[[not in the MMORPG forum, since I'm particularly interested in the perspective of those who have little/no interest in MMORPGs]]
I recently got thinking about MMORPGs, specifically with regard to progression systems - an even larger can-of-worms in a MMO setting than in a single-player game. Scrapping progression is an obvious "solution", but I'd like to think that that's not the only way to proceed. In looking for other solutions, however, it's quickly necessary to rethink most areas of the game. I think it'd be necessary to do a whole lot unusually to get a reasonable system - but I think it's doable.
I've never played a MMORPG, but I have no fundamental objection to them. I'm not overly keen on the subscription charges, or the huge time-sink potential, but the primary reason I haven't tried one is that I'm not interested in what they (most?) currently offer.
There are clearly advantages to single player RPGs in terms of putting over a coherent, complete story/plot. However, I'd have thought that a MMORPG would have natural advantages in more simulationist terms.
Presuming that the grindfest aspect of most MMORPGs were fixed or eliminated, what's the main objection to MMORPGs for those who're primarily after dynamic, expansive, reactive worlds, rather than story? Is it a focus on pointless combat? Is it a focus on uninspired quests that have no advantage over single-player games? Is it the lack of significant impact of any individual/party? Is playing a small part in world events less interesting than determining much of the course of the world yourself (assuming equivalent reactivity/variety/choice+consequence... in each case)?
Do you think any current MMORPGs are doing everything possible to play to their strengths (if any)? (as good games - not as means of parting compulsive cretins from their cash)
If so, what stops you playing them? (or why do you play them, if you do).
If not, what could be improved, and do you think you'd play one that fixed your current issues?
[[NB - don't assume that the time-sink issue is unfixable. That's one of my main objections, but there's nothing to say that a MMORPG can't avoid giving bonuses proportionally to duration played (even the reverse is possible: using a scenario where anything over a certain game-time/real-time ratio is naturally, smoothly penalised - both in terms of character progress, and in terms of world influence)]]
Specifically on skill/stat/level/loot progression, do you think any MMORPG with these (in any form) is doomed to become a horrific compulsive-yet-monotonous treadmill? Do you think such progression systems would be an asset if fixed (i.e. to incentivize interesting behaviour), or do they just need scrapping entirely? [are there MMORPGs without progression already? Do they still suck? If so why?]
Personally I think either could work - but that scrapping would be a whole lot easier than getting progression right.
Other thoughts?
I recently got thinking about MMORPGs, specifically with regard to progression systems - an even larger can-of-worms in a MMO setting than in a single-player game. Scrapping progression is an obvious "solution", but I'd like to think that that's not the only way to proceed. In looking for other solutions, however, it's quickly necessary to rethink most areas of the game. I think it'd be necessary to do a whole lot unusually to get a reasonable system - but I think it's doable.
I've never played a MMORPG, but I have no fundamental objection to them. I'm not overly keen on the subscription charges, or the huge time-sink potential, but the primary reason I haven't tried one is that I'm not interested in what they (most?) currently offer.
There are clearly advantages to single player RPGs in terms of putting over a coherent, complete story/plot. However, I'd have thought that a MMORPG would have natural advantages in more simulationist terms.
Presuming that the grindfest aspect of most MMORPGs were fixed or eliminated, what's the main objection to MMORPGs for those who're primarily after dynamic, expansive, reactive worlds, rather than story? Is it a focus on pointless combat? Is it a focus on uninspired quests that have no advantage over single-player games? Is it the lack of significant impact of any individual/party? Is playing a small part in world events less interesting than determining much of the course of the world yourself (assuming equivalent reactivity/variety/choice+consequence... in each case)?
Do you think any current MMORPGs are doing everything possible to play to their strengths (if any)? (as good games - not as means of parting compulsive cretins from their cash)
If so, what stops you playing them? (or why do you play them, if you do).
If not, what could be improved, and do you think you'd play one that fixed your current issues?
[[NB - don't assume that the time-sink issue is unfixable. That's one of my main objections, but there's nothing to say that a MMORPG can't avoid giving bonuses proportionally to duration played (even the reverse is possible: using a scenario where anything over a certain game-time/real-time ratio is naturally, smoothly penalised - both in terms of character progress, and in terms of world influence)]]
Specifically on skill/stat/level/loot progression, do you think any MMORPG with these (in any form) is doomed to become a horrific compulsive-yet-monotonous treadmill? Do you think such progression systems would be an asset if fixed (i.e. to incentivize interesting behaviour), or do they just need scrapping entirely? [are there MMORPGs without progression already? Do they still suck? If so why?]
Personally I think either could work - but that scrapping would be a whole lot easier than getting progression right.
Other thoughts?