» Tue Apr 21, 2009 2:23 pm
Since I have no MMO XP beside Fonline and webcomic, i may be speaking total nonsense, but
I think that before starting to implemant a job, or a role, you have to create the need for the player for this job to have a meaning.
There is no need for farmer if the players don't need to eat,
There is no need for bunty hunters/sherif if there is no law,
no need for traders if there is no real market AND unlimited free to access ressources,
no need for soldiers if there is no country,
and no real ennemy if the faction in front of you is a mere copy past of yours but with different graphic.
Game masters in the sense of PnP Game Master are a bad solution, they can't by themself make a world alive, and even if they are good, they will force their vision of the world to others, which is a mistake in a MMO with hundreds of individualities.
Server dedicated to rp are just a way for developper to get rid/ please a range of their consumer base. but i see no chance for them to really succeed without help.
I would be more in favor of a world whose game mechanic allow to the players to be part of the world, instead of "role-playing" it. (Speaking in old english ain't rp to me, it's bad poetry.)
I will try to explain with an exemple:
Let's say a player, Bombadile69 throught a quest or something, become a drug baron. He then gain control over 2,3 dealers NPC, who sells drugs for him in the city(given that drug are useful to player and not found on local general store). Of course, that's only for a limited amount of time, one or two week, then his title is on the market again
This player has now an interest that this three NPC stays alive, and that the npc of the others drug baron dies. Or he can ally themself with others barons, and instore a monopole (well a cartel in fact).
(and he don't need to speak like a dealer of brooklyn or where ever)
Personnaly I think in actual MMO, nothing matters. There are more single player game played online than anything else. Well, beside the fact that you are forced to play with Kevin, 13 years and that you pay monthly.
To create a real feeling of role-play, you first would have to emulate a "social contract" within the nation of players. Make the player belonging to an organisation (brotherhood or NCR), and not to his "guild".
One way to do that could be to localise the players in one place specificaly, give him the choice of joining a faction, putting him throught a quest where he must not transgress the value of the faction (no selling slaves if it's the NCR, letting a servant going away if it's Vault city...) so that all players of a faction share more or less the same game culture.
Then you must ensure that the players within a faction socialise with each other, with those quest that you need to be a definit number to complete, the leaders could gain some ranks, etc, etc
Then you would have a faction with soldiers and not just one color above you name.
Well,I could go on forever like this. And don't make me started on the economic. The guys who thought the concept of economic in actual MMO truly don't know anything about the law of the market. + i mean, you kill monsters and you get gold? That's fantasy. Hope we won't see that in an gamesas MMO...
Well, my two cent, anyway.