Talk:Massively multiplayer online role-playing game/Archive 2

message: The second paragraph of the article starts off describing all MMORPGs as involving killing, mobs, loot, XP - but I think this could be disputed, and an assumption like that makes the whole article very unprofessional.  It seems that someone should move all of that information into a new section on the "traditional", "standard", or "stereotype" MMORPG, with a note that this has been the form of 99% of them from their beginnings to the current day. The only alternative, it seems, is to define the MMORPG as a gametype involving action- and item-based character progression, in comparison to other big multiplayer role-playing universes such as Second Life. -Beefnut 19:55, 23 February 2006 (UTC)
replies: text: I agree that the MMO genre is under a period of refining. The classic MMO has the goal to collect more gold, experience, and loot than everybody else. This tends to cause the players with more time devoted toward the game to have more raw power, and this raw power is the most important factor towards determining the outcome of a conflict (such as PvP). Some modern games are attempting to move away from this, most often by limiting levels or requiring more complex combat skills. I think the two distinct "new" categories are the persistent world (like The Sims Online or Second Life) and CORPG (notably Guild Wars). These games still fall under the term MMORPG (persistent online world, create a character with it's own identity), they are missing or deemphasise the necessity to gain levels, requirement to put in time, and other elements considered "standard" of MMORPGs. I think these should be mentioned, but for most purposes, I think it is safe to describe MMORPGs in this standard sense. Since the titles which deviate from the mold are notable, their mention in the article should be enough to allow the rest of the article to remain unchanged and still be relevent. --Bakkster Man 20:51, 23 February 2006 (UTC)
thread_title:  Are all MMORPGs mob/loot/XP-based? 

message: The whole part about chinese servers seems to be a poor translation (possibly from chinese) because I'm not sure of the contents factual basis I'll leave corrections to an expert. Thealternativescott 11:57, 8 December 2005 (UTC)
thread_title:  Private Servers, Poor Translation? 

message: I added the Random Events part to the Bots section as I feel it represents another possible line of attack. I know this may seem bias by mentioning RuneScape but I believe it is the only one to act in this way. Does any one else have any more information on MMORPG developer action related to Bots. Philipwhiuk 23:04, 22 December 2005 (UTC)
thread_title:  Addition of Random Events By RuneScape 

message: I ran across AMMORPG, which is currently an orphan, a stub, and unwatched. Googling suggests that the term does exist, but is very very limited in actual use, and I have no idea if people really consider "adult MMORPGs" a seperate subject. Would it be worth changing to a redirect here, or is there the potential for actually writing a useful article on the subject?
Thanks all, Shimgray | talk | 01:15, 25 December 2005 (UTC)
thread_title:  AMMORPG? 

message: Just finished removing multiple hits by Argentum Online and Realm fighter that muddied the waters. Mr Mulligan has done some good work in this regard also. I wasn't certain if there were substantive edits between 25 Dec and 30 Dec, so I removed things individually. I think it's back to the Myrdred version from the 25th now. Sigh. --Habap 19:12, 30 December 2005 (UTC)
thread_title: Amateur development spam

message: I think it would be right to include the Star Wars Combine in this category, it seems to be a shoo-in with more than 30,000 individual players (2500-3000 per week), having existed for nearly ten years, and having sufficient notability.  I'm adding it to the list, please offer any criticism/support for the edit on the talk page. Sherurcij (talk) (Terrorist Wikiproject) 02:19, 16 March 2006 (UTC)
thread_title: Amateur/independent development

message: The section on 'genre challenges' was almost doubling the length of the article so I did the logical thing and split it to MMOG genre challenges.  I didn't make it MMORPG genre challenges because everything in it is applicable to *MMOG.  --Kevin 21:30, 31 December 2005 (UTC)
thread_title:  Genre challenges 

message: Is there anyone else interested in helping to turn MMORPG into a WP:FA?  It still has a long way to go, but with a handful of people working on it ..I think we can do it :)  Anyone? :P  If you are interseted, please speak up here and start taking a look at the suggestions I have made above, and the suggestions on the most recent Peer Review Thanks!
P.S. The reason I'm bringing this up is because it looks like the person who WAS taking the lead in improving the status of this article to FAS has been banned from Wikipedia - so his shoes need to be filled. --Naha|(talk) 00:50, 6 January 2006 (UTC)
replies: text: I can focus my (limited for now) Wiki time here to try to help.  Coll7 00:56, 6 January 2006 (UTC)
replies: text:  Any amount of effort is greatly appreciated! --Naha|(talk) 01:10, 6 January 2006 (UTC)
replies: text:  Knowing that this page has gotten press coverage and might get more gives me plenty of motivation.  I'll get started right away. --Beefnut 06:03, 28 February 2006 (UTC)
thread_title: Help bring [[MMORPG]] to Featured Article Status!

message: Wikipedia articles shouldn't be acronyms, so this article should be renamed. Yet if we rename it, we should be certain of what to name it, so we don't have to rename it again. I'd say Massively multiplayer online role-playing game would be the right one, mainly because...
* Most of the pages that don't link directly to MMORPG are redirected from it.
* The word massively refers to multiplayer, not game. If it would be massive, the game itself could be huge while still maintaining only a couple of players. Thus it is more informal to use massively.
* Although the word has a well-known abbreviation, it's still just a generic term and not some company, which is why it should be lowercase.
Agree so this doesn't take too long. :) - Sylph 10:41, 24 January 2006 (UTC)
replies: text: See the discussion of this in the Archive. The general consensus was to move it from the spelled out version to MMORPG. I don't think a move back to the spelled out version is merited. As you see from the vote, everyone who voted for any of the options voted for MMORPG. --Habap 15:20, 24 January 2006 (UTC)
thread_title:  Article title 

message: Would anyone like to help create a RPG Archetypes article, or find a related article topic to add this information to? I am looking to have an article including common character types (pyromancer, meat shield, healer, etc), plot characters (friendly NPC who is actually evil, love interest, badass with a heart of gold, etc), world area (asian theme, technology theme, floating magic city, monastary). Hopefully this will be a good source of information. --Bakkster Man 19:00, 23 February 2006 (UTC)
replies: text: The RPG Archetypes article is up and needing work. --Bakkster Man 01:47, 27 February 2006 (UTC)
thread_title:  Archetypes 

message: Richard Bartle has some issues with the history section of this article:  - most notably that, in his opinion, games are being included in the history of MMORPGs simply because they're older and share some facets of the genre, rather than because they were actually part of the history. Does he have an argument? Auz 11:03, 1 February 2006 (UTC)
thread_title:  PLATO and MMORPGs 

message: As noted above, yes, I do have some issues about the claims made for PLATO games as being the spring from which all all things MMORPG sprang. I also have issues regarding why I'm not simply going to edit/impose my own view on this Wikipedia entry (and related others, eg. that for MUD). I will say, though, that if you collectively decide to take the PLATO route then you can't claim NWN was the first graphical MMORPG because those early PLATO games (including ones that would undeniably be recognised as virtual worlds, eg. Avatar) were graphical.
Another early graphical game usually mentioned in the same breath as NWN and SoY was Kingdom of Drakkar, which came out in 1992 on MPG-NET and was, as with NWN, pretty well the same as IOK except with bitmaps (and a little animation) instead of ASCII graphics.
RichardBartle 10:08, 2 February 2006 (UTC)
replies: text: As someone who saw both games, it's a matter of terminology and we could clarify it.  I don't know about pedit5 and dnd, but Dungeon and the PLATO tradition tied to MUDs and Rogue drew maps on the screen using alphanumeric text to show the player their position, the walls/doors around them, and the location of enemies, NPC's etc.  In that sense they absolutely were graphical.  NWN (primitively) showed actual pictures of the environment, enemies and action and used the graphical functions of the machine to do so.  I think it's a good point that "text based" can be confusing since both the "narrate your way through the action" games and the "look at the map and then read the narration" games (which felt VERY different to play) fall under that category.  Any good ideas on how to name them separately, and then on a term to apply to NWN since it's a third distanct style of display? Coll7 22:08, 2 February 2006 (UTC)
thread_title:  First Graphical MMORPG 

message: There is a need of clarification of some concepts, like:
* Browser-Based MMORPG (I think this article's section about it should be splitted)
* Online Text Based MMORPG (OTBRPG - related to MUD and/or MOO?)
* Turn-Based MMORPG
Waldir 00:07, 12 January 2006 (UTC)
thread_title: Text MMORPGs

message: I came here looking for some information on addiction to MMORPGs -- folks in Korea dropping dead after 72 hours straight gameplay, etc. Would it be worth mentioning this facet of the MMORPG community in this article? —The preceding unsigned comment was added by Stewartjohnson (talk • contribs) 02:26, February 3, 2006 (UTC).
:See the archive for discussion on Health risks. I think there was one reported heart attack death by a Korean gentleman after playing for 72 hours straight. Since millions of people play these games and few stay awake for 72 hours straight, I think one death that can be attributed to staying awake drinking caffeine for 72 hours is the risk, not the gaming. --Habap 15:41, 3 February 2006 (UTC)
replies: text:  If you're looking for addiction in general, you probably wanted computer addiction. --AySz88^-^ 20:42, 4 February 2006 (UTC)
thread_title:  Addiction