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Videogame Influences!

I'll give you a concrete example: roles are almost an exact ripoff of MMO terminology. If you've ever played WoW or Guild Wars with anyone even vaguely serious about it, they do discuss it in terms of DPS (strikers), tanks (defenders), healers (leaders), nukers, etc. While the general concepts may have existed in some nebulous form in prior editions, the concept of formalizing them and designing to them is something directly imported from video games. (FWIW, I don't personally mind them, but they do have a videogame vibe.)
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There was nothing vague about it. 25 or so years ago when I started playing D&D and other pnp rpgs the roles were clear enough, it was just that the termnology had not stabilised and did not until the kind of large distributed communities that the MMOs created came into being.

Though fighters were routinely refered to tanks then and some wizard builds as nukers. About the only MMO role that is pure MMO is the DPS. That is because in earlier D&D the thief was the trap and lock guy and did not feature in combat.
The role was changed in MMOs to be more combat effective because there is more combat and in old skool D&D alot traps were disabled by metagame techniques based on DM description of the trap, player interrogation of hte DM and to fact that the imagination of the players and DM in the only limitation on terrain interactivity.
MMO terrain is quite limited in what you can do with it.
 

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it was just that the termnology had not stabilised and did not until the kind of large distributed communities that the MMOs created came into being.

This is exactly the point I am making. I never claimed that roles were an original idea. But they were formalized, named, and became explicit elements of game design within the context of MMOs. And thus people associate them, fairly or unfairly, with MMOs.

Henry Ford didn't invent the automobile, but he popularized it, so it's his name that's associated with it.
 

TwinBahamut,

I was going to respond inline, but this was easier.

I disagree with both your claims. While certainly roles were not "designed-in" in early MMOs like Everquest, they became part of the design of later ones. WoW designers, for instance, discuss them pretty openly when talking about the design of the game.

A similar point applies to aggro. In EQ it may have just been an AI limitation, but later games (including both WoW and Guild Wars) have added mechanics very similar to marking that explicitly interact with the aggro system. Taunt-type mechanics have been popular for a while.

I think you miss the important point that, while both concepts flow from somewhat naturally from what came before, it was in the context of MMOs that they were a) popularized and b) became intentional game design elements. Thus, even if they're not strictly completely new in some sense, they (or at least their use as intentional design elements) are associated with MMOs in people's minds. And that's what matters.

You are, of course, correct that I'm only discussing MMOs. But then, 99% of the "4e is videogame-y!!" threads I've seen boil down to comparing it to MMOs. I don't think I've ever seen an (explained) comparison of it to console RPGs, or even single player computer RPGs.

Regarding the MMO class roles and aggro, these were first openly discussed in various MUDs in the mid to early '90s. SO to say they were "popularised" by MMO's such as WOW and EQ, shows a distinct lack appreciation of the history of games.

To take it further back, "roles" are built into all rpg systems, all the way back to OD&D the classic fighter, cleric, mage, thief build of parties, each character bringing a seperate set of abilities to the group. CRPGs took a look at this concept early on in thier history and built on it to help players build on a character that would fit thier playing style. The 4e designers took note of this and used it during thier design process.

Looking further back, even wargames, which lead to the development of RPG's, have "roles" for units (Heavy infantry, skirmishers, artillery, leadership and others).

As far as RPG's in general using elements from Computer Games, particularly CRPGs, it is something I am in favour of. If something works in one medium and can be simulated or incorporated in another in a way that improves the second, then it is a good thing.

Take for example being more transparent about class designs and roles, it helps focus the designers and players when looking at a class and evaluating it's abilities. A fighter might not dish out the raw damage of a rogue or ranger, but that is not his role, his role is to get the monsters and npc's to focus on him during a combat and allow his striker partners to move around the battlefield to get into advantageous positions and dish out damage. Abilities like combat challenge and combat superiority most likely flowed from designating a role to each class to help them fulfill thier roles.

As another example, the designers looked at possible aggro mechanics ealy on in the design phase, found that it didn't work in the pen and paper format and scrapped the idea.

So yes, properly implemented, video game influence is a good and awesome thing. Same for cribbing ideas from cardgames, boardgames and wargames as well as other rpg systems.

Phaezen
 

Regarding the MMO class roles and aggro, these were first openly discussed in various MUDs in the mid to early '90s. SO to say they were "popularised" by MMO's such as WOW and EQ, shows a distinct lack appreciation of the history of games.

Woah, woah, woah. Hold it right there.

How big were the biggest MUDs/MUSHs/MOOs? A couple thousand? How likely was the average gamer to have played one/known someone who played one?

Now, Wikipedia claims that WoW has a monthly subscribership of 11 million. Everquest had 430k. Speaking from experience, it's hard to go to college today without knowing at least one person who's a WoW addict, more if you're into any kind of gaming subculture.

I don't think MUDs did much of the popularization.
 

Thus, even if they're not strictly completely new in some sense, they (or at least their use as intentional design elements) are associated with MMOs in people's minds. And that's what matters.

No, that's really not what matters. With that point, you could make the same claim about 4e D&D having HPs or levels. Because millions play MMOs there are legions of people who associate mechanical concepts of RPGs with MMOs. That doesn't make it accurate. And it's not accurate to say that MMOs created roles. We were using 'tank' and 'nuker' in the 70s and 80s. We were doing damage-per-round analysis when discussing tactics. Healing has always been associated with the clergy. The 1e PHB talks about the four roles (of 1e's time) and their importance, and discusses how the game is balanced and adventures written around the idea that the four roles will be filled. Your notion that designing with roles in mind is a concept borrowed from MMOs is simply incorrect.

It's distorted history and something we see far too often today. Casual-ish tabletop players get into an MMO, heavily, and learn a great deal about the inner workings out of necessity, because the game is significantly simpler than a tabletop RPG. Encounters are often designed to be beaten certain ways by certain class combinations because those are the limits of the medium. The design shows through in a much more apparent manner. Then, when these newly educated players see a new edition they recognize many elements of design they never payed attention to before and feel that those design elements came from MMOs, disregarding that MMOs took most of those design elements from tabletop gaming and stripped them down for the more limited medium they are working in.

Claiming that 4e "ripped" roles from MMOs or copies the concept of aggro is playing pretty fast and loose with your timelines. These concepts came from D&D in the first place. Bahamut shows why claiming aggro is a part of 4e is inaccurate to say the least, but the concept behind aggro - that the "tanks" role is to absorb hits - is something that dates back to OD&D. The concept may be better understood by the average player in the context of the popular MMO, but history doesn't change based on popular perceptions.
 

You know, I vaguely recall a Dragon magazine article in the 1e/2e period that discussed roles such as "bricks" (possibly "tanks" as well), "blasters", etc., albeit for the Marvel superhero game. Poor 4e - if it isn't videogamey, it's a superhero game with mutant PCs. :p
 

You know, I vaguely recall a Dragon magazine article in the 1e/2e period that discussed roles such as "bricks" (possibly "tanks" as well), "blasters", etc., albeit for the Marvel superhero game. Poor 4e - if it isn't videogamey, it's a superhero game with mutant PCs. :p

Hmm..........dragonborn, tieflings, teleporting elves, everyone has superpowers...........I think you are correct. 4E is a supers game with mutant PC's.;)
 

Woah, woah, woah. Hold it right there.

How big were the biggest MUDs/MUSHs/MOOs? A couple thousand? How likely was the average gamer to have played one/known someone who played one?......

Of the people I game with about 1/2 have played MUDs/MUSHs and MOOs and we range in age from 11 to 59. I was playing a game of Chess in a weakly LoTR themed MUSH when the gentleman in Sweden I was playing chess with informed me the first gulf war had started. My wife was a Mod for a DUNE mush until about a year and a half ago. I suspect it wouldn't' be so uncommon with groups with players in their 30's. about 25% of the same group plays MMOs. 90%+ of us play video games.
 

So the legendary sword you entered this dungeon to get is across the room, hovering above a pedestal on a platform five feet off the ground. There's a door leading onto that platform, but otherwise you can't get there from here, and you'll have to complete the entire dungeon and climb up and down four stories in order to get to that door that gets you back into the room you started in, except on the platform instead of on the ground level.

In oblivion, if my acrobatics is high enough, I can jump up to the platform and take the sword. then walk out of the dungeon

So you run into town with monsters in hot pursuit and the city guards just stand there and watch the monsters beat the life out of you in plain sight of them. The guards are only there to guard the town against you.

In oblivion, the guards will run up to the monsters and fight them. I can even walk away at that point and let them take care of it.
 


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