I often am one of the people who says "what's the fun in grinding" in MMORPGs.
And to that I'm always given the answer "to level up". But what's the appeal of leveling up?
"To feel stronger and accomplished", they say. But what's the point of feeling stronger?
There has to be more worth to that, and MMORPGs just tend to not give it.
I mean, with offline RPGs like Final Fantasy VI, I can see it a little. You're trying to save the world. You lose, you lose. There's something at stake. It feels cool to feel powerful when something is at stake or you feel the level matters to something.
Or heck, MMORPGs don't need big stories like jRPGs and all that character development. It can just be a wRPG sandbox. I don't think it's as appealing to level up in a Sandobox as a "jRPG". But in either case, here's what both offline RPGs have that MMORPGs don't: content. wRPGs are striving for options and meaningful choices. I'm not a huge wRPG fan, I don't even really play them because I just don't like them. But here's something wRPGs have that MMORPGs don't: meaningful choices. The Elder Scrolls may be a sandbox just like MMORPGs. But here's the difference, wRPGs are sandboxes with content. There's actually something to do and it's not all about your level. They don't focus on content being related to your level. And jRPGs, you know what they have that MMORPGs don't? Each character having a different story, a different, hopefully good characterization, and there tends to be character development.
Do MMORPGs have character development? No, they do not. No game mechanic is based upon roleplay. You can claim users can "roleplay" with each other if they like. But people can do that in any Massively Multiplayer Sandbox. Heck, you can roleplay in Second Life, and Second Life is basically like a visual Facebook that I'm aware. But that logic you could call Second Life an RPG, but it isn't one. MMORPGs don't have roleplaying mechanics. They don't have moral decision making of any variety, and they don't even have any characterization. They're just an avatar for who you are in real life, not a character. You speak like you're in a chat room, a computer user, a person on the other side, not a contributing member of a fictional realm. So I don't see how it's roleplaying unless you're a roleplayer. But even then, roleplayers are many times divorced from the gameplay mechanics.
So what is the point of being a high level? There is no point in being a high level for the sake of being a high level. So what does it do? So you can fight better? What are you fighting for? If you lose, will there be consequences? Is there anything at stake at all?
I'm not trying to make a topic just like the one about Kingdom Hearts earlier that the user made and just got embarrassed. But... I just don't get it. What's the point. It seems like, to me, for the most, MMORPG creators miss the point of an "RPG game". I play MMORPGs, I do have a little fun, but it feels shallow. My level feels meaningless, and I feel like I have to impress the memories and thoughts of offline RPGs to be remotely immersed. I have to associate things with meanings that offline RPGs give them that online ones don't. And I'm in a minority. It feels like I'm in a barren wasteland of a sandbox trying to push my own interpretation on the games in order to have more fun or for any of them to have any meaning. I have to play pretend, while in a video game, for any of it to feel meaningful. And this is the only genre I feel like that with. Something is wrong about this picture.
Are there any MMORPGs that see past this staleness? Other than maybe Eve Online and Guild Wars? Are MMORPGs going to see past this and work towards a better path? Am I just missing something and not looking at it from the right perspective? Because when I look at what I find appealing about RPGs, I don't see the important things in Online ones. I just, I don't get it. And I wish I did. It doesn't feel like fun. It doesn't feel like adventure. It doesn't feel like immersion. It feels like a graphical chat room.
And to that I'm always given the answer "to level up". But what's the appeal of leveling up?
"To feel stronger and accomplished", they say. But what's the point of feeling stronger?
There has to be more worth to that, and MMORPGs just tend to not give it.
I mean, with offline RPGs like Final Fantasy VI, I can see it a little. You're trying to save the world. You lose, you lose. There's something at stake. It feels cool to feel powerful when something is at stake or you feel the level matters to something.
Or heck, MMORPGs don't need big stories like jRPGs and all that character development. It can just be a wRPG sandbox. I don't think it's as appealing to level up in a Sandobox as a "jRPG". But in either case, here's what both offline RPGs have that MMORPGs don't: content. wRPGs are striving for options and meaningful choices. I'm not a huge wRPG fan, I don't even really play them because I just don't like them. But here's something wRPGs have that MMORPGs don't: meaningful choices. The Elder Scrolls may be a sandbox just like MMORPGs. But here's the difference, wRPGs are sandboxes with content. There's actually something to do and it's not all about your level. They don't focus on content being related to your level. And jRPGs, you know what they have that MMORPGs don't? Each character having a different story, a different, hopefully good characterization, and there tends to be character development.
Do MMORPGs have character development? No, they do not. No game mechanic is based upon roleplay. You can claim users can "roleplay" with each other if they like. But people can do that in any Massively Multiplayer Sandbox. Heck, you can roleplay in Second Life, and Second Life is basically like a visual Facebook that I'm aware. But that logic you could call Second Life an RPG, but it isn't one. MMORPGs don't have roleplaying mechanics. They don't have moral decision making of any variety, and they don't even have any characterization. They're just an avatar for who you are in real life, not a character. You speak like you're in a chat room, a computer user, a person on the other side, not a contributing member of a fictional realm. So I don't see how it's roleplaying unless you're a roleplayer. But even then, roleplayers are many times divorced from the gameplay mechanics.
So what is the point of being a high level? There is no point in being a high level for the sake of being a high level. So what does it do? So you can fight better? What are you fighting for? If you lose, will there be consequences? Is there anything at stake at all?
I'm not trying to make a topic just like the one about Kingdom Hearts earlier that the user made and just got embarrassed. But... I just don't get it. What's the point. It seems like, to me, for the most, MMORPG creators miss the point of an "RPG game". I play MMORPGs, I do have a little fun, but it feels shallow. My level feels meaningless, and I feel like I have to impress the memories and thoughts of offline RPGs to be remotely immersed. I have to associate things with meanings that offline RPGs give them that online ones don't. And I'm in a minority. It feels like I'm in a barren wasteland of a sandbox trying to push my own interpretation on the games in order to have more fun or for any of them to have any meaning. I have to play pretend, while in a video game, for any of it to feel meaningful. And this is the only genre I feel like that with. Something is wrong about this picture.
Are there any MMORPGs that see past this staleness? Other than maybe Eve Online and Guild Wars? Are MMORPGs going to see past this and work towards a better path? Am I just missing something and not looking at it from the right perspective? Because when I look at what I find appealing about RPGs, I don't see the important things in Online ones. I just, I don't get it. And I wish I did. It doesn't feel like fun. It doesn't feel like adventure. It doesn't feel like immersion. It feels like a graphical chat room.