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What RPG elements are lost/watered down when creating an MMO?

Title says it all...

What RPG elements are lost/watered down when creating an MMO?

Follow-up question... Why does this mentality persist?

Comments

  • i think MMO's only add instead of losing elements right? can't say if i pick up a good final fantasy stand alone and compare it with a MMO, there are elements lost in the MMO i would find in that final fantasy game!

    Maybe the story of a stand alone final fantasy is a bit more engaging, then again the budget for cut scenes CGI clips and voice acting is obviously much higher!

    And in some kind of sense i guess you could say there is a clear distinction in what is the main quest/story line and what are pure side quests!

    one last thing i guess is finding "secrets" with in the world have an extra dimension in stand alone RPG's

    for the rest i would really not know what else would be 'lost' in any kind of way! 
  • The biggest problem with being a long time D&D p&p player when playing D&DO was lack of character input.

    -Sure you could do the missions, but in the same way everyone else does.
    -You could "talk" to most NPC's, but again, everyone else had the same options to a degree.
    -Want to get creative, hopefully you can do that in the pre-defined world of rules/skills otherwise just do it the way it needs to be done.

    Going from a video-game RPG to an MMO RPG... I agree with @Boes83 in that most things that are different are positives.
    -Playing with friends
    -Evolving community
    -Rise & fall of guilds
  • Roll D6
  • The worst thing lost when turning an rpg into an mmo is imbalance and the ability to become overpowered.

    Take Morrowind and how badly you can break it. Fortify int potions to make more powerful int potions to make more powerful int potions (you get the idea). Boost your stats to insane levels and make powerful spells. Soon you are levitating around the map shooting fireballs that one-shot everything in massive aoe.

    Also a lot of games limit your flexibility and creativity to make sure you stay balanced and to make everything somewhat of a challenge.

    Outside of becoming extremely powerful, I think the benefit of community and cooperation far outweighs it.
  • One of the main things typically lost are Charisma skills, like Diplomacy, Bluff, Intimidate.
    Frequently utility skills, like Disarm Trap and Decipher Script are lost as well.
  • From my perspective, immersion seems to take the biggest blow. For many reasons.  The element of interaction with NPC characters is significantly watered down in MMOs.  You want the game to be MMOish such that people come together to accomplish whatever needs to be done, and avoid it being a single player mmo as best you can, ie solo quest hubs, so I get that.  They say they want the players to make the story now, because thats easier and less work for them.  Ok..if there are no players, the world is dead.  *Conspiracy Theory analogy alert*... such is the NWO plan, you need a global event to bring everyone together.  IE "Alien Invasion".  As per this analogy, you would need an opposing force, of vast scale, for everyone to have something to band together against.  Having a large AI army that can grow and conquer territory like players would be a huge help for a storyline boost.
  • A real struggle in the world, not everything accessible or handed to you like a coin.
  • I would like GM's that are hired to take control of specific boss NPC's. I'll use WoW as an example.

    Rather than sit in his throne room, King Varian or Thrall, would move through their city sometimes, and actually interact with the playerbase (the GM would be paid to RP as Varian/Thrall) older games had immersive mechanics like this. I remember forum RPG's to have it. But also some private servers. A GM would take control of Onyxia and fly around the world, for example.


    You don't see that anymore ;_;
  • Fleelix said:
    A real struggle in the world, not everything accessible or handed to you like a coin.
    Did I make it sound like I want everything handed to me?  Or is that what you are saying you want?
  • Ariatras said:
    I would like GM's that are hired to take control of specific boss NPC's. I'll use WoW as an example.

    Rather than sit in his throne room, King Varian or Thrall, would move through their city sometimes, and actually interact with the playerbase (the GM would be paid to RP as Varian/Thrall) older games had immersive mechanics like this. I remember forum RPG's to have it. But also some private servers. A GM would take control of Onyxia and fly around the world, for example.


    You don't see that anymore ;_;
    I agree with you, but it would be a lot nicer if the NPCs were programmed with AI to do this in the first place and not require GMs to take control of them.
  • DarkTides said:
    Ariatras said:
    I would like GM's that are hired to take control of specific boss NPC's. I'll use WoW as an example.

    Rather than sit in his throne room, King Varian or Thrall, would move through their city sometimes, and actually interact with the playerbase (the GM would be paid to RP as Varian/Thrall) older games had immersive mechanics like this. I remember forum RPG's to have it. But also some private servers. A GM would take control of Onyxia and fly around the world, for example.


    You don't see that anymore ;_;
    I agree with you, but it would be a lot nicer if the NPCs were programmed with AI to do this in the first place and not require GMs to take control of them.
    I disagree on the AI part. AI is not as easy to program, especially if you want it to truly interact with your playerbase. And in terms of bosses coming, players learn mechanics, and how to counter them. If it's controlled by a human, the fight is a lot more difficult. Because there's a degree of intelligence at work.

  • ArchivedUserArchivedUser Guest
    edited October 2017
    It depends on which RPG and which MMORPG you compare them to, there is no real answer to this question. There are some elements in certain MMORPG game that was done very well and were watered down or lost in some particular RPG game. So I doubt you will ever find the answer. since you cannot really just straight up compare them, they dont belong to the same genre.

    But Story wise, MMORPG usually do struggle when compared to normal RPG, since you arent the only hero/chosen . It is hard to create a story where you, one of thousands of players, actually impact the world around you with what you do. because the game simply cannot alter the surrounding or in game mechanics for just you. it wouldnt make sense. 

  • ArchivedUserArchivedUser Guest
    edited October 2017
    KCS said:
    It depends on which RPG and which MMORPG you compare them to, there is no real answer to this question. There are some elements in certain MMORPG game that was done very well and were watered down or lost in some particular RPG game. So I doubt you will ever find the answer. since you cannot really just straight up compare them, they dont belong to the same genre.

    But Story wise, MMORPG usually do struggle when compared to normal RPG, since you arent the only hero/chosen . It is hard to create a story where you, one of thousands of players, actually impact the world around you with what you do. because the game simply cannot alter the surrounding or in game mechanics for just you. it wouldnt make sense. 

    I was asking for opinions.  I'm sure it will be different for many.  'Elements', in the plural, signifies that it could be many things.  A means to gauge what needs to be improved in today's MMOs.

    They are both RPGs.  One is single player, the other multi-player.  I think you are placing too many limitations on MMOs by dismissing the thought so easily.

    Why would forcing everything to change for 1 single individual have to be the way its done?  Is that the only way a story and immersive environment should be created in an MMO?  I would hope not.
  • I think for me, the biggest thing lost is immersion.

    In rpg's, at least good ones, when you complete a quest, kill a notable enemy, build something, etc, it is persistent and will continue to effect the rest of the game. In all mmo's I've played, this persistence and feeling of impact is missing. The only notable exception is eve online, because pretty much everything you do there has some kind of impact, and mostly you're only interacting with other players.  Eso made a try at giving that feeling of impact, but it was fairly shallow... mostly limited to cut scenes or instanced areas. 
  • I believe you are correct in stating that EVE online is the only MMO to duplicate this feeling.

    I don't even know if anyone even looks into why this is?

    Personally, I feel they should have RTS combined with MMORPG, with computer opponents, belonging to the factions we fight against... with backstories.... players can choose factions etc....
  • The full immersion feel. Let me explain. There has never been a fantasy mmorpg where it truly defines mmorpg. Where you can do anything. Be anaything. I'm talking Skyrim x 10 online with people. This game has a chance at doing that. If you have a over abundance of somthing yet need another simply barter for it instead of going to an npc or "auction house" like most mmos. I predict there will be full artisan Guilds and merchant Guilds that will pops up that all they do is craft and barter and sell things. There will also be mercenary Guilds that pop up and cooking Guilds of all kinds that is what makes this game different because everything you do gives you a sense of accomplishment. A sence of purpose instead of getting a legendary sword at the end of a quest that literally everyone else has or a mount that everyone got months ago. The focus is on you. The game is what you make it. 
  • High Fantasy mmorpg setting:

    Classes that have Guildmasters, some being in seclusion for malevolent reasons.

    Lots and lots of factions. Some at war so players can pick sides.

    Territory and resource control.

    In game currency should be created via control of the resources used to create the currency. Ie Gold, Silver, Copper mines.

    Food should be a resource that is collected or created and is required as an upkeep to prevent the populus and from starving and decreasing in numbers.

    Farming should require land to produce.

    The establishment of towns that can grow into larger cities.

    All the goodies that come with towns.  Lumbermills, blacksmithing, taverns, etc... all have a purpose and provide players with a purpose.

    Natural Resources depleting and requiring time to return.  This would promote expansion and exploration for more resources.

    And much more... anything else people think should be in games?
  • In D&D people didn't request stat reducing corruption for attackers that killed them. *shrugs*
  • MMORPGs tend to water down the ability to recover in a group, opting for one hit kos once the player has enough digits next to their name.

    They are also loathe to take anything away from the player or restrict/hamper them due to the plot.  Take for example ffxiv. in 2.55 the main character was a suspected criminal, fleeing one of the major cities.  once that cutscene was over I could continue to walk everywhere with impunity, as if everything got resolved in mere moments.  there is also a sense of impact that is lost.  everyone is railroaded into the same opinions or decisions that do not carry weight with the plot.  I turn someone down for something in the main quest? the main quest does not proceed until I change my mind and say yes.
  • The full immersion feel. Let me explain. There has never been a fantasy mmorpg where it truly defines mmorpg. Where you can do anything. Be anaything. I'm talking Skyrim x 10 online with people. This game has a chance at doing that. If you have a over abundance of somthing yet need another simply barter for it instead of going to an npc or "auction house" like most mmos. I predict there will be full artisan Guilds and merchant Guilds that will pops up that all they do is craft and barter and sell things. There will also be mercenary Guilds that pop up and cooking Guilds of all kinds that is what makes this game different because everything you do gives you a sense of accomplishment. A sence of purpose instead of getting a legendary sword at the end of a quest that literally everyone else has or a mount that everyone got months ago. The focus is on you. The game is what you make it. 
    Go watch the anime "Log Horizon". The mmo in that comes really close to that
  • The problem of lack of immersion can really only be solved two ways.
    One: make every npc/named mob unique, with permadeath, and fully interactive with their own personality, traits etc, making them feel completely alive. Think log horizon. I love that anime btw.
    Two: remove all npcs, system generated quests, and primary mobs, and give those roles to actual players. In this case, a player needs wood to make a bow, they could go gather it themselves, or generate a quest for it. A player gains the leadership position of a city or town, by convincing the town's other players to accept them. A player delves into a dungeon, and after clearing it, decides to research necromancy and raises an army of skeletons, making the player similar to a dungeon boss. Etc.
    The first option is, I think, the ultimate form for any classical mmorpg. The second is the ultimate form of a sandbox mmo.
  • Suhnaye said:
    The problem of lack of immersion can really only be solved two ways.
    One: make every npc/named mob unique, with permadeath, and fully interactive with their own personality, traits etc, making them feel completely alive. Think log horizon. I love that anime btw.
    That was the point of the anime/novel though, Daichijins becoming real life humans. Even in the novel, it was a discussion whether to treat them as NPCs or Real Life Humans, as they were interacting with the players like a humanbeing after everything becoming real. The same thing happend in Overlord and Grimgar. You cannot create such real life system in this generation. You can make it like a Simulation Game, but that would be very challenging and time-taking. Like you've said it's ultimate, too utopic.

    Suhnaye said:

    Two: remove all npcs, system generated quests, and primary mobs, and give those roles to actual players. In this case, a player needs wood to make a bow, they could go gather it themselves, or generate a quest for it. A player gains the leadership position of a city or town, by convincing the town's other players to accept them. A player delves into a dungeon, and after clearing it, decides to research necromancy and raises an army of skeletons, making the player similar to a dungeon boss. Etc.

    I like this idea of making every player an "NPC", but not just a hobbiest, like literally a part of environment. But it'd be very dangereous when system make a proffesion(let's say tailor) less important than others, then "forcing" people to become from those proffesions and putting tailors in such bad position.
  • For the second option, I was actually aiming at an environment where rules and mechanics were put in place, but the players themselves filled the roles by their own choice and as the economy and circumstances of the game permit/require.

    In your example of a tailor for instance. Suppose there is a newly founded settlement in a distant node. When it's started, there are just the original settlers and the skills they brought along. Tailoring, leatherworking, weapon or armor smithing, etc, would be... too advanced for that kind of settlement, the support structure wouldn't be there until the original settlers built the place up. As the settlement grew in size, player population, and economy, demand would grow for more advanced goods or services without the need of long travel. So an entrepreneur looking to make a fortune would hear about this, they would learn tailoring and travel to the settlement, filling that demand. Alternatively, the person may think it more profitable to set up a trade caravan with more advanced goods than the settlement could make. This goes on ad infinitum.

    In this kind of world, the game simply lays the canvas, and provides the tools. It is up to the players to tell the story.

    Eve online fits this example to a certain degree. The stories that come out of that game are amazing. And all of them were completely player born.
  • Suhnaye said:

    In your example of a tailor for instance. Suppose there is a newly founded settlement in a distant node. When it's started, there are just the original settlers and the skills they brought along. Tailoring, leatherworking, weapon or armor smithing, etc, would be... too advanced for that kind of settlement, the support structure wouldn't be there until the original settlers built the place up. As the settlement grew in size, player population, and economy, demand would grow for more advanced goods or services without the need of long travel. So an entrepreneur looking to make a fortune would hear about this, they would learn tailoring and travel to the settlement, filling that demand. Alternatively, the person may think it more profitable to set up a trade caravan with more advanced goods than the settlement could make. This goes on ad infinitum.


    I really like this idea.  It'd make the community being in such dynamic. 

  • Suhnaye said:

    Two: remove all npcs, system generated quests, and primary mobs, and give those roles to actual players. In this case, a player needs wood to make a bow, they could go gather it themselves, or generate a quest for it. A player gains the leadership position of a city or town, by convincing the town's other players to accept them. A player delves into a dungeon, and after clearing it, decides to research necromancy and raises an army of skeletons, making the player similar to a dungeon boss. Etc.


    Check out this MMORPG: "Chronicles of Elyria". Supposed to be out in 2017. But now comfirmed to be out in 2018-2019. It has everything you said. 

    Also, about immersion, Ultima Online did a perfect job in that aspect, 20 years ago when people were still using 56K internet. I hope that game can inspire more upcoming mmorpg.


  • EVE Online still has NPCs and quests for faction gain.  I joined way too late in that game.  They made it rough for new players to catch up on research, and at the time, it literally would take years... actual years... seconds minutes, hours....non stop research from one skill to the next.... cumulatively adding up to years of actual time.  You dont have to be logged on for the research to continue, but if it says 7days, 10 hours etc... you might not even want to bother logging in for 7 days.  I can't think of another game that took this long to progress a character.. You also had to make sure you logged back in to research the next skill once one was completed... I think they allow you to pre-plan it now so it transitions to the next and you dont have to log on to do it.

    Anyways, I believe EVE created a very special environment for a player economy that has not been duplicated in any other MMO, as far as I know.

    EVE has starting territory for every faction.  You do quests, work towards upgrading your ship.  Join a Corporation? aka guild....whatever... and go out into the danger zone.  The closer you were to your starting NPC controlled faction, the safer the areas were... each had a security rating, and pirates would basically stay clear from high security zones, frankly because they would get owned by the NPC security ships.  The further you go out, though, the more likely you are to encounter pirates and or pirate players, who want to kill you for your goodies or just cuz.

    "Guilds" would claim territories out in 0 security space for resources?  I don't honestly know what purpose it served, other than that.
  • ArchivedUserArchivedUser Guest
    edited November 2017
    The only difference between RPG and MMO is that, MMO is a game letting the kids rule while RPG is a game letting the matured rule.

    To be more specific, MMO is about how you can kill someone for no purpose such that you rock. And you kill the mobs for the only purpose of making your gears uber and shining. 

    RPG is more about to kill for a more decent purpose. 
  • Personally, I believe they need to combine RTS gaming with MMORPG..... Companies are getting lazy with these games and they end up lacking a story that everyone wants to be a part of.  I kinda feel that the best memories are created via player interactions, usually through combat and some form of in game drama where, ultimately, one side wins, but the initial attraction comes from a backstory that creates our setting.  Maybe I'm wrong.

    When you need players to change whats going in the world, you may not get the story that the creators had envisioned and the quality of the stories go down.

    Let's use World of Warcraft...  Expansions force you to partake in a particular story.  These stories are usually way better than anything that the masses can create because the players are limited to specific choices at character creation.  The amount of creativity becomes significantly diminished because of this.  There needs to be some form of intervention by the Devs to prevent things from becoming stagnant.  If the AI could change the surroundings without players, you can become part of an ongoing story, while making your own during that process. 

    The example of where someone raises an army of skeletons and becomes a powerful Lich is really cool and would be extremely OP until that is dealt with, but people have to sleep and once Mr. Player Lich goes to bed, all of a sudden, immersion goes down.  The effect can only persist as long as a player is online.  In Chronicles of Elyria, it sounds like when you log out, your character remains in game and starts behaving with an AI persona... interesting... but...hmmm... you'll die while offline and not even know about it.
  • KennyAr said:
    The only difference between RPG and MMO is that, MMO is a game letting the kids rule while RPG is a game letting the matured rule.

    To be more specific, MMO is about how you can kill someone for no purpose such that you rock. And you kill the mobs for the only purpose of making your gears uber and shining. 

    RPG is more about to kill for a more decent purpose. 
    What is meant by decent purpose, in this context?
  • Today was the first time I saw WoW's new xpac, Battle for Azeroth... they are bringing RTS to the game which is awesome and a step in the right direction for the future of MMOs.. due to it being an older game, it seems they have restricted it to being a Battleground.  If this could take place in the actual WoW world, with computer AI aiding in balance... it would be pretty amazing.
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