And for this reason, we pretty much stopped referring to MMORPGS as MMORPGS and just as MMOsLilithSlave said:For them to be truly good RPGs, they need roleplaying to start being a part of the game mechanic. The primary game mechanic is what it should be, but MMORPGs don't even have it as a part of the game mechanic.trouble_gum said:Roleplaying in MMOs is the ultimate in player-driven content
Plenty, if the game gives your combat a context and an impact on the game world. And again, this is were MMOs and CRPGs tend to fall down, albeit for different reasons. The latter have a vested interest in limiting your impact on the game world due to the limitations of what can be coded for and how many branches off the path the writers can account for. The former have a vested interest in keeping most of the gameworld the same and having it go on for perpetuity so as to continue making money and allow new players to experience the same things when they start as someone who started several years ago.LilithSlave said:And what's the point of playing a RPG for the fighting?
The stasis this generates in MMOs is more noticeable because CRPGs have an ending; the main storyline/quest/arc/whatever comes to an end and you 'win.' MMOs have a vested interest in changing as little as possible so that a new player now encounters broadly the same starting experience as a new player did four years ago.
I'm going to refer to EVE again, as its the only MMO I've any long-term experience with, but it does both well and badly on the giving conflict context thing via the sovereignty system. The vast swathes of player-conquerable space give players a reason to group together, something to fight over and see great "stories" of the rise and fall of Alliances, the death of virtual nations brought about by protracted conflict, single incidences of espionage or internal strife and the rise of new enemies.
By contrast, Factional warfare, intended to make a similar experience open to players who didn't want to partake of the 0.0 space alliance life; didn't do as well - mostly because its impact on the game map are extremely limited in comparison; you can't bring down any of the four NPC factions, cause one to gain control over another's territories or plant your flag on the map.
Even here, players are cordoned away into special areas for these activities and there's no denying that the political situation can be just as stagnant for all the influence that some players may be able to exert.
For an MMORPG to have true dynamism, they'd have to move away from the non-permanent death of characters and the static nature of NPC factions.
And this would a pretty unpopular paradigm-shift, from both sides. Lose the character I've spent months levelling? Lose all those subscriptions when players long-time characters are killed? Even a step towards making an MMORPG with a set timeframe and a detailed campaign would probably see limited takeup. The effort in making and maintaing a world that the players can affect on such a fundamental level is, alas, at odds with openness of the MMO. Like with any RPG; the larger the world, the larger the playerbase and the more difficult it becomes to provide them all with something enjoyable and accessible. The very scale of MMOs actually works against them in that sense.