Tuesday, May 3, 2016

MMO Games versus Social Games

I tell you, our discussions about game design as super interesting. I ran yesterday's article about "escalating hit points" by DarkgarX the other day, and he predictably had the same reaction, "Escalating hit point systems suck!"

So we talked about it for a while, and we managed to come to an interesting conclusion:

  • Some pen-and-paper games are more MMO Roleplaying games
  • Some pen-and-paper games are more Social Roleplaying games
Eureka! I thought, and we had this interesting discussion on what makes something more an MMO game than a Social Roleplaying game. I suppose we need some definitions first:

Social RPG: A roleplaying game where social interactions are the primary determining factor in determining success. Combat is a social interaction or the end thereof, and conflict is balanced on one-to-one fights.

MMO RPG (or Party-Based RPG): A roleplaying game where combat is the primary determining factor in determining success. Combat is balanced on many-to-one fights, where a party works together to defeat a foe or group of foes. Combat is a group-based gameplay function and less of a social interaction.

It is an interesting definition, because a lot of things start to make sense. In a game where a PC plays "Dirty Harry", the character's weapon needs to be powerful and a tool of social interaction. Combat needs to be quick and deadly, because how is a single character supposed to make a threat and hold someone off? This is a Social RPG, and weapons and combat in these sorts of games tend to be quick and deadly, and one character can defeat a foe in one blow because that threat needs to exist when violence is used as a tool of interaction between characters and bad guys.

In a MMO RPG, weapons need to be balanced for the party's contributions. Your longsword does 1d8+2, or an average of 7 points of damage. The big boss monster has 60 hit points. Is the boss monster afraid of one sword blow? Probably not. But your 5 person party is doing 7 points each per turn, so that's 35 points of damage potentially in the first volley. That is a threat. The party is the social threat, not one person. Your character is weaker socially with a singular one-on-one threat of violence, but your party is the social group making the interaction with violence here.

In a MMO, that one-on-one social contract many players assume is there with a Dirty Harry "make my day" threat does not exist. That is for the party to say, "make our day." It is a strange way to view things, but it works. Some games cater to the one-on-one interactions, and make violence and combat powerful enough for those one-on-one threats to hold water. These are Social RPGs, where they can be played between two people, a single character feels like they have the power to make threats and changes because a single character matters.

In MMO games, the group matters more than one-on-one interactions. This is why MMOs in general are more popular for groups of people, since it takes a party to get a goal done. You can do one-on-one roleplaying with an MMO RPG, but that social contract of the thief holding a dagger on someone needs to be specially considered with a coup de grace rule because the game is by default setup for a party to be contributing towards a goal, not a single person. One-on-one roleplaying exists in these games, but the social power comes from the "all for one" party and not the individual.

In a MMO RPG, you need escalating hit points. You need to balance things so the party as a contributing whole is the determining factor, instead of the one-on-one fights. The play of a battle matters, and things like boss monsters can exist. Because you don't want every fight at the table to end on turn one, things need to have some play to them and be tough. You can have a 40 hit point giant. You are a part of a team, and that team works together to solve threats and take action.

In a Social RPG, you can get away with using a flat system where weapon damages and hit points do not scale with character power. That 0.38 pistol will always be powerful and a threat. It needs to be because in a more social one-on-one interaction, you need those threats to hold water so you can roleplay them without your mind saying "OMG, that does a d6 damage! He has at least 50 hit points. Not a threat!" You can scale skill and the ability to defend or to-hit, but weapons powers should be high and fights should be deadly because that weapon represents the end-all of a threat made in a social context. That social interaction needs to have weight behind it. Combat needs to be balanced for the one-on-one and deadly.

It is an interesting difference between the style and play of these types of games, and these definitions clean up a lot of how we talk about games. Is this more of a social game? Is this mechanic more party-based and MMO-ish? Is this game's combat system more social-based, or does it assume the party is the driving force?

And a lot of our arguments about which game is better for what have cleared up between us because we can now say "this type of rule is better for social games," or, "this game is better for MMO or party-based play."

Sometimes a disagreement happens is because there is no common definition between the two sides.

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