Otr wrote: » I used also PvM to refer to combat against mobs but I forgot about that abbreviation. PvE would include survival elements like sand storms, need to carry torches ... Gathering, crafting, trading would not be part of any of these PvP, PvE or PvM but would be part of an RPG. Gathering is for me a survival activity but I would not include it into PvE.
Dygz wrote: » blat wrote: » Yeah again just a simple disagree. The "foundation" as in historically, maybe. But there are many reasons for that, including technical ones. I'm not debating the history of RPGs here, talking about MMO more broadly; a living breathing world. "Life is an RPG" type of thing. It’s still true today. And it’s not really about technical reasons because it’s easier to program for PvP combat than it is for PvE combat. Generic MMO is not the same thing as an MMORPG, specifically. Which is why I stated that if you’re coming from some other genre of gaming than RPG, yes, by comparison any RPG is going to seem heavily PvE focused because foundationally RPGs are PvE. MMORPGs that skew towards PvP are niche at best. And generally tend to last less than 10 years. I think what you are envisioning as a “living, breathing world”… Ombwah (an Ashes dev) refers to as a MEOW: Multiplayer Evolving Online World. Which is not the same thing as an MMORPG. Similar to the differences between American Football, Soccer and Rugby.
blat wrote: » Yeah again just a simple disagree. The "foundation" as in historically, maybe. But there are many reasons for that, including technical ones. I'm not debating the history of RPGs here, talking about MMO more broadly; a living breathing world. "Life is an RPG" type of thing.
Dygz wrote: » I find the notion of "Ultimate PvE Goal" to be exceedingly odd. I have never thought about an "ultimate goal". I play RPGs hoping to ever quest. To have new quests and new adventures to complete - and they don't necessarily have to have anything "ultimate" about them. Just provide new experiences and stories. Primary problem there is that players and gamers can race through content faster than devs can create it. I do find it very likely that if I helped build a city - I would be invested in defending it from threats.
blat wrote: » The technical reasons most definitely were very relevant historically, less so today and not necessarily restricted to programming either.
blat wrote: » Internet speeds for a start were a severe bottleneck. And that's before you start worrying about managing server load before cloud infra and containerised servers were a thing.
blat wrote: » So of course historically games would be PvE focused, out of necessity as there was simply no other choice. And the genre developed from there.
blat wrote: » Your "MEOW" suggestion sounds pretty apt. I'm not here to debate semantics, but yes you may be right in the sense that the expectations of an MMO have evolved in this direction. But I'd argue it's an evolution, an improvement on the same underlying concept.
blat wrote: » Personally there's no getting away from the fact that in a world like Ashes (and many others); artificial restrictions on what can be attacked and when, are exactly that... artificial.
Dygz wrote: » blat wrote: » Personally there's no getting away from the fact that in a world like Ashes (and many others); artificial restrictions on what can be attacked and when, are exactly that... artificial. Um. All games have "artificial" rules and restrictions. Basketball Football Soccer Chess Checkers Poker Bridge
Dygz wrote: » We know what an MMORPG is. And we know that different genres of MMO have different audiences. What counts as immersive is going to be different depending on playstyle audiences and genre interest. There are MMO genres that do not focus on combat. And MMO RPGs - the ones with the highest populations and longevity - tend to have more focus on PvE combat than on PvP combat. An MMO FPS is likely to have more of a focus on PvP combat than an MMO RPG. There will always be players of any game who feel some of the rules are arbitrary/"artificial". So there is no surprise that any individual might fall into that category. Similarly, we probably all know what Kickball is, but... The "kickball" I want to play is Soccer. The "kickball" Steven prefers is American Football - which includes tackling and more hands maneuvering the ball. The "kickball" you prefer to play might be Rugby - "I want to tackle without all the extra padding, like helmets and kneepads and shoulderpads." And then some people might prefer to play the Kickball that is closer to Baseball.
Dygz wrote: » Just because you make an argument does not mean the ref or the devs will oblige you. I never said anything about you trying to get rid of rules. There will always be some players, for every game, who want to "smoothe out" rules they feel are arbitrary/"artificial" to better suit how they prefer to play.
Dygz wrote: » What Does PvX Mean?Player versus anything. A PvX player is a player who enjoys doing both PvE and PvP. Similarly, a PvX guild is a guild which does both PvE and PvP.
Noaani wrote: » People understand that if a game is an MMORPG it will have many players on a server, it will have mobs, it will have social aspects, it will have quests. For the most part, these things are true if every MMORPG, and so that term has meaning. Sure, it's board, but it is understood. If you say a game is an MMORPG to most average gamers, they will likely reply with "oh, so, like WoW then", or something similar. People understand the term. PvX though - not so much. If I were to define an MMORPG as PvE, most people would understand that to mean: an MMORPG where you primarily or only fight against environmental factors Saying an MMORPG is PvP would tell people Fighting against other players is a significant part of this MMORPG
an MMORPG where you primarily or only fight against environmental factors
Fighting against other players is a significant part of this MMORPG
A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and PvP changes the world.
Nerror wrote: » Unless they are deliberately being obtuse.
Noaani wrote: » I've yet to see evidence that there is an ultimate PvE goal in Ashes.
Dygz wrote: » I find the notion of "Ultimate PvE Goal" to be exceedingly odd.
NiKr wrote: » Noaani wrote: » I've yet to see evidence that there is an ultimate PvE goal in Ashes. Dygz wrote: » I find the notion of "Ultimate PvE Goal" to be exceedingly odd. By "ultimate goal" I mean "there's a story that you can complete". We'll even have instanced dungeons whose pure reason for existence is to let people complete said story. Yes, we haven't seen any story content, but I'd imagine we won't see it even in beta, considering how protective Steven is of just lore, let alone direct story. Yes, you can choose your own adventure (role), for it is gonna be a "role playing game", but there's gonna be a predetermined dev-created system-based "end" of the game. It'll most likely get prolonged through expansions and stuff, but that's not any different from "part 2"s or dlcs in other story games, so that's nothing new.
Azherae wrote: » We end up discussing that part of this way more than any other part. We know we have a MEOW-RPG, and it is true that they aren't common, so it's good that we might be getting another one or two. The question is now 'is this one in an acceptable place on the PvX spectrum for what it's trying to be?'. But, since they're rare, Intrepid, via Vaknar, is asking for 'hey who has played these?' It can't be just us and Nerror.
Dygz wrote: » UO is the first MMORPG and had plenty of PvP.
Nerror wrote: » Yeah that's probably how it started. And Steven is making a game catering to those players and guilds.
Nerror wrote: » <sad Meridian 59 noises>
NiKr wrote: » I feel like my L2 bias and the general outlook of "humans are the same as npcs in a game" wouldn't allow me to see an rpg even if it was looking me straight in the face. To me rpg have always been just "you player a role and you have tools to make that role show through better". A meow would just be a sub-type of an rpg to me. And that's probably the biggest reason for why it's hard for me to have a proper discussion about rpgs. Especially with someone like Dygz, who has a very entrenched definition of what an rpg must be (or what a game must be to be considered an rpg).
Azherae wrote: » A group of RP players (or some studio GMs) can absolutely put in some effort to make a MEOW into an MMORPG for any given player. A game could have systems that then work against or tear down the RPG aspects. We end up discussing that part of this way more than any other part. We know we have a MEOW-RPG, and it is true that they aren't common, so it's good that we might be getting another one or two. The question is now 'is this one in an acceptable place on the PvX spectrum for what it's trying to be?'. But, since they're rare, Intrepid, via Vaknar, is asking for 'hey who has played these?' It can't be just us and Nerror.