1) Remove the concept and overall drastic overtone of
this is the way RPGs are , because I am sure many would disagree with a lot that is said in your doc.
2) Although your doc claims to be "the future of RPGs", all it really does is state what would be called "the present and past of RPGs"... what is your doc offering except all that has already been said and established about current and past RPGs?
3) You're missing a whole section on realism in RPGs. Your doc only talks about realism stressed as "[something that] just doesn't happen", or realism in combat. But where is the content regarding realism in personality conflicts,
true (i.e. mastermind) evil vs. what
all online games currently provide (chaos)? (I think I will start a topic on this at a later time.)
4) You also need to concentrate on a section solely dedicated to MMORPGS, which what I personally believe (and what market shares and retail sales might argue) is the future of RPGs. Once we, as game designers, are able to separate action strategy from "true" RPGs (where the main goal is presenting a believable character in a fictional world, and more than just what is currently available on the market), we might probably see a huge shift in the way online gaming is viewed.
5) Also take a serious look at the major flaws in MMORPGs, the main one being that there is no end, and there is no character or game recycling. (Again, I plan on starting a thread with this one.)
6) Your doc assumes that all RPGs are fantasy oriented. You must have played Fallout or Buck Rogers (old SSI game, not really a RPG, though it was considered one back then). There are many more definitions of RPGs than those whose characters tote swords and magic.
7) Your doc is missing a HUGE influence over almost any conflict, plot, storyline, goal, or thematic concept for almost any fantasy RPG: religion. Fantasy RPGs' stories are hugely directed by what god(desse)s are present in the game world. Even if nonexistant, they pose a negative or positive (or neutral) force based on their followers' actions.
8) And again for religion, note how, in online games, players will tend to honor (or blame) their actions on the god their character follows. There's a lot of psychology involved in MMORGPs, because people will tend to play characters that match their own personalities. (Having administered an online UO shard for 6 months, I can say this with some form of experience.) Players who choose evil-based characters may often blame their chaotic actions on what god they follow, and even attempt to justify it ("I'm evil! I'm supposed to kill and loot people!"), likewise players will honor and do good in the name of their characters' chosen deities.
9) Also note that, as MMORPGs evolve, we might eventually see them turning into online stage-acting, where players choose their characters more based on the plot entertainment they might provide, rather than the personal gain extracted from the environment.
That's about all I can think of for now.
MatrixCubedhttp://www.MatrixCubed.orgEdited by - MatrixCubed on November 10, 2000 9:39:20 PM