The acronym MMORPG stands for Massively Multiplayer Online Role-Playing Game, or in other words an online role-playing game that the masses will play. Hum, masses, role-playing, not exactly the most natural combination, at least if we are speaking of role-playing of the 'Wizard's Crown' variety. However two years before Everquest was made, Final Fantasy VII, that game with the $40 million development budget, had sold a million copies within four months in North America. So maybe the masses were ready for an online role-playing game. But what they were to receive, in the form of Everquest, that erstwhile exemplar of the MMORPG that later games would doggedly follow, was to appal all sense of reason and propriety; it was not a role-playing game at all, and never aspired to be. And it would forever consign (in some inexplicable and inscrutable way) all future games to the same lot, and so condemn the MMORPG to essential nothingness. Like a Deer Hunter, an MMORPG became a place for common folk unabashedly to vent their violent tendecies on harmless creatures all in the name of fun. Although a good reminder of the danger of looking different from others, I must remind myself in this assessment that it hinges on the assumption that the average Everquest player, if set loose in his home town (in Everquest, mind you!) and given free reign to, would not cut down every person living there, though they looked exactly like him; in any case this might at least raise a few more hackles than the apparently wildly popular game of killing passive 'bats', 'rats', 'beetles' and even the 'living dead' (yes apparently the living dead are passive too, if they happen to be within a few hundred yards of the city (and yes this can happen in broad daylight)) However in a rather 'bold' move (-cough- -cough-) some evil cities actually had aggressive creatures near them, death to which would involve, after a few second wait, teleportation to a few feet away with all ones health and items. Nothing ventured, nothing gained? Only after level 5 in Everquest, where one would 'venture' a small amount of 'experience', which apparently means something substantial (not in any role-playing sense certainly, essentially there is no risk whatsoever in the game, at least till one has hacked down a million living things and vaguely risks loss of his 'weapons and armor' (apparently not a means to an end, but the end itself) if he should not be able to recover his fully stocked body (gnolls, &c. are too high minded to loot mere corporeal goods, preferring instead the cereberal satisfaction of vanquishment of their foes))
Anyway against this utterly lunatic backdrop one has to descry how a role-playing game could ever be fashioned, and I am afraid to say one never was: Everquest and all of its successors, and all MMORPGs of which there is any living trace, are not role-playing games. They are appaling bloodbaths with no purpose whatsoever. So much for the promise of online role-playing. Unfortunately these games are all that exists of graphical online role-playing, and so while the intelligent gamer might balk at the graphical excesses of Everquest involved in its $3 million budget--an oversized world that takes too long to cross, that requries hundreds of people to populate it and that distances one from the other greatly, he will find nothing else older or more artistic out there: truly these are 'massively multiplayer' games and nothing but; the description is not for show.
So where did these games go wrong? Why is starting in a field and killing anything that moves not role-playing? Well I can explain how an actual online role-playing game would work, but I cannot say where these games went wrong, since I see no proof that they ever meant to do right. Right is not effortless, it has nothing to do with the latest whizbang graphics, and in a game that is almost monomaniacly protective of incompetent people, it would involve a complete paradigm shift from protective to selective. However (rather mundanely) one makes the obvious observation that a company earns money based on how many subscribers it has, not that this is any kind of justification. And the thought that only one kind of game can exist in this 'market' is desperate if anything. In any case I dredged up this video of Lineage 2 Classic Gameplay in case anyone cares. This is every MMORPG in a nutshell.
. A picture worth a thousand words? Not really, but might be good for nostalgia, laughs or as a cure for the incredulity that games as I described not only exist, but do so without exception under the denomination of 'MMORPG'.
So now the final question, how does one make a real online role-playing game? Well I've hardly ever thought about it, but a solution was not hard to conceive. Essentially (as the first 100 or so RPGs made show) an RPG is a quest (whether that be strictly financial or more elaborate) that one or more people undertake to perform that usually (but not always) involves some danger from living things. This can easily be accomplished in an MMORPG, but there is one new variable that was not in (most) earlier traditional RPGs (non MUDs): other individuals or parties competing for the same quest. Where they were, say The Black Onyx from 1983, they were often not shown in actual contention or mutual pursuit of the quest. In a game with a large population, this could conceivably become a problem. Solution: the world needs to be realistic. Not everyone can be an 'adventurer', many players need to do trades. And adventuring has one drawback: you can die. No, not appear three feet away ready to headlong at that motionless 'gremlin' again. Die. And as to other players that become a nuisance, they are no different from the 'gremlins'. People need to cooperate. Really it's all been done before; it's called life. MMORPGs have without exception flaunted every rule of life, from the need to eat, to the risk of death, making them without exception nothing but a pitiful sham. All you can do is what you see above. And there is no point to any of it. And yet the upshot is, kids eats these things like candy. They'll play it for 10 hours a day (or they would, before it became even more a model of the world). Succesful capitalism, pitiful posterity.
Comments
Play EVE, nothing like EQ or most any other theme park style game cut from similar cloth.
There are others as well.
Problem is, many gamers have only ever gone down a single path so they just don't know.
"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
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
Of course! But the two games you cited (I don't know Foxhole) are not themeparks (which were my target). Indeed, in a sandboxed world, you can just BE what you want. Which is also why I highlighted survival games.
Following on from that and addressing the original post of Pkpkpk, roleplaying cannot be done properly in a multiplayer game. MMORPG's would need to have an artificial intelligence powerful enough to be the games master for every player and group. MMORPG's can tell a story, do combat well, put players into the same space, they are not bad for what are called "immersion role-players" who have a solo experience. But they do not do roleplaying akin to table-top well at all. That's where roleplaying guilds come in, they are the roleplaying experience in MMORPG's and MMOs have relied on them from the very beginning.
Of course todays MMOs are even further away from the original conception of roleplaying. It was Everquest which had racial languages for example, what I think of as 'roleplaying tools' where already dying out when we entered the WoW era of MMORPG's.
I've played DDO before. Never knew there was a 'permadeath' server. But I wouldn't for a minute say this does not follow the Everquest model. Interesting that they threw players this 'bone', but the ability to die in an RPG should not actually be a notable thing. Knowing a game was founded on the players having eternal life turns me away pretty fast.
In regard to your last point, how does one roleplay if there is no 'death'? If an orc decapitates me, or another player kills me, I die. Frankly one begins to feel a little defensive in such a discussion. The question it seems to me should not be, why should an RPG have death, but why should an RPG not have death? The burden is on them to answer that. The fact that 99.999% of RPGs do not was the genesis of this rather mocking and humorous thread. But you have shown me the 00.0001% that does not, and I will indeed read much about it and watch many videos.
The only thing matters is there are people playing it. It doesn't matter how a game should "theoretically" be designed.
IMO there was nothign wrong with EQ for that time because everything in life has to start somewhere and hopefully evolve.Yes we can look back on old titles and complain but we need to be fair and allow studios to grow and make better mmorpgs over time.
I have stated many times that EQ1 was a great start for the genre,maybe not he very first but close enough for mainstream gamers.Also imo FXI surpassed it many ways so also imo THAT EQ1 should be dead and no longer referenced.
So in comes EQ2 and Wow both identical and both catered to the younger crowd of new household DSL gamers.Hand holding built right into the games and in case of EQ2 some improvements but in case of Wow ZERO improvements on the genre,case in point guild halls and housing.
Excuses no longer cut it,these studios have the technology and know how to make a true AAA mmorpg but refuse to and to be honest they don't need to be if gamers are willing to keep supporting half assed.
Never forget 3 mile Island and never trust a government official or company spokesman.
Philosophy of MMO Game Design
What?
There's absolutely nothing like Lineage 2.
Sometimes I wonder what fantasy land some of you people live in?
I think the graphics pulls us away from roleplaying, you mentioned SL, well there you can fine tune the graphics to what you want so you can make graphics cater to roleplaying. Having played SL I realise it had questing but thought that was not very developed, that said I last played about ten years ago? Most of the roleplaying was in RP groups, I was part of the Vampire and Werewolf one for example.
I've thought about ways a game could have a sort of "soft" perma-death but it all comes down to minimizing the loss of progression to make it more acceptable to people. Move the focus away from character progression and perma-death would be more likely to work but that leads into a whole other discussion.
Think about this, the OP was mocking EQ for it's lack of consequences when a PC dies but a lot of people feel that the death penalty was to extreme in EQ. Most (all?) games since EQ have had less severe death penalties. I'm one of the nuts who thinks death should at least have a sting in these games but I seem to be very much in the minority.
Cheers.
"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