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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4682311" data-attributes="member: 710"><p>So combine The Sims with World of Warcraft, and you have no longer an MMO? Or now suddenly every RPG (character) is an MMO (character)?</p><p></p><p>Neverwinter Nights 2 has a hint of that, too, depending on whether you go the "evil" route or the "good" route, meaning you were allied with different people and fought different people. Temple of Elemental Evil (the PC game) also allowed you to cooperate with some evil factions. Likewise, The Witcher allowed you track your relationship to NPCs (though the relationships that were tracked explicitely where your relationships with women. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p>World of Warcraft has its big relationship - Alliance vs Hordes and its Guilds as a "relationship" mechanic.</p><p>Jagged Alliance 2 had a model for (static) relationships between Mercenaries - some Mercs worked well together, others hated each other.</p><p></p><p>So something in those game already tracked these "relationships". Maybe with a very crude way, and far from what you might want. But if you want to see a more or less "elegant" solution, The Sims already exists, add a combat system, and you're set.</p><p></p><p>But then, maybe MMOs shouldn't even need to bother tracking relationships mechanically and via rules. One of the most important features of MMOs is in there name: Massive Multiplayer Online game. There are still NPCs, but there are also tons of players running around and you have relationships with them, often by being in the same guild and/or cooperating to fight some monsters. </p><p></p><p>This mostly comes to my conclusion that it's just wrong to look at MMOs and look at stuff like hit points or roles and claim these are features of MMOs. They aren't. They are features found in many games. The thing that makes an MMO a MMO is the massive multiplayer part (maybe that's why it's in their name? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). Only mechanics that exist to facilitate the multiplayer component are really relevant for defining MMO feature.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4682311, member: 710"] So combine The Sims with World of Warcraft, and you have no longer an MMO? Or now suddenly every RPG (character) is an MMO (character)? Neverwinter Nights 2 has a hint of that, too, depending on whether you go the "evil" route or the "good" route, meaning you were allied with different people and fought different people. Temple of Elemental Evil (the PC game) also allowed you to cooperate with some evil factions. Likewise, The Witcher allowed you track your relationship to NPCs (though the relationships that were tracked explicitely where your relationships with women. :D ) World of Warcraft has its big relationship - Alliance vs Hordes and its Guilds as a "relationship" mechanic. Jagged Alliance 2 had a model for (static) relationships between Mercenaries - some Mercs worked well together, others hated each other. So something in those game already tracked these "relationships". Maybe with a very crude way, and far from what you might want. But if you want to see a more or less "elegant" solution, The Sims already exists, add a combat system, and you're set. But then, maybe MMOs shouldn't even need to bother tracking relationships mechanically and via rules. One of the most important features of MMOs is in there name: Massive Multiplayer Online game. There are still NPCs, but there are also tons of players running around and you have relationships with them, often by being in the same guild and/or cooperating to fight some monsters. This mostly comes to my conclusion that it's just wrong to look at MMOs and look at stuff like hit points or roles and claim these are features of MMOs. They aren't. They are features found in many games. The thing that makes an MMO a MMO is the massive multiplayer part (maybe that's why it's in their name? :p ). Only mechanics that exist to facilitate the multiplayer component are really relevant for defining MMO feature. [/QUOTE]
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