List of things that shouldn't exist in an MMORPG :

Dofus did this and because there was a limit for how many merchants per area, you just had people loitering areas such as Zaaps and the bank, until they introduced mechanics to stop people in those zones.

The other problem is that those people can’t play that character, which made bank alts compulsory.
There is also the problem of people not being there if you came back to buy something. The AH is always there.

And how does this definition exclude an MMORPG to also offer smaller sized instanced content for smaller groups of players?

I don’t understand the server issue in WoW, a game about spending 90% of time in instances sequestered from all other players anyway. So it’s just the novelty of “see names in town”?

No, no I get it - believe it or not.

You want more Character interactions in your MMORPG. But the quantity of possibilities for people to be nice to each other (or more often total douches), does not make it MMORPG.

It doesn’t fit the definition any more. The maps are now per zone on the server side (CRZ), and there’s ~50 on each map, so it’s not an MMO.

It’s not an RPG either other than the classes. No specialisation is even semi-permanent - so you can be everything by yourself and your unique attributes does not rub against that of other players - again other than your class. You don’t have any.

If we’re just talking about classes and nothing more, which we are, then WoW is not an RPG any more than Team Fortress 2 is.

WoW has stopped being an MMORPG. It is now a multiplayer action-adventure game.

Because you’re not in a world space with a massive amount of players.

Real friggin’ simple.

Please you are using buzz words, and none of the things you said pass a simple dictionary check.

Massive Multiplayer is meant for comparison next to other games, not with “well it needs to have 200 + players per virtual mile or it does not count”.

Same for the rest of your examples, and you know what the worst part is?

I get you, I get what you want. But they way in which you describe it and the example you use are pretty awful.

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I somehow doubt the early MMORPGs didn’t have technical limitations regarding population management, but if it’s as you say then we can stick to my original claim that servers aren’t a gameplay feature characteristic to MMORPGs.

MMORPG is a genre definition. It was originally coined as a buzzword to describe what I just told you.

And non-MMO games can feature 100 players - so an MMO must by definition be more than that.

Oh, really? Why don’t you do better, then.

Why does it matter to you that you’re not on the same server as someone several flying minutes away if their information isn’t even being processed client side either way?

There has always been technical limitations, but that doesn’t mean the technical limitation causes a problem for your design intent.

Because it’s supposed to be persistent. If I go there, I should see him. If I send a friend from my position to him he should see both me and him, in order. If he comes to me, I should see him. If it’s raining for me on my spot, it rains for him at my spot if he arrives.

And that’s not the case right now. Assume I stand still, and he flies to another zone, then flies back. I might well be gone because he went into two different shards when arriving to the same zone.

In fact he can trigger that deliberately. Let’s assume I’m in Goldshire. He can fly from me to Stormwind, enable Warmode, come back, and I’ve vanished but I’m still in Goldshire.

Not persistent. It’s no longer one map.

[quote=“Ishayoe-frostmane, post:108, topic:189684”]
MMORPG is a genre definition. It was originally coined as a buzzword to describe what I just told you. [/quote]

=.= You are commiting more logical fallacies per minute than the average reddit user, grats you get an achievement,.

This does not exist. The direct quote is a “A massively multiplayer online game (MMOG, or more commonly, MMO) is an online game with large numbers of players, often hundreds or thousands, on the same server”, but it really does not fit your narrative, does it?

The deffinition for RPG?
“A role-playing game (sometimes spelled roleplaying game; abbreviated RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.”

You are changing and rebranding definitions as you see fit for your clause, and you have the nerve to ask me to fix your sorry excuse for “I want this type of wow”?

After you act exactly like a person that says “Your dnd is fake, cause it does not have enough dungeons nor dragons”?

Yeah forget it.

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I have one, Rompuche’s posting privileges.

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I have a question, dottie - are you gonna level this char to 52 in SL?

I somehow missed that you were talking about CRZ, sorry. In that case, I somewhat even agree. Not that it causes WoW to not be an MMO anymore, but I also find it kind of annoying and this kind of system is one of my largest complains about Gw2.

But you kind of changed the topic from “instanced content does not belong into an MMO” to “CRZ does not belong into an MMO”. I was referring to your first point which you haven’t replied to.

I don’t know, I started to level her but gave up. Maybe if it’s easy in the pre-patch I might.

It’s not necessarily a problem, but it forces devs to design around it and i believe the idea of servers perfectly fit into this category (again, NOT FOR WOW). There are many instances, even outside the videogame industry, where technical constraints led to creative solutions that ended up being acclaimed features that were copied by other games, not for their ability to go around a technical issue, but for their impact on gameplay.

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Real life politics also!

Explain yourself instead of flaming me.

It does? It says it’s an online game with up to hundreds of thousands of players in a single play area. WoW was that, now it isn’t.

This is the Wikipedia definition, and it’s terrible. Under this definition, Duke Nukem 3D is an RPG.

Why? Because I assume the role of the character Duke Nukem in his fictional world, and I’m acting out the shooting of aliens by making decisons on how to approach them. Systems like HP can make me fail or succeed, which is a formal rule.

Wikipedia isn’t always right, you know?

I DM Dungeons and Dragons and there’s exactly 0 dragons - because it’s Curse of Strahd, see.

But we follow the D&D rule books, which makes it D&D.

Is D&D an RPG, then? Well, it fits any definition I can come up with. You literally role play characters with roles that you’ve specialised them in to, and those roles you’ve assigned makes them interact a certain way with one another and various enemies.

They both have the same problem as far as MMORPG gameplay is concerned: Small instances. Neither of them belong for precisely the same reasons.

I get that WoW made a very similar compromise regarding dungeons. I don’t think BG’s alone would make WoW a non-MMORPG. Strictly yes, but not really.

But these things add up, and there’s a lot of things adding up now.

Alright, I’ll buy that.

But, again, MMORPG’s just don’t have that technical limitation. It’s not easy to solve by any means, but you can do it, and several MMO’s have all the way back to when people were running Windows 95, so… but sure.

I don’t understand why you believe that a real MMORPG has to exclusively consist of MMORPG style content and is not allowed to also have smaller sized instanced content.