Post by Morreion on Nov 7, 2014 23:17:20 GMT -5
Roleplay vs. Ruleplay (Keen & Graev)
Players these days tend to follow rules laid out for them. Players are told to level up so they do. They are told to grind dungeons for gear then move on to the next dungeon, and so they do. Players are told to be the combative hero and center of attention. MMOs tell the player exactly how to play the game. There are parameters — defined parameters — controlling the extent to which a player can exercise conscious thought about what it is they are doing and why.
Older MMOs had fewer parameters or rules. Older MMOs required the player to imagine their own parameters, create their own rules, and the community created the way in which everyone jointly played together.
Throw an average player today into a game roleplay situation and their response will be, “What am I supposed to do?” People haven’t become less intelligent or less creative in the past 10 years. Humanity hasn’t seen a decline that drastic that quickly. The problem rests on the games and the ecosystem which has been created and fostered by developers/publishers looking to stamp our McMMO franchises. Start to change the games and the players will adapt to their surroundings.
When a player can choose their path, choose how to play that path, and have the freedom to cross paths back and forth, the entire experience becomes more organic and dynamic. Constrain the player to one path with every other player on the same route toward one goal or objective and much of that is lost.
Keen has a point here. Players that want to follow a rote path are qualitatively different than players who want to make their own path. The majority of players want that rote experience, leading to the same ol' same ol' MMO snore-fest, but I think that people who post on this board are not of that type and are consequently more interesting- as were early MMOs.
Players these days tend to follow rules laid out for them. Players are told to level up so they do. They are told to grind dungeons for gear then move on to the next dungeon, and so they do. Players are told to be the combative hero and center of attention. MMOs tell the player exactly how to play the game. There are parameters — defined parameters — controlling the extent to which a player can exercise conscious thought about what it is they are doing and why.
Older MMOs had fewer parameters or rules. Older MMOs required the player to imagine their own parameters, create their own rules, and the community created the way in which everyone jointly played together.
Throw an average player today into a game roleplay situation and their response will be, “What am I supposed to do?” People haven’t become less intelligent or less creative in the past 10 years. Humanity hasn’t seen a decline that drastic that quickly. The problem rests on the games and the ecosystem which has been created and fostered by developers/publishers looking to stamp our McMMO franchises. Start to change the games and the players will adapt to their surroundings.
When a player can choose their path, choose how to play that path, and have the freedom to cross paths back and forth, the entire experience becomes more organic and dynamic. Constrain the player to one path with every other player on the same route toward one goal or objective and much of that is lost.
Keen has a point here. Players that want to follow a rote path are qualitatively different than players who want to make their own path. The majority of players want that rote experience, leading to the same ol' same ol' MMO snore-fest, but I think that people who post on this board are not of that type and are consequently more interesting- as were early MMOs.