I found a good video by Adam Millard about the origin of RPGs and their "speciation" into subgenres.
26:30 minutes but worth the watch,
I like how he formulated the subgenres and it is interesting to think how this applies to MMORPGs.
I am curious, what do you think about his model, and where do your preferences lie?
(18:45 for a neat graph)
Based on his model my favorite subgenre is actually Narrative Adventure, my favorite MMO is City of Heroes so I am not sure how that works out.
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Unfortunately, we've just come to believe that the numbers and progression are the actual qualifier when they're really just one flavor. Arguing that vertical progression is required to be an RPG is little different than arguing that an RPG has to be set in a medieval fantasy. It's just that most RPGs are.
Conclusion: IMO, the term RPG and MMO both have become so watered down. I think they have lost all meaning. Often labels are slapped on just to get a target market and little work is do to really deserve the titles.
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2024: 47 years on the Net.
Since the 1980's, for me, a RPG has always been a game where you can create and customize your character and how it plays. Nothing more complicated than that, and yes, the concept has become so popular that sub-genre's seem to have sprung up from the roots of the genre to specialize in a type of RPG that players can quickly recognize and thus buy to avoid buying a type of RPG that doesn't appeal to them.
For example, to name a few, you have: FPS RPG's, Co-op RPG's, Action RPG's, MMORPG's and turn-based RPG's. Because the RPG genre is so expansive now, it's valid to separate them into sub genre's because they play completely different from each other. My favorite are RPG's similar to Elden Ring where I can create a character and customize my playstyle and explore the world. My least favorite are RPG's where I have to manage an entire party and listen to a hundred hours of dialogue options.
The axis are,
Narrative progression vs mechanical progression
Player agency vs designer(DM) control
Combining them you get
Mechanical progression + designer control = dungeon crawler (example Diablo)
Narrative progression + designer control = JRPG (example Final Fantasy)
Mechanical progression + player agency = CRPG (example Divinity Original Sin)
Narrative Progression + player agency = narrative adventure (example Disco Elysium)
He relates each subgenre to an aspect of table top RPGs
Dungeon crawlers emphasize the numbers and theory craft
JRPGs emphasize grand narrative
CRPGs emphasize creative problem solving
Narrative adventures emphasize character roleplay
"Ok guys, the creative director has got his blindfold on, get that big chart by Millard up on the wall...give the CD his dart, he shots he scores and we are going to make a "Mechanical progression + player agency" MMO. Yea!"
I don't think MMOs are an actual genre but an expression of other RPG genres,
From this perspective I would say,
MMO dungeon crawler - WoW or Everquest, even if you aren't always in a dungeon
MMO JRPG - FFXIV, and looks like Blue Protocol will fit in here as well
MMO CRPG - Ultima Online, Eve
MMO narrative adventure - none really, SWOTOR, gave us a tiny bit by choosing light side or dark
This language could help us better express genre conventions and preferences
Of course few games perfectly fit into a single category, which is why it is mapped on to continous axis'
I would like to get away from the generally useless terms theme park and sandbox and get more specific.
The term mechanics is vague, surely how you build your detective and which voice you listen to in Disco Elysium is a mechanic, yet Disco Elysium is on the narrative side.
And most RPGs have narratives, even Diablo.
I think the real distinction is between,
Who your character is (roleplaying) vs what your character can do (playing a role)
And
Player agency vs player execution
So JRPGs are driven by who your character is, who is largely fixed, and the player executes on that character's story
CRPGs are driven by what your character can do, with players having a lot of agency over what that is.
Dungeon crawlers are driven by what your character can do (killing dudes), and players execute on doing that the best way possible
Narrative adventures are driven by who your character is, and players have agency to choose what that is, like Disco Elysium
I don't have a nifty way to summarize that into a chart though.
Always was, always will be about steadily progressing one's character.
Soon as that comes to an end, I bounce from most any game.
Not really relevant to what I posted, but I just have to use this one.
"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
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"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
I have always been one for having better categories for games but baring in mind these are labels in themselves. One you don't have is MMOFPS (mostly MP plus DC?), which is quite generally accepted but I would be the first to say that many games under that banner are not really MMORRGs at all.
With that said, let's see what AoG has to say.
Mechanical progression + designer control = dungeon crawler (example Diablo)
Narrative progression + designer control = JRPG (example Final Fantasy)
Mechanical progression + player agency = CRPG (example Divinity Original Sin)
Narrative Progression + player agency = narrative adventure (example Disco Elysium)
AI gaming will disrupt this person's definition of an RPG.
AI Gaming = player driven + mechanical progression.
An RPG is a role-playing game. You log into a game and enjoy broken game mechanics that make your experience better no matter how hard you argue it doesn't. No one would have taken an arrow to the knee, without broken game mechanics. Thank you for the bad code. It made roleplaying more fun.
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Many games probably should be called MMOMRPG (Massively Multiplayer Online Minimum Roleplaying Gamer). lol
Once upon a time....
"Enforced" entices players to rebel against the rules.
"Enticed" causes players to RP because it feels right.
You do that by creating a world where RP fits "like a glass fits water."
Once upon a time....