Quote:Original post by NIm Some fascinating ideas. I especially like the random factor, which I think is what adds the mystery in roguelikes, my prefered type of RPG. I don't play mmorpgs, mostly for the reasons you described. The sense I get in mmorpgs is of people who need to be the loudest and baddest, and can't do that in real life, so they do it in a game. I would really like if there were some way of making people stay in charachter, but that seems unlikely.
I also like your ideas about everyone's path being different. I would say that instead of making it randomly different, make it different according to small, seemingly insignificant choices, in addition to the random factor. That has the benefit of making it more like RL, but more importantly it makes it a richer, deeper world. The spoilers will still be there, but they won't be so easy. the answers won't be obvious to anyone.
An example of what I'm trying to say here is this: a mage , on the path to becoming a mage, kills a bunny rabbit by the side of the road. That arbitrarily changes the course of his initiation. but it didn't have to be the rabbit. it could have easily been the rat. or the fox. or it could have been a thief. or it could have been investigating a bogus rumor from an old man. or etc.
by the time you get to the point of the trial, the nature of the trial is already chosen, and it is difficult for an advanced player to know what trial the novice is engaged in. and it would be difficult to predict which questions it would be, because the form of the question is random is random. |
I'm pretty sure we'd all like some randomness in games. It would be cool if everyone in an MMORPG has to take a slightly different path, but I personally hate to be on the side of the designers. Seeing that this is a game design forum, I guess we can all imagine what kind of living hell that would be.
Now, if the game had, say, 1000 players in total, well, we can probably make everyone's story slightly different. Now, let's make it more realistic and multiply that by 100. Ok, I guess with some sort of controlled randomness we can create 100,000 slightly different paths. But then who is going to debug all that. And then imagine something on the scale of say WoW, which has 1 million players, last I heard. If we made quests doable in at least 100 different ways based on the way your character has developed, that would already be a huge task a drain of time and resources, and that's only 1 quest. Usually a MMORPG has at least close to 1000 if not more quests ranging from the small to the large.
So, say we actually pulled it off and created a game like that, and realistically, there's no way to test everything properly. So we're caught in patching hell. Some guy plays for 3 months and find that he can't do a quest that he's suppose to be able to do because of some bug that may have been due to the way he played. Maybe a month ago, he killed a monster he shouldn't have. Now we can always label that as a feature, but then assuming its a bug, it would be one hell of a debugging task. Even if it is a feature, you'll still get endless complaints about how certain people will always have the biggest baddest and coolest thing just because they happen to make some random choice when they started that made it possible. Then we're back in square one where people will post guides about how to get to where everyone wants to get to, down to what monsters to kill, how many and when (come on, we all know there's no true randomness in programming especially when you want to create a virtual world that is going to be shared by who knows how many people).
In the end, we all have what we want to see in an online game. The question just comes down to whether the current "definition" of MMORPG is the genre we want. Maybe what people want is more a fall back to limited cooperative gaming? Find some friends in real life, each create a character and start a game and the world is just for you guys to run around in. Then you have control of how you want to play the game. Or maybe what we really want is something like what is proposed in .hack//fragment (an MMORPG, sort of, that just got released in Japan). In that game, you log into a chat room, find the people you want to party with and then just choose a series of keywords and jump into a random zone/dungeon generated by the keywords. Then the ranking system ranks you by how many dungeons you've cleared and what rare items you were able to get. On a side note, levelling up in the .hack world isn't hard and lvl 99 is the hard cap. Getting there usually isn't the issue. Its getting all the rare items that money can't buy that matters. And maybe the bragging rights to clearing all million or so random dungeons.