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MMORPG: the state of the world is tied to your character -- that is, everyone rescues the princess, every single player, and once rescued she appears in a room to give the next quest, and isn't there for people that haven't rescued her yet. So two players standing in the same place, one sees her, another does not... the 'world' isn't identical for two people at the same place at the same time, its instead different due to the state of their character's save file.
CRPG: the state of the world is global. If someone joins your party and takes over gale, you both see the same thing in the same place at the same time.
All the differences are offshoots of the above design difference. For example its possible to grind in MMO because the monsters have to be where they are for EVERYONE to do the "go kill 10 of em" quest or for some games, the "go kill 2500 of them" for a 'deed' (frowning at YOU, LOTRO). Some games have done away with the XP model (neverwinter online) while others let you level to some max by hitting the respawns (see: south park boars). But it all stems from having to keep the enemy spawning for more players, while the CRPG you kill them and they stay dead, usually (some have random spawns jump you, even old BG 1 and 2 had this, as does pathfinder, so its not a dead concept but you can't really "grind" them for levels either, its too infrequent).
I agree with you. I didn't go into this aspect, but it is logical.
Nevertheless, I think this is only an enhanced explanation for the differences between CRPG and MMORPG. But you have good summarized this aspect.
Also MMORPGs are NOT RPGS.
Learn the correct categories before launching this discussion.
That's why this discussion exists. All categories have "RPG" in their names. Why? I'm not an expert, which I also mentioned above. Perhaps you can explain your post in more detail. If you can contribute more to this topic, please share your knowledge with me (and the others). Many thanks. :-) I play games of this kind for more then 25 years and I think, I'm not a blind player. [Wikipedia and Google or KI-based apps have no more knowledge then you. perhaps...]
All the substantive content in an MMORPG could be placed into one Oasis cutting out a ton of wasted space and generic time sinks that are created to try and keep a player base around for as long as possible.
But in the end it all depends on the game itself. You can get good or bad CRPGs and MMORPGs.
I'd rather have a Large Multiplayer Online RPG with a start point and end point but the journey is all about how the community server chooses to get to an end. Where to attack, where to defend, what to invest in, etc...
So far, I have tried the following games/MMORPGs:
- Neverwinter Online
- Star Trek Online
- The Elder Scrolls Online
- Diablo 3
- Diablo Immortal
- World of Warcraft
- Middle earth: Shadow of war
- Fallout 76
- New World
I played this games for I was most comfortable with Neverwinter and Fallout, because there was an acceptable story behind them for me. But the grinding part is also very high here. Or some errands that take place outside the story (daily quests or season quests).
Maybe they're just not good games. I'm open to any suggestions. :-)
It really just depends on what the players want. The MMOS have strong points too, even the newer ones. Just have to find the $$ model you can live with, whether its microtrans or sub or F2P/P2W or other..
- PVP, not just whacking each other (you can do this in BG3!) but mini-games in arenas like capture the flag or variants of football/basketball like sports or large scale last man standing etc. I hate pvp, but a lot of people live and breathe it.
- large group efforts, like wow's original 40 person groups and later 20 person groups, nothing like that in BG3. Or the world bosses, one of them for that stupid orange sword.
- social life ... just being with friends, chatting as you do simple things like gather crafting materials.
its just a different kind of game. The quests are usually mostly stupid, esp the single player ones for leveling up. That isn't the point, the point is to get to max level, have the best stuff, do the hardest group content together or pvp against each other with the best gear. Everything else is leading up to that -- and the good mmos have a good variety of fun stuff at the endgame and whatever you had to do to get there ... is far less relevant.
Im mostly done with that scene... still play star trek a little, and warframe, but those are soloable mostly or short group efforts, not hours at a time stuff. The long group ... raids or big dungeon scenes of wow etc ... I can't dedicate uninterrupted time for them now.
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if the question is what does RPG mean, not much is the answer. Some say stuff like diablo, with a fixed character, is still role playing. Anything where you control an avatar counts, and that is all it seems to mean now. It used to mean actual role playing, as in you had choices and character development and such, but not these days.
I had this problem with Diablo 3. I was level 20 or so when I first played it... Then I played it through multiple times on the hardest difficulty (including Reaper of Souls) so that I had level 60 (or 70?) to start the Adventure Mode. Then I was pretty disappointed because it was boring. That was my first frustrating experience with online games that had that MMORPG feeling. And I realised painfully that the story behind Diablo3 is just ‘preparatory’ to the actual online game. It's a topsy-turvy world! (The story of Diablo is really good across all the parts!)
I totally agree with you. I find it a bit sad and at the same time very good that it took a game like BG3 to bring these considerations back to the table. This is currently the point where ‘the rabbit is in the pepper’. (however Deepl translates that now. :-D) [P.s. in german "wo der Hase im Pfeffer liegt"]
My huge opening post was supposed to show how the so-called ‘role-playing’ genres work today, and most of them are MMORPGs. The CRPGs are more of a niche, although they serve the role-playing character much better. However, the player community is much smaller because: you have to think more and read more. You have to spend a lot more time on tactical and organisational work. You should familiarise yourself with the rules in advance and you simply need a lot of imagination. If you only do that after you've stumbled into the game, it can be quite frustrating. ;-) I'm afraid, many players don't want that.
There's two CRPG tags, during the 80's to try clarify a category that is reserved fo Computers. And since a decade or a bit more.
Both only include RPG, CRPG is only a sub category. For MMORPG it's not much relevant in a RPG forum, like comparing any single player to any multiplayer, irrelevant, it's even different enjoyment mechanics.
It's "RDR2 is a RPG" all over again.
No that's what you do when the fun is completely dead, and you're desperately searching for a way to sustain the high.
We all started playing these games to get the feeling that we escaped to a (massively online) alternate dimension.