Tuesday 2 September 2008

RPGs just aren't Role-Playing Games any more...

As promised in my previous post, I'm posting an updated vision of what the future holds for MMO players (you can see my original thoughts in my 'thoughts on Blizzard's next-gen MMO' post from over a year back). Firstly, it's probably important to discuss what I think is wrong with the current MMORPG model and why it'll become increasingly defunct in the future.

The problem is an inherent lack of skill-based gameplay. If you think about it, current FPS games are all about twitch, using your reflexes to line your weapon up with the most vulnerable parts (usually the head) of your opponent and firing at it. Also, you can use the scenery to your advantage by hiding, so when you do open fire on your enemy they'll have less chance to fire back and kill you before you kill them. This is not an overly advanced mechanic, but it's equally simple for everyone and so a jumped-up test of reflexes can actually become very engrossing.

A RTS is another genre of game that is very skillful - much like chess, you maneuver your pieces into a position where they can defeat a similarly-armed opponent by skillful use of tactics and battlefield positioning. An RPG, on the other hand, is not exactly a game that lends itself to skillful online competition. It is perfectly understandable why they were the first genre to go Massively Multiplayer, but the same things that made them the logical choice as pioneers of the genre also make them a poor choice to continue it.

Q. What's the difference between Italians and toast? A. You can make soldiers out of toast. Aha ha.

The key's actually in the name, Role-Playing Game. Everquest was heavily influenced by MUDs and Dungeons and Dragons, and it played on the social role of people wanting to adventure together. This was a good move, because the persistent characters and large world were perfectly suited to attracting those accustomed to D&D. It's understandable why it did so well - the target audience wanted to meet up with other people, and explore a world and vanquish some monstrous foes together. The game fitted the niche perfectly.

Of course, the genre has evolved a considerable amount since EQ was released (I'll leave out the pioneering contribution of games like Ultima Online for brevity's sake), most notable with the release of the monolithic World of Warcraft that still dominates the genre today. What WoW did is bust the genre wide open, attracting a huge range of fans that would never have played EQ or UO or Asheron's Call. And that's the problem.

The older games were aimed at role-players and people who were primarily interested in the world of the game, generally in a non-competitive way. Remember, you can't powergame in D&D - there's just no point. Now, of course I'm not trying to claim that min/maxing and powergaming are new to WoW and never existed in the likes of EQ1, but they were certainly less prolific. As a predominantly PvE game with a difficulty curve so high you needed crampons to climb it, most of the enjoyment of EQ was fighting your way to the max level, because it was a genuine achievement.

The WoW-generation of MMOs has changed this. In appealing to an audience of more mainstream players, Blizzard sanitised the world and made it much less punishing and much more logical. It's no longer a place to explore, it's a place to level up in. I'm not saying this is a bad thing, just that it is a different thing. The game is no longer about the world, it is about the player. But as it becomes more and more about the player, the relevence of the world decreases and the role-playing element of the game goes with it. Few people have any real empathy with their race or class in WoW, for example, or find any of the quests particularly interesting beyond the rewards and experience they yield. And when things like that happen, the 'Role-Playing' element is gone. Leaving you only with a 'Game'.

If you think about it, WoW is more of an adventure game than it is an RPG. It's just a more persistent and customisable version of Diablo II, with a few added bells and whistles. And what's wrong with that? Well, Diablo II wasn't the most skillful game in the world. You levelled your character up and found better gear, and that was that. Enjoyable, briefly, but not a model to build a long-lasting game on. World of Warcraft is on a much larger scale and so sustains the interest for longer, but the weak combat mechanics at its heart still hold it back just as they hold back all of the other MMORPGs on the market.

EQ had the same weak combat mechanics (weaker, in fact), but then it also had the role-playing element to support it. WoW is much more centred around PvP rather than PvE and exploring, so combat is that much more important in its world - and this highlights its weakness in the area. Additionally, the focus on combat means that the game becomes a race to max-level, and once you've reached it there's really not much else to do except collect increasingly more powerful weapons and armour just because you feel you should. It also ironic how that the game relies so much on combat, when there's so little skill involved in it - it's largely down to stats and equipment unless there's a truly enormous gap in how experienced a player is with their chosen class.

And another part of the reason WoW has been so successful is the sheer novelty of it, as it's the first MMO many people have played. But in many ways WoW was the pinnacle of what an MMORPG can do, aside from the obvious (prettier graphics, bigger world, more classes etc), and you have to question whether people will want to play another very similar MMO after three years of WoW, even if it is prettier, bigger and has more classes. Warhammer Online looks like it's taking the only logical step forwards for MMORPGs by becoming far more PvP centred, but this is simply taking an even bigger step away from the Role Playing element of the old MMORPGs and heading towards the mainstream online games. In what way really is my avatar in WoW or in WAR going to be any different from the guy I control in Counterstrike or Battlefield 2, except for the fact he's a little more customisable? At the end of the day, he's not. I'm not role-playing any more, I'm just using him as a tool to fight other players.

Which makes me wonder why we're bothering using an RPG model at all. Think of your single-player RPGs, like Baldur's Gate or Fallout or Final Fantasy. You don't play those purely for the combat, do you? No. You play them for the story, for the world, for the experience. In them, the combat is a means to an end rather than a means in itself. It's the FPS and RTS game models that are based around combat in itself, and consequently the fighting in them is much more rewarding (and the story and world is generally much less enthralling). So, as MMORPGs become increasingly combat-based and less and less about role-playing, I think it's only a matter of time before the lightbulb switches on above someone's head and they think "You know, we're barking up the wrong tree here -let's make a truly persistent online FPS or RTS."

And once they do that, there won't be any going back.

4 comments:

Loner Gamer said...

You do have a compelling view of the subject discussed. Well, Huxley is already on its way in becoming the first MMOFPS and Tabula Rasa as well as HellGate: London (which also featured a FPS mode) tried a different approach to the whole genre by infusing sci-fi elements with only a small degree of success. There are a lot more than can be done with MMOs for sure but WoW's mainstream success may discourage other developers to experiment with something original and more intellectually involving.

One of the illusions of playing an MMO is that the character you created is "special" and "unique". With the stat-based and grind for the next best item phenomenon you mentioned in your article, it's getting easier to see through that illusion. When the focus is role-playing and discovery, there is more allure in the development of your character. When I was playing WoW, I often got scolded by my group members because I actually read through the quests details before accepting them... That tells a lot about the state of mind a majority of these players are in.

Yes, it doesn't take a lot of skills to play an MMO like WoW, and for all the other "mainstream" innovations it brought to us, it is still very conservative when it comes to the healer classes a.k.a. healbots. Watching other players' health at all times and then pressing the appropriate heal spells get old really fast. At least newer games like Warhammer Online: AoR and even Age of Conan have healers that are more interesting to play as because the encouragement to do damage while healing. Now that's progress!

One thing is for certain - whenever I play an MMO, I only play it for a long time when I meet with people that I genuinely care about online. Without them, the whole thing started to feel like a "game" and why should I pay the monthly fee to access an MMO in the first place when I can get that kind of experience in other video game genres?

Hektor said...

Thanks for the comment - I do largely agree with what you're saying. Currently the main attraction of the MMORPGs for a lot of people is the social element which you mentioned, simply because nothing else offers the same kind of experience. Games like CS and even my beloved CoH are pretty poor in terms of online co-operation - you don't group as such, you just fight alongside your team-mates. No time to talk, really, just fighting.

I think when other genres become more persistent and more social, MMORPGs will suffer for it.

null said...

You nailed the bit about WoW being an adventure game. Same thing goes for Half Life as well. More an adventure game than an FPS. The Myst playing crowd (not people who actually played Myst...the demographic) who were previously the subject of jokes among gamers are now who developers are targeting their games for. These people are not playing WAR, and they aren't looking for new types of gameplay. They don't play WoW because it is an RPG. They play it because it is addictive and simple. Classic RTS or FPS gameplay is not simple, and would be difficult to make addictive. I'm struggling to picture a Half Life MMO...would be a good topic for a blog :)

The next big MMO is going to be even simpler than WoW. Slot machines bring in something like $30 billion/year in the US and the gameplay consists of pulling a metal bar down a few inches and waiting to find out if you won. What that market wants is totally different that what us gamers want.

I don't see MMOFPS/RTS (at least as we know those genre's) games getting the AAA treatment until the MMO market calms down and developers more interested in 200K subscriber business models. I'd wager money that we see turn based strategy go MMO before FPS/RTS. A Civilization, SimCity, or Might and Magic MMO are million+ subscriber games easy.

Unknown said...

Like other online games, MMORPGs became popular because of it's nature of being interactive. When I subscribed to an Australian broadband service provider, I immediately got hooked to it. :)