single player games only offer emmersion into the lineaer predifined story of the title, their is no swaying from it or no player creation or imagination required. you start the game you select your predertimend charecter choose a class knowing your on a rollercoaster that only has one set path to follow and only one ending to pursue with the possibilities of 2-3 diffrentialalities at the end. single player game sare short quick and only entertain for a limited amount of time.
That's a very broad generalization. Single player games such as Oblivion and Fallout 3 offer more free-roaming and choice of immersion/content than many MMORPGs today. It's up to the players how and why to play the game. You can make up any stories or situations your heart desires. For one of my characters in Fallout 3, my main goal was to collect all the teddy bears I could find and store them in my bedroom. One character killed everything he saw no matter what. Another character refrained from using combat at all. Most, if not all, single player or MMOs can be played this way. It's ultimately up to the player and their imagination.
single player games only offer emmersion into the lineaer predifined story of the title, their is no swaying from it or no player creation or imagination required. you start the game you select your predertimend charecter choose a class knowing your on a rollercoaster that only has one set path to follow and only one ending to pursue with the possibilities of 2-3 diffrentialalities at the end. single player game sare short quick and only entertain for a limited amount of time.
That's a very broad generalization. Single player games such as Oblivion and Fallout 3 offer more free-roaming and choice of immersion/content than many MMORPGs today. It's up to the players how and why to play the game. You can make up any stories or situations your heart desires. For one of my characters in Fallout 3, my main goal was to collect all the teddy bears I could find and store them in my bedroom. One character killed everything he saw no matter what. Another character refrained from using combat at all. Most, if not all, single player or MMOs can be played this way. It's ultimately up to the player and their imagination.
You are also generalizing over-broadly. *Some* SP games offer open worlds. In the case of Oblivion, they did it at the cost of a game element some people find essential. In the case of FO3, the sense of openness was a carefully disguised illusion. You had options as to what to do next, but the overall story and individual storylines were all very linear.
And Ob and FO3 are only two examples. *most* SP rpgs are linear. Most MMORPGs are linear. Openness / sandboxiness is not exclusive to one subgenre or another. Bioware is (for some reason I can't understand) viewed as the elite of SP RPGs and *all* of their games are rigidly linear.
I can also roleplay the tower in a chess game and shout "is that a peasant at the horizon I see? I will smash it I will! Oh damn I broke one of my merlons!". -- maji
single player games only offer emmersion into the lineaer predifined story of the title, their is no swaying from it or no player creation or imagination required. you start the game you select your predertimend charecter choose a class knowing your on a rollercoaster that only has one set path to follow and only one ending to pursue with the possibilities of 2-3 diffrentialalities at the end. single player game sare short quick and only entertain for a limited amount of time.
That's a very broad generalization. Single player games such as Oblivion and Fallout 3 offer more free-roaming and choice of immersion/content than many MMORPGs today. It's up to the players how and why to play the game. You can make up any stories or situations your heart desires. For one of my characters in Fallout 3, my main goal was to collect all the teddy bears I could find and store them in my bedroom. One character killed everything he saw no matter what. Another character refrained from using combat at all. Most, if not all, single player or MMOs can be played this way. It's ultimately up to the player and their imagination.
You are also generalizing over-broadly. *Some* SP games offer open worlds. In the case of Oblivion, they did it at the cost of a game element some people find essential. In the case of FO3, the sense of openness was a carefully disguised illusion. You had options as to what to do next, but the overall story and individual storylines were all very linear.
And Ob and FO3 are only two examples. *most* SP rpgs are linear. Most MMORPGs are linear. Openness / sandboxiness is not exclusive to one subgenre or another. Bioware is (for some reason I can't understand) viewed as the elite of SP RPGs and *all* of their games are rigidly linear.
Because linearity is not a bad thing. Doubt that most mmo gamers today ever played a pen and paper rpg but every module was a linear affair. What BioWare has been trying to do is to add some diversity in how you get to the end. Instead of playing the goody two shoes knight in shining armor they have allowed you to play a character that was more to your own personal fit. There is a maze that you get to go through that does not always come to the exact same conclusion. In pen and paper rpgs we were limited only by the imagination of the Dungeon Master and BioWare has been trying to bring some of that feeling to their games and they have done an admirable job of it.
Now, where mmo's are concerned linearity is a bad thing, as far as the publisher and developer are concerned. Players get to a point where they don't want to pay to keep going through the exact same content day in and day out, hence why there are players that are like me: Level up, see most if not all of what there is to see, then cancel and move to the next game.
Comments
hm I don't think I wrote that..
You are also generalizing over-broadly. *Some* SP games offer open worlds. In the case of Oblivion, they did it at the cost of a game element some people find essential. In the case of FO3, the sense of openness was a carefully disguised illusion. You had options as to what to do next, but the overall story and individual storylines were all very linear.
And Ob and FO3 are only two examples. *most* SP rpgs are linear. Most MMORPGs are linear. Openness / sandboxiness is not exclusive to one subgenre or another. Bioware is (for some reason I can't understand) viewed as the elite of SP RPGs and *all* of their games are rigidly linear.
I can also roleplay the tower in a chess game and shout "is that a peasant at the horizon I see? I will smash it I will! Oh damn I broke one of my merlons!". -- maji
Because linearity is not a bad thing. Doubt that most mmo gamers today ever played a pen and paper rpg but every module was a linear affair. What BioWare has been trying to do is to add some diversity in how you get to the end. Instead of playing the goody two shoes knight in shining armor they have allowed you to play a character that was more to your own personal fit. There is a maze that you get to go through that does not always come to the exact same conclusion. In pen and paper rpgs we were limited only by the imagination of the Dungeon Master and BioWare has been trying to bring some of that feeling to their games and they have done an admirable job of it.
Now, where mmo's are concerned linearity is a bad thing, as far as the publisher and developer are concerned. Players get to a point where they don't want to pay to keep going through the exact same content day in and day out, hence why there are players that are like me: Level up, see most if not all of what there is to see, then cancel and move to the next game.
http://www.speedtest.net/result/7300033012