Most of the fun in singleplayer RPGs for me comes from playing a specific type of character and interpreting the situation from their point of view. I haven't seen anyone offended from that, but I've seen multiplayer roleplaying be dissed quite often, and it's a shame, since it's the main thing that draws me to MMORPGs - being able to craft stories with other players. And it infuriates me that as far as the priorities in a modern MMO go, immersion isn't even on the damn list.
Roleplayers try to give MMOs the air of authenticity singleplayer RPGs have by assuming diverse roles in all sorts of factions - militia, mage covenants, crime syndicates, trade cartels, or zone-specific communities mixing all of the above, including petty commoners. And sometimes it all comes together in a fantastic way - walking around a city at night you won't see nondescript toons rushing about on mounts, but uniformed guards patrolling, adventurers filling up a player-run inn, zealots preaching, high citizenry bickering, PvP events and in-game holidays where hundreds of roleplayers pour in one spot.
Yet all of that has zero outlet in the gameplay itself - in modern MMOs there are no mechanics for guild warfare, housing, locational trading, full loot PvP, thievery, pure crafting or political roles, there isn't even practical-looking gear at high levels. Through RP addons and forum posts you're opened up to all this player-generated content, but it loses its luster after the 10-th military campaign with no impact whatsoever. It's a goddamn simulation within a simulation.
And what's ridiculous is that this type of sandbox features were available 15 years ago, but not now. They've been replaced with linear, now voiced questing, achievements, instanced raids and battlegrounds. Developers focus on storytelling and combat in a genre which's name is shorthand for "bad storytelling" and "bad combat".
I sincerely hope this madness will end at some point and MMORPGs will again be suitable sandboxes for roleplaying. Players interacting with each other in a persistent, changeable environment is their defining feature, and the only reason people agreed to pay their exorbitant prices in the first place.
Roleplayers try to give MMOs the air of authenticity singleplayer RPGs have by assuming diverse roles in all sorts of factions - militia, mage covenants, crime syndicates, trade cartels, or zone-specific communities mixing all of the above, including petty commoners. And sometimes it all comes together in a fantastic way - walking around a city at night you won't see nondescript toons rushing about on mounts, but uniformed guards patrolling, adventurers filling up a player-run inn, zealots preaching, high citizenry bickering, PvP events and in-game holidays where hundreds of roleplayers pour in one spot.
Yet all of that has zero outlet in the gameplay itself - in modern MMOs there are no mechanics for guild warfare, housing, locational trading, full loot PvP, thievery, pure crafting or political roles, there isn't even practical-looking gear at high levels. Through RP addons and forum posts you're opened up to all this player-generated content, but it loses its luster after the 10-th military campaign with no impact whatsoever. It's a goddamn simulation within a simulation.
And what's ridiculous is that this type of sandbox features were available 15 years ago, but not now. They've been replaced with linear, now voiced questing, achievements, instanced raids and battlegrounds. Developers focus on storytelling and combat in a genre which's name is shorthand for "bad storytelling" and "bad combat".
I sincerely hope this madness will end at some point and MMORPGs will again be suitable sandboxes for roleplaying. Players interacting with each other in a persistent, changeable environment is their defining feature, and the only reason people agreed to pay their exorbitant prices in the first place.