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Bradford loves MMORPGs. However, there are occassions where the "massively multiplayer" can get in the way of the RPG aspects of a game, such as a recent experience in The Elder Scrolls Online.
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Actually, even in normal circumstances I tend to run into players throughout the world more often than any other MMORPG I've played, so it may just not be a good game for expecting to be alone the majority of the time.
That scenario wouldn't come at the expense of my role-playing. My character would know there are many other adventurers in the world and even his best laid plans can be disrupted if one blunders into his vicinity when he is trying to sneak about. Obviously that would be annoying to him, as he'd either have to abandon his plan or wait until the disruption was over to proceed. But, it is something that can and will happen, so he knows to be prepared to deal with it.
It's essentially a random encounter that one must adapt to, and could reinforce immersion rather than shatter it with the right frame of mind.
It always made me wonder why they didn't either make the quests group instances (or at least give that option), or make the mobs a little harder (at least the "boss" ones) so that you really need those extra people to make it through
I'm just waiting for a F2P overhyped sandbox WoW clone with full PVP, epic raid bosses, instanced group content, and Crysis-quality graphics to come out. That, or something fun.
Logic, my dear, merely enables one to be wrong with great authority.
It's a bit difficult to make mobs OP asshats in ESO, as characters facing that mob, perhaps simultaneously, are going to be widely different in terms of development.
One may be on their first character and low level with few skills accessible, and the other max level with many skills, gear sets, and tons of invested CP (progression after max.)
While for the former it may be prudent to sneak around to avoid combat or strike from advantage, the latter is going to go *CRUNCH* without breaking stride even though each is facing mobs scaled to them.
One can either follow in their wake or wait.
When the game is as busy as it is right now, waiting isn't really a viable option because it won't take that long before another steamroller will blast through.
Some things are instanced so one is free from intrusion in those, but a lot of the story content is not.
SWToR does this better then most, even rewarding people for choices that fits in their role and also for RPing with friends when doing story. I agree with Mendel, its the MMOs developers fault if its the design of the game.
That is because the developer think they are making a mmorpg, but by controlling the story and narrative, they are working against what a mmorpg is. What they are making is a story driven rpg, with online features.
Of course everyone is doing the story driven thing, ever since WoW came and hijacked the genre, and obviously the mejority think that what they play is mmorpg,
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
WoW came out 16 years ago now. It didn't hijack the genre, it literally created it.
I actually like the 4 person dungeons because the group has them all to themselves and it's one of the few times you get to win or lose entirely without assistance.
"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
Oh look....it's that "WoW was the first MMO" guy from every world chat in every MMO.....
The genre was mainstreamed, sadly.
Take Cyrodiil PvP for example. The underlying eternal conflict of many against many is never in danger of having its immersion broken because many others doing many different things to accomplish the Cyrodiil goals is exactly what you're told to expect and what should be happening there.
PvE should also be scripted to be that way with casual drop-in group events being the dominant quest and story telling device. It's an MMO, There may be many others or just a few around, so why not just acknowledge that fact and design stories around it?
You can still have stories akin to those of single player games in the mix if you want but keep those in instances where they belong.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Logic, my dear, merely enables one to be wrong with great authority.
It's happened to me a number of times, and it ruins the experience every time.
The worst was when I was sent in to do something for the Dark Brotherhood. It was a very well devised story with a cool twist. I got all the way to my objective, and was well on my way out - completely undetected the whole way. I was at the final stretch to leave the building, just waiting for a guard to turn and walk the other way so I could sneak by when another player comes barreling through the room with 3 guards in tow. They ran straight to me and then started fighting the guards, I guess assuming I'd help them.
Before I have a chance to react, I'm detected and now have a bounty - by no fault of my own. It was 100% because this other player was able to drag NPCs over to me.
This pissed me off. Another player had been able to ruin my experience. That should NOT be able to happen.
So I sent feedback to ZOS suggesting exactly what you did.. make missions like that solo.
A similar thing happened with another mission some time later, and I sent a second request to please make stealth missions solo.
I said something to the effect of: "If you're going to challenge me to get through a mission undetected, please let me do so without someone else ruining it"
I dropped the game shortly after that anyway. I'd felt like the game itself was starting to feel too repetitious and cookie-cutter from one expansion to the next anyway. This second encounter where another player ruined my experience was a final nail.
I haven't been back to the game since. This last expansion doesn't even interest me enough to check it out.
I loved ESO for a long while - even back shortly before 'One Tamriel', and for some time after (though I never liked the scaling much; at least not how they handled it). But the cookie-cutter design has become more and more obvious from one "chapter" to the next. Even new systems they introduce, like Antiquities, quickly prove to be just another grind.
My fiance and I play through this "single player RPG" together all the time, each having our own character dedicated to this purpose. The same could be done easily with a static group of players as a persistent party.
So, while the story may assume a single player, it is by no means a single player RPG, but a MMORPG that can be played as such by anyone that doesn't wish to play alone.
There are some pretty profitable huge mistakes in the MMORPG genre then.
WoW, FFXIV, and ESO all seem to be doing alright.
So, what's the actual problem with their story-led approach?