Swordslinger wrote:
The games seriously are not very similar at all. MMOs are games of mindless grinding and time killing. You can't affect the world, you don't roleplay, you are a playing piece that runs around killing stuff. Yeah it's fantasy themed, but whatever. As far as I'm concerned it's got as much roleplaying as playing Super Ghouls'n'Ghosts.
The experience is seriously nothing like a TTRPG. Baldur's Gate 2 probably gives the best approximation of playing a TTRPG, and that lacks the personal interaction with real people. But at the very least you get to make character choices and affect the story instead of playing a scripted adventure.
Spoken as a person who has never played an MMO, like, ever.
Classic EQ and upper-echelon WoW players are almost for the most part
roleplayers working their nearest IRC/3D game client, WoW in this case.
If you want to see the cream of the crop, you go to an RP, or RP-PvP server. You will probably never find a more role-play focused group of people at any of your gaming tables.
They scowl, yell, sign, and write long epic stanzas about their own mythological history of their much less mythic character, a level 8 D&D character looks at the level 80-85 WoW character and has to cover their mouth as they giggle at the puffed up Ysgardian-bubbled adventurers of 'Azeroth'.
You're also sounding like a person who's never played Ghouls and Ghosts.
Pro-tip, G&G =/= like any rpg you've ever played. When the orc hits your nearest adventurer, they doesn't take "no damage", and then proceeds to have
their armour shed like a torn suit.
Finally, Baldur's Gate.... and it's ilk are....
poorly run railroads.
I can't convert my evil brother to join me; I have to either be killed by, or kill them. Which is stupid. Sounds like a writer who didn't get along with their brother, or was an only child, wrote that sort of shitty plot.
I'd put the Wasteland and Fallout 1 & 2 series up for "close to a table top experience" sort of computer gaming. The game writers didn't particularly care if you were a cold-hearted slayer of humanity; or a champion of freedom. You could walk either path, and the game was relatively ambivalent, only getting problems when you had actually garnered notoriety by those who were opposed to you, and more importantly
knew who you were.
The Fallout 3 method of "luls, thise dudes know you're a goodie, ad 're gun keel yew" was deeply dissatisfying.
There never was an explanation for why these dudes kept showing up; going to their base didn't allow for negotiations; and wiping out their headquarters and
entire command structure resulted in... "stupid newbie members of their team" following me and my crew, and feeding us nice expensive laser pistols to repair my own weapon, and ammo cells.
In Fallout 2, wiping out the slaver dens in the different towns resulted in 1) less slavers overall, and 2) the few slavers that you did meet were a) didn't know you and tried to enslave you b) knew who you were, and decided to book it or c) realized who you were and wanted to end you.
For me, I believe that players want to influence the world, and more importantly
have the world influence them back. If you save the orphanage, you expect to hear when they're having a talent show, or you're invited to a celebratory party in your honour.