A recent blog post
[Editor's Note: I wrote this piece and lost the original link unfortunately, but most of what I say here is still relevant] was rather amusing (though more amusing are the rationalizations in the comments there or other places it's being discussed, like
Slashdot, from people who obviously have a problem but can't admit it yet). What I found most interesting is that a lot of the complaints about WoW are the same things people complained about with RPGs - well, pretty much just D&D - back in the early 80's. That whole "open-ended" thing really throws people.
That's not to say that addiction isn't a concern. Rather, it's just ridiculous that this is treated as something new. Before WoW you had this with EverQuest, and before that D&D, and parallel to that golf or whatever.
Anyway, this post isn't to discuss the mental state of WoW guild raiders, but rather some thoughts that occurred to me. On tabletop RPG forums it's not uncommon to find discussions debating tabletop gaming versus online gaming, and which one is "better" and what advantages each has. One advantage cited about MMORPGs is that you can play them whenever you want for as long as you want. With a tabletop RPG, you have to find a time for everyone to meet, and physical constraints limit the time you play (when people can arrive from work, or when they need to get to bed, how long it takes to drive to someone's house to play, the amount of prep time involved, etc.).
It occurred to me in reading a comment about the post on Slashdot that that in fact may be an
advantage to tabletop games versus online games. Scheduling and travel can be a hassle, but the fact that a tabletop session is something you
can't just do at a drop of a hat (generally) should make those sessions more meaningful. The physical constraints encourage a deeper game experience, and thus one could argue that a tabletop game represents "quality" to an MMORPG's "quantity" - i.e.; preventing too much of a "good thing".
Of course, that's complete crap if you have a Gamemaster who doesn't care to put enough effort into the game or if the players are just on a power fantasy trip and don't care if they ruin the experience for the rest of the group. Not to mention that you can have MMORPG sessions that are just as fun as a good tabletop session. Though one would expect a higher proportion that are boring (how many times can you run the same instance before the fun evaporates? And what's fun about farming?). Appropriate analogies could be listening to a band's CDs (MMORPG) versus seeing them in concert (tabletop), or watching a TV show (MMORPG) versus seeing a movie based on the show (tabletop).
Again, you have to have a good group of people. I can recall some AD&D sessions I played in not too long ago that really blew, such that I was thinking how I'd rather have been playing WoW at the time. It didn't help that the DM and half the players were of the "old school" mentality (which is a misnomer since that thinking is still prevelant in new, on-line games) that basically dictated pounds of tediousness for every ounce of fun.
Anyway, this is more of a stream-of-consciousness than anything. More to the point may be the idea that tabletop sessions
should stress quality, since the quantity part of the equation is being addressed (and more efficiently than possible for a tabletop game).
Labels: DnD, Warcraft