wingsandsword said:
Playing a tabletop RPG has many intangible elements.
Speaking as a person who was addicted heavily to Everquest for three years (I was spending at least 12 hours a day on it, and was deeply involved in the EQ End Game), and then has tried most every other MMORPG on the market since, I can safely say the MMORPG experience is almost an entirely different one than an RPG.
MMORPGs are mainly concerned with busy-work and competition. 100s of hours grinding exp in some dungeon, sitting there and pulling creatures methodically to your group, to gain a level. And then when you've got those levels, you can spend another 100 hours gaining keys to the dungeon where high-level loot drops. And then when you get those keys, you can spend months in that dungeon trying to farm out the premium armor and weapons, but only if you can muster raid parties of 60 people for hours on end. Oh and every step of the way, you're up against other players trying to get the same limited resource. The boss mob which drops 1 key per kill, and only spawns once a week, for example. Those creatures dropping the high-end loot in the keyed dungeon? They're a week respawn too. Etc etc.
Compare that with RPGs which let you get right to the heart of the interesting action, and which make you actually the hero, not some random schlub in a raid guild.
MMORPGs are also a strictly pre-designed experience. Sometimes that works, EQ certainly had some interesting temples and quests, but in general you're playing someone else's vision. And there's only so much of that content to see per game. When you've beaten the End Dungeon, well, there's not much else to do but farm the hell out of it. Killing the Supreme Bad Guy, who never stays dead, over and over again makes the experience lose a bit of luster.
RPGs let the group, through the GM, decide what kind of world they'll play in, and what style it will contain. You'll also never run into a situation where the GM says "okay you've finished the three adventures I bought, feel like playing that Carrionette one again?"
There's also the fact that MMORPGs really have nothing to do with Roleplaying. In those three years of EQ, over thirteen thousand hours of play time, I never once saw someone act in character. A character is a pre-defined set of abilities, that's all. There's no such thing as an "adventure" in a MMORPG. At best you'll find a quest which requires gathering several items from several different boss mobs for turning-in to some NPC to gain an item. And you can be certain that any good item will have such levels of competition surrounding those quest item drops that you'll spend days just trying to get a shot at killing the monsters which drop them.
There was a comic strip I saw once, which really captured the mood of MMORPGs. There was a fire dragon named Lord Nagafen, who was one of the only two dragons in the entire game you could kill at that point. He spawned once a week, and guilds would rush to kill him, often getting into long flame wars over who had killing rights. This comic showed Lord Nagafen's Secretary facing hordes of players, saying "I'm sorry, he's all booked-up to be killed for this month. Can I pencil you in for next?"
I'm not trying to say that MMORPGs aren't fun, because I certainly had a good time playing EQ (even if it was horribly debilitating in the end), but the experience is nothing like an RPG. The best thing that can be said about them is their dungeons can be quite nice to look at, and killing stuff is a much more streamlined process than roll-this calculate-that. Which is fine for them, since the entire POINT of them is loot. I know there's this idea that D&D is all about item acquisition, but honestly, it pales in comparison to EQ.