All the World's a Stage: Player housing, interactivity, and other possible features

Playing Warhammer recently has made me think of more features that WoW could add in order to create a better roleplaying experience. Far and away the most important one, to my mind, was the Tome of Knowledge. WoW players really need an in-game resource they can refer to as a standard for information about the Warcraft universe, and having this at hand, roleplayers could do a lot better than they can today.
Knowledge is the most important thing, of course, but there are other features Blizzard could add to the game that would help roleplayers too. I'd like to address a few of these things, and see how much they could really do for us. Player housing is a possible feature that gets talked about a lot, but I have my doubts as to whether or not it would really help roleplayers all that much. Another issue is one that is more important to me personally, and is another feature inspired by my trial with Warhammer Online: looking at interactivity between characters.
Player Housing
A lot of roleplayers seem to want player housing, but I have my doubts as to how well it would actually work out. On one hand, it would be nice to have a place in the game that we could actually make our own, and customize to some degree. We could go there and have private conversations open only to people we want there, so we wouldn't have to worry about random people wandering by and trying to annoy us.
On the other hand, I fear that player housing wouldn't get much use among many players unless there were really clever tricks that could connect it intimately to the rest of the game world. If Blizzard just put in some extra instance doorways in a city, where a designated portal just led you to your own guild's special house, people might show up there for guild meetings, but most of the time they would want to be out in the world doing things, questing, crafting, or fighting in PvP. It could be nice to use the guild house as a place to hang out when you're just chatting with friends instead of adventuring, but if it's too far out of the way then people would never bother going there.
In order to make it work, every guild house would have to have some sort of private portal mechanism, so that people could easily go there when they want a break from questing for a few minutes. If they make it like the PvP Battleground queue so that whenever you open a portal from a certain spot you can just portal back to that spot whenever you want to leave, then it could really be the sort of place people meet up in on a fairly regular basis during their play time. They could go there to get items from a personal bank, guild bank, or even trade items with one another and then go back to their other activities.
There are a lot of other issues involved in player housing, such as whether the customization scheme will be interesting, and what actual function the space is designed to serve. Those of you who have seen player housing work well in other MMORPGs, feel free to speak up for whichever system you think WoW should try to imitate, if any.
Interactivity
When I started playing Warhammer, at first I didn't notice, but eventually I discovered that to a certain degree, characters will turn and look at one another. If you target another character who is within roughly a 80-degree angle of the direction your character is facing, your character will automatically turn his or her head to face that target. This in itself doesn't seem like it would do all that much for roleplayers, except it would really help make our characters feel less like dolls and more like actual actors in a story. It would be really neat if I could stand with my friends in a circle, and just by changing targets, indicate that we are listening to whomever starts speaking.
Unfortunately, that's about it with regard to interaction between player characters in Warhammer as far as I could tell. In fact, Mythic seems to have decided that Warhammer characters are just too cool for emotes like "/sit," "/lie," and "/kneel." There is an emote for "/dance," but if you try it, your character will frown and look at you like "what?" and then the game text will tell you that your character refuses to dance. Even when it came to idling, my Witch Hunter character never ever put down her gun -- it seemed odd that she should walk around all day without every resting that arm. So it looks like Warhammer is a good game for roleplayers so long as you want to stick to the adventurous, violent, and tough-guy type of roleplaying, and never have a moment when your character even sits down to have a bite to eat. In my opinion, this is a serious shortcoming for roleplaying in Warhammer, in that the character's emotes are so one dimensional.
At least in WoW, we can pretty much sit down and have a chat no matter where we are in the world. Warcraft characters have at least some semblance leisure time, of a life outside of killing monsters, which roleplayers try to use to great effect. In fact, I only hope that this sort of thing gets expanded in the future, so that WoW characters have more and more ways to interact with each other in coming expansions. The addition of a new "/cower" emote in Wrath of the Lich King was an excellent addition, which roleplayers have enjoyed using a great deal.
The key thing I hope Blizzard will remember is that emotes and animations are additional forms of communication -- not cool just things you can make your character do. Emotes and animations which are bent towards communication and interaction will always be more successful than those which just look neat. Often idle animations get in the way more than they help, for example (such as the night elf female bouncy animation -- there really needs to be a way to turn stuff like that off!)
Others?
What sort of features would you like to see added to WoW, and how do you think they would improve the game for roleplayers? How important are things like clothes and accessories to you? Are you one of those players who feels that the only thing that will help roleplayers is for Blizzard to start enforcing RP server rules more vigorously? What role do you think GM-led events should play (if any)? Are there any more features you think should be stolen from other games, and if so, can you describe them for those who've never played the game you refer to?
Filed under: All the World's a Stage (Roleplaying), Analysis / Opinion, RP






Reader Comments (Page 1 of 5)
Alex Ziebart Nov 15th 2009 2:02PM
When I still played Warhammer, i was a big fan of The Viper Pit as a concept. A tavern (or "clubhouse") that wasn't quite player housing, but had a little bit of prestige at the time because it required you to be in a guild to use it.
Heck, it would be cool to create your own taverns, I think. Go ahead and instance them, and you can bring as many people as you want to them, you just need to invite them. Throw a party for your guild, or run a weekly invite-only event.
Sadly, it probably won't happen because as cool as it would be for the roleplayers, literally nobody else would use it.
schmO Nov 15th 2009 11:25PM
"Sadly, it probably won't happen because as cool as it would be for the roleplayers, literally nobody else would use it."
Isn't that the point of a feature like that? =D
Narshe Nov 15th 2009 10:05PM
Mis-proportioned Dwarves?
What is this i dont even
Bonksy Nov 16th 2009 5:34AM
Has anyone really been far even as decided to use even go want to do look more like?
Ad134 Nov 16th 2009 10:17AM
You've got to be kidding me. I've been further even more decided to use even go need to do look more as anyone can. Can you really be far even as decided half as much to use go wish for that? My guess is that when one really been far even as decided once to use even go want, it is then that he has really been far even as decided to use even go want to do look more like. It's just common sense.
Ikarus Nov 16th 2009 12:55PM
AD134...You sir just made my day. ROFL!
Vasco Nov 15th 2009 10:13PM
Back before SOE destroyed Star Wars Galaxies, they had pretty cool player housing. Then after so many revamps that nobody even wanted to log in anymore, the houses were deserted. It looked like Mos Ghetto. Eventually they auto-packed them up and put them in your backpack. It was a neat idea, even with player cities, but between urban sprawl and the abovementioned abandonment - in the end it was a disaster.
The article mentions having portal-able links to get to guild houses - this worked fine in Guild Wars, and would probably be the only way to implement it in WoW, with limited space that isn't currently being used for something. Not to mention the fact that the world is about to be destroyed next expansion :)
Scott Baldwin Nov 15th 2009 10:27PM
I can see it now... patch 3.4! Player housing!
Patch 4.0! Oops, Deathwing destroys all the player housing!
Jamie Nov 16th 2009 12:57AM
Always figured they'd do that only replace Player housing with Dance studio!
Halfabee Jan 25th 2010 12:58PM
You mean 'slime and crap-filled dance studio."
Right? :D
Ellowynn Nov 15th 2009 10:16PM
Here's something that could be addressed. In Warhammer I have yet to run into a quest line I can't finish because I'm a solo player. I have never run into a quest line I can't complete because I'm solo. Instead they have public quests.
I'd be happy if Wow would just make a few adjustments for the solo player. If a quest line requires a group to complete they should tell you in the beginning. It's really irritating to do several quests in a line only to find out you can't get to the end. That really sucks!
I know it would be asking too much, but it would really be great if they could adjust the instances or quests for the number of players.........that would be so very cool.
Or, if you're solo, maybe they could lend you some NPC's!!! LOL, might as well wish for the moon!
Koskun Nov 15th 2009 11:23PM
Lending NPC's is one of the things that ruined Guild Wars. Besides, this is a MMO, aka Massively Multiplayer Online game. Hence other people. I don't mean to sound brash here, but if you want a good single player game Dragon Age Origins came out recently, and maybe you should re-look playing an online game that is meant for multiple people.
MazokuRanma Nov 16th 2009 12:17AM
Actually, I can agree with him somewhat on this. Back when Wrath first came out, these group quests were no problem since everyone was doing the content.
Now, however, it can take some serious effort to find people in Icecrown who wish to do the 5 man group quests. To make it worse, you can't even necessarily use your friends or guild members since many require phasing, which means if they haven't reached that point with you, they can't help you.
From what I understand, Cataclysm is going to set it so that all members of a party share the same phase as the group leader. This will help considerably. Right now, though, it can be difficult to do some of these. I know on my server especially we've hit the lull before the patch, where many people are relaxing from the game, anticipating returning in full force for Icecrown Citadel.
ScorchHellfire Nov 16th 2009 1:36AM
"I'd be happy if Wow would just make a few adjustments for the solo player. If a quest line requires a group to complete they should tell you in the beginning. It's really irritating to do several quests in a line only to find out you can't get to the end. That really sucks!"
Um... that is how it is now... most quest lines that will require a group at some point say that they are group quests in the log even if that particular step doesn't really require a group, if the next step or one of them down the line will then it says so... learn to pay attention to the quest log which for some reason people have abandoned for mods...
Dazaras Nov 16th 2009 2:56AM
I haven't played Warhammer, but I've watched my roommate do it. To do the public quests you literally have to walk into the area and you automatically join the group. You don't even have to organize with the other players doing the quest at the same time. Refusing to do the quest because you are a "solo" player is both stupid and arrogant. If you want to play solo I suggest you go play a single player game.
I found the Icecrown quests difficult to do as well, I ended up only doing a few of them and then skipping the rest when I got the quest-counting achi. I wouldn't consider this a good example of why WoW needs more solo content, but rather an oversight on Blizz's implementation of phasing and the number of people who need to do the quest at one time.
Dreadskull Nov 15th 2009 10:23PM
Stuff that Lord of the Rings Online has (and they don't even have any official RP servers):
-Instanced player/guild housing within neighborhoods
-Cosmetic clothing slots that can be worn over your normal gear
-Armor dyes
-Music system
-Facial expressions
-Surnames
-Family trees
-A wider range of titles (examples: did enough quests in Elwyn? Then you'd become ", Honorary Guard of Elwyn Forest" killed x amount of beast mobs? you could then be ", Beast Slayer")
-In-game character descriptions
And then possibly stuff like:
-Instanced player/guild-constructed cities which could be invaded/destroyed by members of the opposing faction.
-Instanced taverns/cities
-Guild/player-owned boats (for those who'd like to do some sea-side/pirate RPing)
And... there's probably other stuff that I could think of, but I've got other things to do.
Unfortunately I doubt Blizzard will even add in Player Housing any time soon : /
Berend Nov 16th 2009 2:10AM
You just list many features I missed from when me and a friend tried Lotro and I miss WoW would take some of these ideas.
Berend Nov 16th 2009 2:13AM
wish*
y2fatboy Nov 16th 2009 8:30AM
I don't know about the US servers, but there are definitely RP servers on the EU LotRO realms (Laurelin being the english RP server for example).
Also, the ability to tag yourself in the default UI as someone who wants to RP is incredibly useful - others nearby will see you with a white (instead of gold) nameplate. Even though I play on a normal (non-RP) server I still see plenty of people who've tagged themselves for RP...
Gareth Nov 16th 2009 8:59AM
Lotro seems to have a lot similar to EQ2
Player housing/Guild halls
Titles earn't by status (E.g. Sir/Baroness etc) or achievement (e.g. slay thousands of Brownies - become "Slayer of Brownies").
Appearance armour
Surnames
Player written books
No dyes though, maybe fortunate too if you imagine how much damage players can do with one pot of pink paint :) Although the restricted colour dyeing in WAR did seem ok.
A few not seen, characters in EQ2 turn their head and look towards whoever they are targeting, including the eyes which all animate smoothly and Facial expressions include moods. A Froglok when he shouts will open his mouth where you can see details inside the model.
WAR was nice with the twisting from the waist, but none of the characters looked deep, they never open their mouths and you cannot see details like tongue, teeth etc which did make it feel more like a 2D image on a 3D model.