Posted March 28, 2015
One of the biggest problems with MMORPGs is that a proper, full experience depends on everyone keeping in character, a requirement that hardly anyone keeps to.
If you play something like Elder Scrolls (from Morrowind onwards), Two Worlds, Fallout or Dragon Age, every character you encounter is part of that game world in terms of their personality. They act in accordance with their needs and wishes in respect of their presence in that world. Stats, items, events outside of the game world are irrelevant to them.
With an MMORPG, the experience is too dominated by egos and e-peens. Too many people are out to prove something, others still don't understand the concept of teamwork. Their motivations are not defined by their character's existence, but rather their own needs for self-confirmation and the confirmation of others. All it takes for the experience to be ruined is for some idiot to go yarping on about microtransactions or the stats of items that they want to sell.
MMORPGs can only work if they can force the players to remain in character, something which is impossible to do. A good RPG is not just about encountering the people you do know - it's about encountering the people you don't and how you deal with them. Let's say, for example, that a game "captures" one player, puts them in a prison, and assigns a quest to another player to release them. Does that engender any sense of gratitude or loyalty? No. And therein lies the problem.
If you play something like Elder Scrolls (from Morrowind onwards), Two Worlds, Fallout or Dragon Age, every character you encounter is part of that game world in terms of their personality. They act in accordance with their needs and wishes in respect of their presence in that world. Stats, items, events outside of the game world are irrelevant to them.
With an MMORPG, the experience is too dominated by egos and e-peens. Too many people are out to prove something, others still don't understand the concept of teamwork. Their motivations are not defined by their character's existence, but rather their own needs for self-confirmation and the confirmation of others. All it takes for the experience to be ruined is for some idiot to go yarping on about microtransactions or the stats of items that they want to sell.
MMORPGs can only work if they can force the players to remain in character, something which is impossible to do. A good RPG is not just about encountering the people you do know - it's about encountering the people you don't and how you deal with them. Let's say, for example, that a game "captures" one player, puts them in a prison, and assigns a quest to another player to release them. Does that engender any sense of gratitude or loyalty? No. And therein lies the problem.
Post edited March 28, 2015 by jamyskis