,so much software,game engines but al ldevs want to sell us is cheap crap with cash shops.They can do a heck of a lot more AND steer away from the same ol same ol designs while still remaining well within the genre.
We can't remove all the dead weight because then the few leftover would have it even easier and sell us even lazier crap games.The final product and state of gaming is a result of a lot of terrible gamers spending and buying anything and everything ,supporting too many bad games that we have sunk deep into the bermuda triangle with little chance of saving the ship.
Why would developers give us any better than a Battle Royale if that is all the money is buying?All they need is one map,a few assets and flag pvp...gg thanks for your patronage.
So i stopped waiting and caring about these crappy studios,i just went ahead and bought a survival game and does a better job at being a rpg than the rpg's do,so good riddance all you crap mmorpg developers.
Never forget 3 mile Island and never trust a government official or company spokesman.
But few consider all the gamers that want more but have left over those same years.
There's a monster MMORPG waiting to happen.
Once upon a time....
Logic, my dear, merely enables one to be wrong with great authority.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
Now make modern mmo developers understand that by "facilitating" stories you engage players, and with story driven you disengage them. For example that is why Everquest and WoW are fundamentally different games (sure there are other examples too).
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
¯\_(ツ)_/¯
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Aren't players still going to the same places, fighting the same Bosses, for the same desired loot, and based on the same level range, as per game design?
Or what's different in the quests that makes you think so?
And another question. Are MMO's still made so that playing without doing the quests not only leaves you behind in gear and advancement, but also leaves a lot of prime content design out of your game play?
Once upon a time....
Some indie MMORPGs which rely heavily on survival mechanics for content also offer similar.
Albion Online, Life is Feudal, Conan Exiles (?) Legends of Aria, Atlas, and many others out there.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I've written many quest arcs; some depend on the nationality of the player character, most will also depend on choices they make.
Two characters may end up with drastically different stories presented by the game.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
Yes, that's an advancement on the general WoW clone style. But it's still pre-designed outcomes and a formula that's predictable, just with a set number of alternate pathways.
Still, congrats on moving it forward.
What I'm looking for is advanced AI, with wandering MOBs (or sub a random encounter type spawn that can take a foothold and grow), with what I call "dungeon/Local AI" (map items that lend AI choices, randomized but weighted) to MOBs as they move in, to set many options of actions that can only be guessed at by a player knowledgeable of that particular type of MOB.
With this system concept, a dungeon can change once it's cleared. Not just the MOBs, but also what the MOBs set up in the dungeon. Same for cave systems, ruins, etc.
So, each "room" type has AI options that MOBs with a foothold can choose to do, and also each doorway/passage, each dais, each corner, etc.
Sort of a point spending thing, weighted by MOB type, and by need (defensive barriers, smithing and other craft areas, etc.
Or nests and eggs chambers and treasure hoards, etc., for that sort of MOB.
Alliance attraction (calling a special spawn) by a MOB type, too.
Once upon a time....
¯\_(ツ)_/¯
But gradually it became more and more about just getting stuff and becoming more powerful. "RPG" is now basically a synonym for a game with player characters that can be improved upon. I attribute the decay of mmorpgs generally to this shallow focus and the loss of the more imaginative aspects of early RPGs.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I always looked at awesomely designed World of Warcraft had that is empty. Chewed up by progression. I can never understand the players who cry if l land was reused it would be boring. Then log on and do the same daily's and raids over and over.
Logic, my dear, merely enables one to be wrong with great authority.