It’s spoken of from time to time what constitutes a good MMORPG experience and how a game can either move towards that experience or deviate from it. This is one of those discussions.
From my perspective I’d like to see a finer point on it. Specifically what the MMORPG is, what made it great and how deviation from it has hurt the genre overall.
Massively
Multiplayer
Online
Role
Playing
Game
I started with the MMORPG genre way back in 1999 with the release of EverQuest. I’ve also played World of Warcraft for over 14 years. Through all these years I’ve gained a surgical understanding of the genre and what separates it from other genres. What specifically makes it not an RPG or ARPG experience for example. The distinction can be summarized in that the MMORPG is a player-to-player driven experience. This really separates it from developer driven experiences.
So you might ask what’s the difference? Well, developer driven experiences are typically what you see in ARPGs or RPGs. Where the game has a set amount of goals and roles for you to fulfill. You’re the hero to save the universe and your goals are A -> B -> C -> D -> etc. The developer has made this role or set of roles for you to fill and the goals of each are on a predetermined path.
In a player driven experience it’s the opposite. The roles and goals are defined by the player. There are no developer roles such as hero, villain, etc. There’s no large backstory about saving the world. The developers very carefully create a world that is as role-neutral as possible. What does this look like in practice? Have you ever wanted to just be a crafter? A fisherman? A farmer? A carpenter for hire? How about a mercenary who hands out tasks / missions? I consider games like Skyrim and to a lesser extent Fallout to be player driven experiences.
In a player driven experience the goal should be to have as few scripted encounters as possible. Because you want the players to drive the experience. Such a design has no room for NPC questing / dailies / etc. A player driven experience should have no content which taints the significance of any potential player roles. Such as:
- Simplified dialogue choices that prevent you from choosing your own path.
- One or two set adventures for the player to go on.
This list could be huge but the post already is so I’ll keep it simple.
In a player-to-player driven experience the goal should be much like the player driven experience with the exception being more than one player. This P2P system wouldn’t have conflicting designs like:
- Town guards that are immortal which prevent a raiding role playing type.
- Simplified professions that prohibit that playstyle.
I feel the major deviation in the MMORPG industry and World of Warcraft in particular over the years has been to make the experience developer driven. That the player shouldn’t have agency in choosing how they want to play the game. As a consequence the popularity and replay value has suffered. Developer driven experiences work for a few hours of entertainment, not years.
This brings me to retail WoW and I think why people just don’t have the same excitement for it anymore. Retail is massively groomed down to a single player role on a single adventure. You are the hero to save the world and that’s that. While the game offers a ton of things to do all of these things are developer driven in concept. Take your “hero” into dungeons to beat a bad guy. Take your “hero” to warfronts to battle the enemy faction. Take your “hero” into raids to beat an even bigger bad guy. Etc, etc. There’s no player agency. Even the dungeon task bar is directing you to do X,Y,Z things in the dungeon to consider it finished.
What all these developer driven experiences amount to is about 2 weeks of real enjoyment. The rest of the time we’re supposed to replay all of this content into infinity to accomplish goals that will only matter for the life of this content. It’s utterly throwaway and most importantly not fun beyond the initial 2 week period.
Trying to cut this short it seems to me that developer driven approaches do not work in the MMORPG genre. You wind up spending an enormous amount of time and energy to create a grand adventure only to have people get tired of it after doing it once or twice. A better design exists and in my mind it would look like:
- Massively deflated story arcs. Basically regional stories without the hero apex.
- More roles available to the player. Think not just adventurer but farmer, carpenter, vendor, etc. Player quest system would be cool here.
- Massively expanded crafting systems. Something players can focus on for months, not weeks.
- More ways the player can impact the world.
- Actually negative and hostile rep choices.
- Faction-breaking trajectory for players to embark on.
- Maybe player-driven factions?
Now I do think you need SOME developer driven content. Like achievements and rewards. But not all of those should be developer driven. Think like someone who turns hostile to their own faction. The reward may not be in good boy gear but just knowing they did something different in the game. They changed the game in a way that means something to them.
I’ll stop here. Thoughts?