Thursday, May 29, 2025

TTRPG vs MMO

Not completely sure what got me thinking about this, but here you have it. I recently got involved in a weekly, livestreamed TTRPG with some friends. (Saturday's 8-11pm Eastern twitch.tv/kazooaloo) so I'm sure that's part of it, but some how that got me thinking about the nature of roleplaying and tabletop games and how, MMOs and cRPGs have tried and failed over the years to capture the same thing.

Now first, let me say, that cRPGs and MMOs will never truly match TTRPG because, the role of a GM, that ability to interpret and translate the ideas and actions of the players into not just the system but into the story, isn't something that can completely be programmed for. The player will always find a way to come up with something that the GM (or programmer in the case of a cRPG or MMO) didn't think of. But where a GM can asses and make a ruling for anything that's coded if it's outside of what the established options are there's no way to do it in the game .... dialog is a prime example NPC says 'what do you want?' and the player is offered choices, usually 4 or 5 tops, that may not actually encompass what they feel their character would want, but have to try and decide which is the closest to what they want. A player in a TTRPG just says what they believe their character would want and the GM reacts as needed ... the GM may still decide that they CAN'T have a mini nuke launcher but at least they could ask for one.

Of the games I've played, the original Everquest probably did the best job of making a game that FELT like a TTRPG. You could say anything to the NPCs that you wanted, they'd only respond to specific key phrases or words, but you could still make it fit your character's style. If the key word for a quest was 'Rats' (for example) you could say "Hey, I hear you're have a problem with rats here" or "What's the deal with all these rats?" Likewise, much like most TTRPGs the world in Everquest was just there, you lived there, that was your connection to the world ... any back story you cared to make up worked as long as it was set within the world of the game. They didn't try to make you the center of the world, you were just a person in the game ... You could make yourself into something in your own story, but the game didn't make any pretense of revolving around you. Likewise, the 'story' of the game was the lore of the world and the events that happened as they added expansions. Beyond that it was a sandbox in which to tell your character's story, to meet other players, and begin building a story all your own. It was a world, a structure, yes there were quests and stories to find and learn in the game, but it was just a world and much like life, your efforts were a small effect on the world as a whole. ... You weren't going to stop the gnolls from attacking Qeynos so it was no surprise when you saw them later, still attacking the city, that was just the world.

Later MMOs started trying to 'involve' the player more, tried to make the story of the game mean more to the character (and thus players) and many of them began to focus to a greater or lesser degree on the 'story' of the game often creating a tutorial or early levels that focused on the story and, often, how the character was important to that story. I would say that one of the biggest ones to make this mistake was the game TSW (The Secret World) ... a great setting, wonderful world building, but ultimately it was a game that didn't know what it wanted to be. It would have made a great setting for a story driven single player or co-op game (like Balder's Gate or other more recent games) where the player could immerse themselves in the game and their character and enjoy the story of this dark modern mythos setting. But they decided to make it an MMO ... One of the problems here is in an MMO, by nature, you need to pace your characters, you need them to repeat content to get drops, complete quests, and take time leveling up, but in a story driven game .... we defeated the evil cultists why are the minions still attacking? Why is the evil cultist back in the sewers summoning undead? The story doesn't work and the immersion gets lost meaning that players start to focus on the grind OR once the 'story' part of a section is complete then they move to the next 'chapter' of the story ... but that invariably means that the players, even the casual players, will consume story and content faster than the developers can create it ... sooner or later they run out of story and stop playing until the next update, leading to a rising and falling player base based around updates and usually those falls get deeper and the rises get smaller each time .... TSW had other issues as well, an implied PvP faction system (Templar v Illuminate v Dragon) that was just a glorified arena battle ... like I said it was a game that really felt like it didn't know what it wanted to be ... a great setting with a series of half-hearted elements duck taped together in an attempt to please everyone.

The thing with a TTRPG is that it gives you a world ... maybe a map, some history and lore, but most of the details are up to the GM and players, sure maybe your going through a story, an adventure pack, or a published adventure, but the world is out there and, depending on your GM, you can go off script and go explore it, your group can make it's own adventure and the possibilities are limited only by the players imagination and the GMs willingness to put up with their shenanigans. 

Where was I going with this? I have no real idea, but maybe that's the point ... the ability to ramble, to create and discuss ideas. One take away for me is that there are 2 things that I want ... 1 is a old school MMO like Everquest was ... open, sandbox, exploration ... a blank canvas of a world that me and my friends can write our story in ... and 2 ... time to actually play it.

Saturday, May 10, 2025

Still Here

I promise that I haven't forgotten this ... or my other blog for that matter. I have a lot to say and that, honestly, has been part of the problem. How to pick a subject and write? Also work has been grueling this last month and I've been ... well ... not in the best headspace.

A result of this is that I've been bouncing games a lot. Playing games I haven't played in a while, new games on game pass, games that I bought ages ago but never played. Unfortunately while I've been enjoying them, because of work and other factors I just really haven't really grabbed one as the game I want to focus on.

 So what new games have I been enjoying?

South of Midnight has been a lot of fun. A story based third person game based around some of the old southern tall tales. The game has a good feel, an interesting story, an interesting main character and world in which she finds herself. The style of the game is clay-mation based and the character design for the enemies and the mythical creatures and environments. The combat design is smooth and flowing, and the advancement feels rewarding. The environments reward exploring and the movement system feels good.

Finished this up last night and the ending wasn't quite what I had expected, but seemed fitting particularly given the focus of the game being on healing and repairing the damage of the past. If you want to take a shot at healing the trauma of a town's past, I will warn you that the story gets pretty dark in places.

Also played a bit of Eternal Strands another story driven single player game in which you become the new Point of a Weaver band that uses powerful magics woven into their shroud to explore and fight massive monsters. This is definitely a story based exploration game that I want to get back to, but I got sucked away into South of Midnight. (Odd that both of them use weaving as a magic system and came out so close to each other, but the two systems are very different and the analogy makes sense with both.) Where South of Midnight was a little platformer, a little puzzle, and some combat, Eternal Strands is more like a little exploration and a little Monster Hunter. 

I've also been playing a bit of an older game Shadow of War ... the sequel to Shadow of Mordor ... taking the great story and system of the earlier game and building on it. While Shadow of War is a great game, a lot of fun, and constant action with a good story backdrop rooted in Lord of the Rings lore (if I remember correctly both games take place in the period of time between the Hobbit and Fellowship of the Ring).

While Shadow of War is a great sequel, it suffers as so many modern games do from the idea of Games as a Service (Shadow of War originally released in Oct 2017 so while not 'new' it's new enough to have caught the 'Games as a Service' bug.) While I don't mind the concept of Games as a Service, I wish developers could realize which games benefit from it, and which are hindered by it. Some games thrive under Games as a Service, but in the case of Shadow of War it lead them to change to a loot equipment upgrade system and an online 'player stronghold siege' style of PvP that ultimately detracts from the over all game. (In my totally not humble at all opinion)

In the original game you had your equipment, which you increased in power through leveling up and completing quests to increase the 'legend' of the weapons. Only to get to Shadow of War and ... replace them. Replace the weapons that had deep meaning to the main character because he picked up a sword off an orc that had slightly better stats. I loved the Nemesis system that they designed in the original game, and it is front and center in Shadow of War as well, with the added ability to convert the Captains to fight for you against the others. Keep Sieges and taking territory, adding map control was a great thing (though even in purely PvE it is an additional thing to juggle as the Witch King will try to subvert and re-take territory as well)

Don't get me wrong, the loot aspect isn't a game killer. I just dislike it as a CHANGE ... if it had been that way in the first game I wouldn't have even batted an eye ... and the 'online' aspect of the game has minimal impact for the most part, it's just they both draw attention to the fact that it was added for the purpose of trying to get you to purchase things (upgrades to get better gear, better skills for your warlords managing your keeps and territory, better captains and warlords, etc.) in what really should have just been left as a single player story. In the end I would say the issue is less that Games as a Service harms the game, and more that it just doesn't make it a better game than it could have been without it.