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Victoria poses that it feels like the MMORPG community as a whole doesn't actually like to emphasize thae opportunity to roleplay, but are players taking the roleplay in RPG for granted?
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It may make for a more fun game for some, but it's certainly strange to tie the ability of my Archer character who has had a bow in his hands for 30 years, to my ability to move a targeting reticule with a mouse and time the clicking of a button.
It's also resulted in a much more fast paced kind of game where nobody takes the time to read or listen to conversations in game. Click, Click, Click... go pew pew pew.
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Therefore, there wasn't necessarily a need to 'roleplay' because the games facilitated playing in a game that actually fit a role, however, the end result was still the same. Lots of players took on specialized roles and became well-known simply for playing the game in a different way, but not necessarily needing to 'pretend'.
Now we just get games where everyone is a nameless hero and lifeskills are a mini-game instead of a main component. There's a world auction house than can be accessed from every major hub and not individual vendors pedaling their goods around the world. Everything is easier, more streamlined, and thus has less character.
Video games are very limited in being able to implement this. For sure there have been efforts, but even in an open world game where "decisions matter" you will find there are still only a handful of possible outcomes because of the limitations of building a game. Maybe generative AI will one day be able to change that so that an AI game master can radically change your experience in a game such that no two playthroughs will ever be remotely the same. Not that there's 1 of 8 possible endings, and only by the way, here's a guide to tell you which choices to make to see each one.
As such 'RPG' when it comes to video games has a very different definition than a TTRPG. In video game land it simply refers to a set of tropes you expect to see that if you have enough of them it qualifies as an RPG. A few examples are, levels, skills, gear, adversaries to defeat that grant xp and gear so you can get more levels and skills, quests, a story of which you're a key part. That's all great but while you find all of those things in a TTRPG they are just the framework and rules upon which you play your role. In video games they are all there is to the R in RPG. You are not playing a role with the same gravitas as you are in a TTRPG. Even in BG3, which as I understand has quite a bit of flexibility in the choices you make, the Dungeon Master (which is a computer program) cannot decide that based on your actions, you get teleported to a completely different world to take on an adventure unless the developers previously coded it to make it possible. All a TTRPG DM has to do is think of it on a whim and jot down some notes as to how that all should play out. Development time: 10-20 minutes on his or her lunch break before your next session.
From a technical perspective I think we're still a ways off from ever seeing a what I consider a true RPG on a computer or console. AI, in some form, will have to drive it if it will ever exist. Right now AI is too insanely expensive to run like that just for people's entertainment. Maybe in another decade?
Japanese mmorpg's or even multiplayer games in particular have a much better chance of having these tools because of the player culture in japan calls for it.
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Moonguard on WoW is a MASSIVE server Alliance side. Wyrmrest is the Horde dominated server. These two communities though are incredibly large. There's plenty of tools through addons/mods that allows them to expand upon what's already in the game even more.
Moonguard has massive public events happening all the time.
FF14 on the other hand, I've recently went back and spent a month in the game. My god, Yoshi-P and Square need to do something about mods. Big time. Nude mods, paid nude mods, etc are everywhere. Mare allows you to instantly download anybody's mods around you if you share a code, you can go into linkshells that allow you multiple people in there without having to share codes, etc. The amount of modding going on in that game is insane. They're totally changing their character models, making them huge, etc. The porn creep in that game is ludicrous. I'll chalk it up to many of them watching so much anime that they often forget what is and isn't socially acceptable. FF14 went the wrong way where it concerns RP features through mods. Despite having tons of costumes, outfits, emotes, etc.
Because role play means something different to every player. For me it means deciding on a personality for my character and playing him that way. SWTOR is probably the best for supporting that since you can be a 'good' Sith or 'bad' Jedi etc...
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A good friend of mine exclusively plays on private RP servers (mostly Ultima Online) and the stories he tells me make me consider doing the same, but unfortunately I just can't get into Ultima anymore.
Honestly this was a really difficult piece to write because "roleplaying" has such a massive definition and I didn't want to spiral out of control of the scope of what I was tasking myself to do.
I actually had a bit cut where I talk about EVE Online as a substantial roleplaying opportunity where everyone engages in, well, their role, but that's in part because of the structure of the game itself lending really well to expecting everyone to play their part. Rarely do we ever see projects work on such massive scales anymore; many have tried.
Basically, yeah I agree.
(Also to the commenter who pointed out the hell of FFXIV mods: I play vanilla for many reasons, and all my friends know I have some strong words about modding and roleplaying.)
For me the biggest factor have not been mentioned, the drive to solo only gameplay. Solo players flooded MMOs from WoW onwards and they don't want to interact with other players. So the proportion of players who did want to role play plummeted and then the developers started to cater to the solo players. That meant reducing the importance of anything where interaction occurred be it player sellers, grouping, time outs for "fatigue", a crafting system where you could not make everything yourself and so on.
Once you remove all that interaction immersion roleplaying is in dire straits and what I think of as "MMORPG role playing" has to become far more staged. You have to organise it more because there is far less in the world to bring players together.
Roleplayers have of course fought back against this, they carry on even when MMORPG's are now made for the solo crowd. But it becomes harder with every new MMO, in many ways it is better to stay in the MMORPG you are already roleplaying in.
By their very definition, these games have you playing a character, a "role" outside if your reality. You're playing as a different person through a story that isn't your own life. And for nearly ALL players, that is (and has always been) enough of an experience. What Victoria is actually lamenting is the lessening or spreading out of a LARP-style community. But that is NOT what defines an RPG.
Back when all RPGs were single-player, they were still an RPG. Back when MUDs existed (yeah, I played MUDs), 99% of players just played the game and THAT was the RP. When UO and EQ came on the scene, again 99% of players just PLAYED THE GAME, and that was the RP.
Fast forward to the creation of special "RP" servers on some popular MMOs like WoW and LotRO, and there is a NEW type of RP happening. An immersive, more dedicated, and more "severe" form of RP. And thst's all well and good. But to in any way believe that those RP servers are the "true" or only real form of RP in games is short sighted and shallow.
Most people just don't want to overly pretend, change their way of speaking, have an accent, or participate in strange online social behavior as part of their gameplay. They want to immerse themselves in a unique online world and experience. But they may not want to participate in what often becomes (in my experiences, as least) a weird cringe-fest of people who get way too serious about their online persona.
The other thing about CoH which IMO encouraged roleplaying was the range of possible looks. In most MMOs what you wear reflects what you found in the game, and, if not, what you bought with real money. Looking the way you want is an effort. In CoH it reflected how you wanted your character to look, and available up front.
So in CoH I could see someone who looked interesting, and check their bio and then perhaps connect to them. In other games I just saw similar-looking characters I knew nothing about. Trying to roleplay then becomes an effort, instead of something natural.
For me, RP is kind of good acting. I become someone other. I have my role, I have to stick to the boundaries.
And to act well, I must be walking encyclopaedia.
Don't yell just now - let me explain. So, I decide to become an Elf. First - I must choose RP appropriate name. No, "Gul'dan", "President_Nixon", "Me_own_u_all_noobs", "UwU", "YOLO", "Darth Plague" does not fit. In order to have appropriate name, I must know at least basic Elf lore and language.
Few days of research later, I realise my name "Galhadrin el Anar" is Lore appropriate, is right within Elf language and has some normal meaning. So far - easy.
Now, to act as this "Galhadrin" I must know about game Elves. I spend some week in studying their history. Based on that, I choose my character's background. Background cannot conflict with local lore. So, my character must be at least in basic line with the lore.
Thus, my toon must know the lore, at least basic. Like his own Kings, the town he was born.
Then, my toon must define his own relations witht he world. To do this, I must study the lore: are my Elves in conflict with MudFrog race? What about TrollOrcs? Dwarfgiants? What do my Elves know about other races? How are they expected to behave towards all others? There could be that my Elves are in constant war with Humans and hate all Humans. Contrary, my Elves (lore says) have deep respect for SpitOrc race, considering these to be allies. Naturally, I must dislike one and like other.
When this easy work is done (few weeks of studies), I have to remember all this all the time and act accordingly.
Easy to say, such grand task is not for me and for me it seems impossible.
But all respect to those who can roleplay.
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My first MMORPG, DAOC, had this too. My first toon was a Minstrel and he played dramatically differently than my Spirit Cabalist. In a group they had completely different roles to play, my Cleric had another role to play. They were not interchangeable.
This got watered down because it was hard to solo some of the classes, and people wanted to progress while playing solo. It wasn't much fun to be a solo Cleric with no group to heal, and very slow to progress. Today's MMORPG's don't play like that; ESO for example lets everybody play about the same, with few skills that are radically different between classes. Everybody can do everything and therefore they have no defined role at all.
The second and more involved roleplaying is the person assuming a specific role and acting accordingly. Some games had roleplaying servers that required that. Few gamers want to go to this length but it can be fun if all do it. For example, in Pirates of the Caribbean Sea I was a member of a British Naval guild. We had regular drills for formation sailing and fighting using naval jargon. We also had classes with specific roles, so as a Freetrader my role was to set up and run industries to make ammunition and ship supplies. I had to transport goods around to do this and play a support role in naval battles. We pretended to be actual British naval captains and acted like it.
Today's action MMO's don't facilitate the first type of roleplaying, since the "class" you are is based on what weapon you have. Only a small number of skills are available and everybody can do everything. Want to heal? Equip the healing staff, for range equip a bow or a spell, for melee equip a sword. You can do everything and play every role. Roles mean little and there isn't much difference in multiple playthroughs.
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