SuperFly_2000 wrote...
They are not obsolete. Just stale, pretended and boring.
In my personal opinion, I find that roleplay servers only become stale and boring when dynamic player interaction with the world is either ignored or impossible. Oftentimes it can be quite immersion breaking when a character's choices are neatly sidestepped or ignored in favor of a DM's arbitrary decision or opinion on something.
On servers where major NPCs or player characters characters never die, cities never fall (or are founded for that matter), and monsters and villains never truly change or go away, just to name a few examples... this can lead to an exceedingly stale and repetitive experience. In time a server becomes to feel less like an interactive world and more like a gallery, where you are looking in on a world run by DMs, but one that you cannot truly interact with - and all dynamic change is carefully quarantined to the playerbase rather than spreading to living NPCs and locations as well. This 'stale and boring' feeling can be amplified by crushing mechanics that punish players because of a distrust for the playerbase or a prejudice against the rare, but oft-insulted 'power-gamer,' causing 'statistical' character development to come to a screeching halt.
This is one of my primary motivations for developing the Border Kingdoms, which is a server that will have a strong focus on small and large world changes based on in-game decisions made by player-characters. Rather than the archetypical DM campaign that involves players, players will create their own story arcs that DMs will strongly support, on top of featuring the traditional roleplaying fun of setting out into the wilderness and slaughtering the various indigenous species of the world.
/end shameless plug
As far as 'elitism' goes - it is definitely a hugely negative factor that is very real. However, it should be said that the absolutely best experiences come from roleplayers who create real, believable, living characters. When said players put lots of effort into crafting a strong, highly-immersive character, it can feel off-putting when the guy next to them is playing a caricatured story trope. This is where you get the negative aspects of elitism, where said 'good' roleplayers turn their noses up at those they feel are inferior to them. This can be devastating to a community. A truly 'elite' roleplayer, in my opinion, not only can play a variety of interesting, lifelike characters, but also can recognize their own flaws AND offer constructive criticism to those that they feel are in need of improvement. In this way, everyone benefits: the 'lesser' roleplayer gains useful tips and improves their skills, the 'elitist' doesn't come off like a ******, and instead becomes a community pillar.
Modifié par Azador, 09 mai 2011 - 10:21 .