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mmos have become violent

cenen7cenen7 Member UncommonPosts: 55

There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

 

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  • eHugeHug Member UncommonPosts: 269
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

    They exist. They are named FarmeVille, Habbo Hotel, Second World and so on. And they are or were successfull with their specific target groups.

    LFG!
  • reb007reb007 Member UncommonPosts: 613
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    Lol, I thought the same thing about that! 

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    Most video games are violent for a reason ... players like that.

    Sure, there are niche games like Tales of the Desert with no violence ... but they are niche. You cannot fight human nature.

     

  • ShadanwolfShadanwolf Member UncommonPosts: 2,392
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    OP...perhaps you aren't familiar with one of the first mmog.....UO

    ffa pvp was everywhere.My point.....killing other players...killing creatures has been in mmog from their inception.It's not new at all.

  • maplestonemaplestone Member UncommonPosts: 3,099

    I don't think the body counts are rising, but the graphical depictions are sometimes a little more intense.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    MMOs have a long history of being little more than race-based genocide and the murder of others for the sole purpose of stealing their belongings... and that's just the PvE side of things. You are suggesting they have become even more violent than that?

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • avalon1000avalon1000 Member UncommonPosts: 791
    Originally posted by eHug
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

    They exist. They are named FarmeVille, Habbo Hotel, Second World and so on. And they are or were successfull with their specific target groups.

    You forgot Hello Kitty.....

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

    They always been like that, since Meridian 59 first came out. There have been a few exceptions though (like "Tales from the desert").

    You are right that MMOs should have more options based on stealth (like the game "Thief"), diplomacy and fast talking since it would be fun to actually use brains over brawn at times but it is not a new trend.

    You could of course make a none combat MMO but adding more none combat options to the game so player could choose better what fits them would probably be easier.

    I could see a quest or DE where the player will have to get rid of a bandit leader and could go in blaze of glory, sneak in and assassinate him, persuade or pay him to leave or even seduce him with a female toon.

    MMOs have always been to happy with having only a single solution to any problem and sometimes even telling you what you must do step by step so you first have to kill 10 bandits, then the officers and last the boss instead of letting you use your brain and solving it in your own way like you do in pen and paper.

  • eHugeHug Member UncommonPosts: 269
    Originally posted by avalon1000
    Originally posted by eHug
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

    They exist. They are named FarmeVille, Habbo Hotel, Second World and so on. And they are or were successfull with their specific target groups.

    You forgot Hello Kitty.....

    Ah yes, a great example, better then mine. In that game you don't need to fight to progress. You can gather and craft to level up. It got all the typical mmorpg elements. It fits the OPs request perfectly.

    LFG!
  • KoreanSoWhatKoreanSoWhat Member Posts: 80
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    Yeah, isnt it funny, this is all about killing and murdering. as if it is ok to do. Even kids' games are like that these days.

    Cute characters are 'killing' cute animals. And people take it for granted.

  • eHugeHug Member UncommonPosts: 269
    Originally posted by KoreanSoWhat
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    Yeah, isnt it funny, this is all about killing and murdering. as if it is ok to do. Even kids' games are like that these days.

    Cute characters are 'killing' cute animals. And people take it for granted.

    Yeah, even kids games are like that. And when i was a kid I was hoping for a VCS 2600 but didn't get it. So we used plastic pistols that was shooting little fake bullets or sound effects and played robber and policeman, wared each other with plastic soldiers or cowboys and indians (native americans? :P)

    You might say most kids are all about killing or murdering. Poor us. :o

    LFG!
  • ScotScot Member LegendaryPosts: 24,455
    It would be tricky to put multiple gameplay styles into one MMO and embarking on a new one would be very risky. But this is where true innovation for the genre could be found. We have some genre crossovers and a few snippets of new types of play, I really don't see anything that new coming up until at least the medium term.
  • JemcrystalJemcrystal Member UncommonPosts: 1,989
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    Dude, that is so one of the reasons I quit WoW.  Exactly that.  Why as "protector of the forest" are we killing fuzzy and his animals friends?  And the reason I don't pick up many mmo's anymore.  They can't even bother with writing a sensible story line.  If you tell them, "WRITE SOMETHING MORE REALISTIC !!!'  They'd get confused and go, "You want I should make the leader of the clan tell you to give me more money???"

     

    If I run into another game with a rabbit that can shit out heavy ass armor upon death so help me...  it's like sitting thru vampire movie after vampire movie where the vamps slice shit up but never ever once suck blood.  How the f*ck is that little shit alive if he never eats his dinner!

     

    Realism doesn't cost much and there is a plethora of jobless writers!  Omg.



  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Scot
    It would be tricky to put multiple gameplay styles into one MMO and embarking on a new one would be very risky. But this is where true innovation for the genre could be found. We have some genre crossovers and a few snippets of new types of play, I really don't see anything that new coming up until at least the medium term.

    Destiny looks like a new take with at least some MMO similarities.

  • DrakephireDrakephire Member UncommonPosts: 451
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    You're not alone. In SWG my main character progressed as an industrialist. He hardly ever had to fight and gained xp and skills through crafting, mining, etc.

    In Earth and Beyond I had an Explorer character that didn't have to do a lot of fighting...she gained xp through, well, exploring.

     

    Also in Minecraft, the primary source of fun is building. The skill you gain isn't related to character per se, but lies within the actual person playing who gains skill in creativity.

     

    In my PnP D&D game I play a pacifist healer. He hardly ever attacks enemies, but only buffs players and heals them.

     

    From my experience, what you describe is very plausible.

  • MyownGodMyownGod Member UncommonPosts: 205
    Son, you be trippin! You aren't seeing what you should be seeing, which is the community. To get such RP within any games, you need to look into Guilds/Clans who focused on Roleplaying.
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Jean-Luc_Picard
    Originally posted by cenen7

    One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    While I agree with the thread's general idea and I would love to have more non-combat activities in MMORPGs as it was in games like Ultima Online, this part of the OP's post could have been easily explained by simply reading the quest texts instead of just clicking ok, seeing "kill 10 things", and doing it for the xp and reward. Yeah, it was explained in the quest text.

    nah ... combat as core gameplay is always popular. I like it.

    The issue is not to have more other types of activities. I really don't want to play a carpenter, or a bartender. The issue is to dress up the kill quests to make them sound more interesting.

    In SP games with the best stories, it is still combat (and stealth which i found it a kind of combat .. conflict resolution) combat combat .. just that it is dressed up better.

     

  • Mr.KujoMr.Kujo Member Posts: 383
    Originally posted by cenen7

    There isnt much roleplaying anymore.  All the new games are requiring players to kill way too much.  One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    Would non-combat , or games that do not require combat, with a mmo design (progression in whatever you chose to do) be successful?  I think players have fun simply progressing in something (stats or gear) - if it wasn't simply from killing everything players would still have fun.

     

    I like progressing in something by mindlessly killing everything.

    Roleplaying was low in mmo's to begin with. It was the main focus in pen and paper times and got dumbed down when going digital. There were few exceptions along the way.

    Can't agree with the topic. Games are as violent as they always were, I don't see any increase in violence and I regret it. I wish there were more brutal games like requiem. Too bad I didn't like anything else about this game.

  • maplestonemaplestone Member UncommonPosts: 3,099
    Originally posted by Loktofeit
    MMOs have a long history of being little more than race-based genocide and the murder of others for the sole purpose of stealing their belongings... and that's just the PvE side of things.

    You know, as much as I enjoy the genre, this never really stops nagging me.  It's not that games set out to be this, it's just that you need atoms of challenge + reward and the flavour of a conflict with a dehumanized foe is pretty hard to beat.

  • BadSpockBadSpock Member UncommonPosts: 7,979

    You could level 1-90 in WoW doing nothing but exploration, gathering, and archaeology.

    Actually I think someone already has just to prove it could be done.

     

  • AnirethAnireth Member UncommonPosts: 940
    Originally posted by nariusseldon
    Originally posted by Jean-Luc_Picard
    Originally posted by cenen7

    One of the fist thoughts i had with WoW when logging into a Nightelf Druid was - "Ok im a protector of the forest  and animals, why is my first quest to kill surrounding non-aggressive wildlife?"

    While I agree with the thread's general idea and I would love to have more non-combat activities in MMORPGs as it was in games like Ultima Online, this part of the OP's post could have been easily explained by simply reading the quest texts instead of just clicking ok, seeing "kill 10 things", and doing it for the xp and reward. Yeah, it was explained in the quest text.

    nah ... combat as core gameplay is always popular. I like it.

    The issue is not to have more other types of activities. I really don't want to play a carpenter, or a bartender. The issue is to dress up the kill quests to make them sound more interesting.

    In SP games with the best stories, it is still combat (and stealth which i found it a kind of combat .. conflict resolution) combat combat .. just that it is dressed up better.

     

    Funny that you say that. I actually played a carpenter in UO for like 2 years, and i wasn't the only one. As others have said, the lack of other activities *is* the issue.

    I'll wait to the day's end when the moon is high
    And then I'll rise with the tide with a lust for life, I'll
    Amass an army, and we'll harness a horde
    And then we'll limp across the land until we stand at the shore

  • VassagoMaelVassagoMael Member Posts: 555
    UO had murderers, and you could chop up corpses and turn their heads in for rewards.

    Free to play = content updates for the cash shop. Buy to play = content updates for the cash shop.
    Subscription = Actual content updates!

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by maplestone
    Originally posted by Loktofeit MMOs have a long history of being little more than race-based genocide and the murder of others for the sole purpose of stealing their belongings... and that's just the PvE side of things.
    You know, as much as I enjoy the genre, this never really stops nagging me.  It's not that games set out to be this, it's just that you need atoms of challenge + reward and the flavour of a conflict with a dehumanized foe is pretty hard to beat.

    agree 100%

    there are other ways to motivate people to play games. but mindless violence appeals to a wider audience. kind of a shitty reality about entertainment in general.

  • ZydariZydari Member UncommonPosts: 84
    Always been violent. War games and D&D type games have been around since the beginning of PC gaming and MMO's just took these types from single player RPG's and LAN based FPS's to online multiplayer. Always been violent though.

    Experience demands that man is the only animal which devours his own kind, for I can apply no milder term to the general prey of the rich on the poor.

    Thomas Jefferson

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by Torvaldr
    Originally posted by Foomerang Originally posted by maplestone Originally posted by Loktofeit MMOs have a long history of being little more than race-based genocide and the murder of others for the sole purpose of stealing their belongings... and that's just the PvE side of things.
    You know, as much as I enjoy the genre, this never really stops nagging me.  It's not that games set out to be this, it's just that you need atoms of challenge + reward and the flavour of a conflict with a dehumanized foe is pretty hard to beat.
    agree 100% there are other ways to motivate people to play games. but mindless violence appeals to a wider audience. kind of a shitty reality about entertainment in general.
    Well, what story is interesting that doesn't have murder, deceit, and betrayal in it?  It's conflict and competition that drive us as humans.

    Even in non-combat activities we like to compete and dominate others.  Very rarely does pure cooperation exist without some sort of competition and ranking.

    I too wish there were more non-stabby activities in our games especially that foster a spirit of cooperation rather than ranked competition.  The fact that our worlds are mostly static and immune to adverse affects sort of anesthetizes the horror of the concept.  I mean even though you may be on a genocidal rampage, nothing ever gets permanently erased.  The mobs always respawn, the "bad guys" rejuvenate, and that sort of takes the weight out of the violence.

    It would be interesting to see if a game could reward positive cooperative behavior and keep players interested.


    It can be done to a certain degree. But even SWG had an underlying motivation of war and combat. I guess you look at games like Animal Crossing and expand on the fundamental motivations behind it. Personal growth, goals, customization. Probably games that are more focused on creativity and collaboration. Rare but there. And fun too :)

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