Content in a MMORPG
Posted: Fri Oct 21, 2005 9:08 pm
I have seen a lot of messages lately complaining about the direction that certain game "content" is taking in the Saga of Ryzom and about the lack of "content" up until now. These complaints, in my view, stem from an unrealistic expectation of role-playing content intrinsic to a MMORPG itself. Real role-playing content must be generated from the player base itself, and can never be performed with much satisfaction by the game designers and GMs. Here's why.
1. In traditional role-playing games, there is usually one game master and a small number (1-10) of players. The ability of humans to interact and think on the fly make these games enjoyable from a role-playing standpoint. The GM is able to control the actions of a limited number of NPCs.
2. A MMORPG will never have enough money available to pay a ratio of GMs to players similar to a traditional RPG.
3. Computer artificial intelligence algorithms are not yet sufficiently advanced, and probably will not be for several years, to simulate real dialogue with NPCs. So what game designers are left with are canned dialogues, that generally seem stale to the players.
Solution: Stop complaining about the content provided by the Saga of Ryzom designers. Find interesting aspects of that game that you enjoy. Find a band of like-minded players and create your own content in the form of events, missions, or role-playing sessions, played off of some of the context and environmental content that is in the game (or invent your own). Someone must serve as a type of "GM" to guide and direct these events, but almost all current MMORPGs have the limitation that the GM has little control over the game environment. Still, enjoyable role-playing content can be found.
This is where Ryzom Ring, if done right, might be a giant leap forward in the MMORPG market. But it still relies on the players to create their own content, which will be a requirement for real interactive content in MMORPGs for many years to come.
1. In traditional role-playing games, there is usually one game master and a small number (1-10) of players. The ability of humans to interact and think on the fly make these games enjoyable from a role-playing standpoint. The GM is able to control the actions of a limited number of NPCs.
2. A MMORPG will never have enough money available to pay a ratio of GMs to players similar to a traditional RPG.
3. Computer artificial intelligence algorithms are not yet sufficiently advanced, and probably will not be for several years, to simulate real dialogue with NPCs. So what game designers are left with are canned dialogues, that generally seem stale to the players.
Solution: Stop complaining about the content provided by the Saga of Ryzom designers. Find interesting aspects of that game that you enjoy. Find a band of like-minded players and create your own content in the form of events, missions, or role-playing sessions, played off of some of the context and environmental content that is in the game (or invent your own). Someone must serve as a type of "GM" to guide and direct these events, but almost all current MMORPGs have the limitation that the GM has little control over the game environment. Still, enjoyable role-playing content can be found.
This is where Ryzom Ring, if done right, might be a giant leap forward in the MMORPG market. But it still relies on the players to create their own content, which will be a requirement for real interactive content in MMORPGs for many years to come.