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by Enosh at http://www.lostorder.com/vforums/showthread.php?t=57
You know I was thinking today, which I know is a bad thing, and I can remember a time when MMO's were about role playing, when they were still called MMORPG's. I honestly can't remember actually being "in character" myself for a very long time now, since the first couple of months of AC1 actually. That got me to thinking about exactly how we (as players in the genre of online games) got to where we are today.
First, I think we have the game development houses to blame. While the blame does not only rest on their shoulders it first falls upon them, because they give us the world, as well as the lore and history of that world to base our play acting on. Ultima online was the last MMO I played where there were a noticeable number of actual role players in the game (mind you I left that game some time in the summer of 99 so its been a while). I believe that at least part of that relative abundance of role players was due to the reality of the game. True there was magic and adventure and what not to be found, but the game actually allowed a player to be, almost, anything they wanted to be.
In Ultima online there were those that spent their hours happily chopping trees and making bows before setting sail for some high seas adventure. Others found pleasure in finding the right seam of ore to mine to make a suit of highly coveted armor. Still others found their joy at the bottom of the most dangerous dungeon, or brushing the soot from their robe after taming a wild dragon. The point is there were many professions that did not require blood to be spilt or swords to be drawn. There were professions that allowed a player to put on the cloak of another identity, and go to work and have something to show for it after an hour or two. The system wasnt perfect but it actually worked.
Since Ultima online weve seen MMOs make a steady progression away from this more realistic profession based game play and towards a more adventure based, hero based style of play. Now this is not to say that I dont enjoy laying the smack down on a big a^Hhuge monster once in a while, but if thats all the game has to offer, there is less to actually develop a virtual, role played persona around.
I think role playing would be a bit more common and more enjoyable if there were activities out side of combat and adventuring for players to engage in. That said there is of course a fine balance between non-combat activities that are realistic and enjoyable and overly realistic and tedious. At times games that have tired to add a crafting system have managed to add something that takes so many hours of game play repeating the same set of mouse clicks over and over again as to make them feel more like work than most of our day jobs. Even still it is a very worthy pursuit to try to find that line and get as close as possible.
Apart from creating worlds where adventure is the rule without exception, some developers have delivered worlds short on lore and quest content in game. I can only speak on the games I have played of course, but I do not believe game developers have done enough in recent years to ensure the player can learn about the ongoing story of the game without having to leave the game and read a web site.
Of course that assumes that the game has an ongoing story.
Personally I think the game with the best in-game lore was Asherons Call 1. Now perhaps Im biased by having played that MMO longer than any other, but I found the in game lore, while far from perfect, was a step in the right direction. The quantity of NPC that could be interacted with, and the scraps of books and other items with detailed descriptions added a deal of character to the game. Also its use of a novel and new mythos lent a fresh air to the back story, which was slowly revealed to the players as the on going story unfolded.
That said, Ultima Online did one thing right that Asherons Call failed to do. Ultima online allowed for player created, persistent books. Having large amounts of lore in game is all well and good, but for role playing to flourish, players must be able to leave behind their own story. If a player could write a tale and leave it in a library or at a bar or a remote chest in some hidden dungeon, they would have more motivation to think up and write that story. Of course in order to do it right there would be a rather massive administrative over head to prevent lewd, obscene and offensive out of character writing from being left littering the landscape but this could be done in part with a trusted volunteer core of reviewers.
cant leave a three page letter on the death of role playing without offering at least some hope though. There are development groups working on MMO projects that are listening. Shadowbane started that way, but sadly I think took far too long, with too much emphasis on PvP to really succeed, but still gives hope that developers can listen to the wants of role players. Should a company come along with Shadowbanes willingness to listen and try to cater to role players and Turbines level of developer interaction with the players, there may be room in the market for a good RP based game.
Until that happens there are some things you can do to begin to bring about a renaissance of role playing. The first step always starts with the story. Write down a detailed bio of your character, preferably in the first person. Then study that bio and keep it should you ever need to refer to or post it. Then start basing your actions in game around that bio. Dont worry about the actual language you use, the thees, thous and ayes, but do try to keep the things you say and the things you do in line with the biography youve written. It cant hurt, and if role playing is your thing it should be a lot of fun, especially when those you generally adventure with start to do the same thing when youre around.
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My reply which can also be found at the original thread at by Enosh at http://www.lostorder.com/vforums/showthread.php?t=57To add...
it's true, the developers have huge influence on this.
They must FIRST at all cost provide features like the real world. No not 3d stuffs or virtual reality, but as one mentioned (which we did at the MUD where I was an IMM or GM) is city election and country-wide elections.
If the "society-Basics" is provided (they already provided the Sims-like houses) then Role-Playing is indeed easy to pick-up from there.
I think we Role-Players should organize and list down the "society-basics" and email them no barrage the developers and new developers to do and provide those.
And oh, let's not forget "citizenship", and a very feature-packed guild system and party system. If possible, not level base and not skill base. Make it full blown reality-role-playing (which will be really really hard).
So there, society-basics I can think of right now:
Election (as was mentioned by one of the repliers)
Citizenship
Houses/Stores
Build ships, items, etc.
Kingdom creation (I only saw this in a MUD which I will not mention).
More races
let the classes be learned and not 'chosen' (as in the real-world)
what else?
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Latest report in the Philippine front line:
The move is growing.
We have adopted what Enosh termed as "Role-Playing Renaissance" and we're going to have a meeting soon and form the "Role-Players Association".
(Can also be found at http://ragnaboards.level-up-games.com/modules.php?op=modload&name=phpBB_14&file=index&action=viewtopic&topic=6367&38)
Hoping there'll be good response here as well and you'll join in this challenge to return back what was.
Have fun!!
http://Holy-Order.org (Holy Order of the Light)
http://Laibcoms.com/forums
Comments
LONG POST! I don't think many even go 1/50th the size of this one hehe...
I'll edit this and have a good response once I read...
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