|KitNyx Goblin Squad Member|
I was trying to think of an under-served audience and I realized every game that comes out (that I have played) gets a good following of RPers who are really excited about what the game will offer them. It seems, this occurs because RPers are not really a catered to crowd. Whenever RPers get a concession, it is always something that the non-RPers are demanding as well (ie. housing = extra personal storage). Unfortunately, it is also usually the case that the majority of RP crowd fails to resub after the initial investment because it is obvious that RPers are not a target audience (and here I am referring to mechanic-wise, not the fluff stuff like lots of clothes options). I do not know any MMO designed with RPers in mind.
Since PFO is based upon a very rich world that will challenge even the most developed systems in lore (due to the campaign resources for the P&P version), it makes sense to me that it would natively appeal to the RP crowd. This, in addition to another thread about starting out with ones niche market, got me thinking that PFO might really be able to attract this crowd. A "high RP" focus gives justification for the PvP stance (since you do not want to limit your characters options) and offers suggestions for other mechanics, namely those that would appeal to RPers. Also, RPers are in my opinion much more likely to develop their own content in a sandbox (which it could be argued is exactly what RP is). Finally, in my opinion, while I would not be willing to make a blanket statement, RPers tend to be a more mature crowd.
Either way, knowing the audience focus would allow us to ask the question...would mechanic A appeal to audience B, and use this as a foundation of future discussions.
|KitNyx Goblin Squad Member|
I don't agree. When AoC came out we created a high RP Aquilonian military group. We had weekly 'unit training' and set up units based on ancient Greek tactics. We crushed the rabble PvPers.
Likewise, ummm...I don't remember the name of the MMO...but it was humans against aliens in the future. Anyways. we were primarily PvE (I dont remember if there was PvP in the game) but we were high RP and used modified modern military tactics...we had the best progression in game.
I think you confuse the lack of interest in achievement for the sake of achievement for pure suck. If my crafting is on par with your combat skill, your crafting is nil and my combat is nil, who is loosing? In PvP I agree it is me, in economics, probably you. Of course crafting != RP, but it does illustrate that people can have different priorities than combat. And win does = having fun in a game.
That said, I agree...I do not like B either.
|Onishi Goblin Squad Member|
In a PvP game, the people who bother to RP are either:
B) that special breed of munchkin that can wrap workable character concepts around abuses and exploits.
I'm not a big fan of B personally.
You know not every viable build involves giant loopholes exploits etc... Doubly so when you are factoring in team play etc... A swordsman/tactician who is good with... well swords and tactics... is fully plausible.
Now yes if your definition of a RPer involves a soldier that puts 3/4ths of his skills into basket weaving, you are absolutely right.