Eniko
Cadet
So, thought up a new topic for discussion. One thing that's always gotten my goat about RP in many, many MMORPGs was that there was no way to be evil. Now, I don't know about anyone else but sitting in the tavern talking about the weather (which is always the same) and your exploits in PVE (which everyone has duplicated) just doesn't strike me as thrilling RP.
Good stories need conflict. For conflict, you need threats. You need bad people, and roleplayers to play them. In a lot of games you can't do that, take for instance WoW: you can't communicate in any reasonable fashion with the other faction, the first choice of antagonists because you can fight them. Meanwhile you can't fight the people you can talk to unless you duel. And if you duel, you cannot do it in many of the main social gathering locations.
I'm hoping Hero's Journey will throw us players who like to play evil characters a bone; I always much enjoyed being a target for the do-gooders in Ultima Online. The benifit of Ultima Online was that, in Trammel, you could screen out the griefers and asshats through guild versus guild consentual PVP. That way the roleplayers could pick and choose who was contributing to the story, and who just wanted to kill you and take your shoes.
Open PVP does allow players to be antagonists, but I feel it leaves the people who just want to ruin another player's game experience too free to ruin it for everyone. I know this is hardly the pervading opinion, but I thought Ultima Online's guild warring system was as close to a perfect solution as it got, for RP anyway.
Thoughts?
Good stories need conflict. For conflict, you need threats. You need bad people, and roleplayers to play them. In a lot of games you can't do that, take for instance WoW: you can't communicate in any reasonable fashion with the other faction, the first choice of antagonists because you can fight them. Meanwhile you can't fight the people you can talk to unless you duel. And if you duel, you cannot do it in many of the main social gathering locations.
I'm hoping Hero's Journey will throw us players who like to play evil characters a bone; I always much enjoyed being a target for the do-gooders in Ultima Online. The benifit of Ultima Online was that, in Trammel, you could screen out the griefers and asshats through guild versus guild consentual PVP. That way the roleplayers could pick and choose who was contributing to the story, and who just wanted to kill you and take your shoes.
Open PVP does allow players to be antagonists, but I feel it leaves the people who just want to ruin another player's game experience too free to ruin it for everyone. I know this is hardly the pervading opinion, but I thought Ultima Online's guild warring system was as close to a perfect solution as it got, for RP anyway.
Thoughts?