Or, at least, not one as strict as this.

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"Players will be able to select from several rulesets that reflect familiar ways to play World of Warcraft:
Normal: The baseline World of Warcraft experience, where players can focus on exploration, questing, cooperation, and player-versus-player combat when they choose to engage in it.
PvP: For players who want every trip into contested territory to carry more danger, excitement, and open-world conflict.
Roleplaying: For players who want to lean more deeply into the fantasy of Azeroth and seek out like-minded adventurers.
Hardcore: For players seeking the ultimate challenge, where every decision matters and death carries lasting consequences," via the World of Warcraft website.
Roleplaying in World of Warcraft's actually got me into writing in the first place - you can read more about that in our MMO column, Terminally Online.
Alright, here's the problem—I'm not sure this really works for its intended purpose.
World of Warcraft has traditionally had roleplay servers, yes, and those servers do traditionally have people acting out their gameplay in-character: But there's a perception, which is being applied here by Blizzard, that this is their—our—main deal.

In my experience, most RP communities do have players who are still interested in… well, playing the game. Very few people log on exclusively for the purpose of writing with each other. They'll also do dungeons, raids, and so on—with a clear split between their in-character actions and game time. Basically, nobody's RP-walking in a dungeon on Argent Dawn EU. We're doing the damn dungeon.
I won't gripe about the "strict naming conventions and behaviour rules" because there's every chance they're reasonable, although the word "strict" does give me cause for alarm. Roleplay servers tend to work on informal manners without one real "one size fits all" model of in-character/out of character conduct.
What gives me actual pause are these clarifications by Blizzard:
This seems like an overkill requirement for roleplayers—who, again, very rarely act in-character while they're doing dungeon runs and raids. While I can see separating "normal" ruleset players and roleplayer ruleset players out in the open world, where RP is likely to take place, there's no real reason to split them off from the rest of the community outside of that.
Roleplay servers in the retail game are where we congregate, sure—but they're actually populated by a lot of folks who don't roleplay, or just like to watch people RP. And I see no reason why, in Forever, we should be siloing off those groups from each other in all content.
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A clear split between the other rulesets makes sense, but to a roleplay ruleset, I think a semi-permeable membrane would make sense. That way, I can still play with my non-RPer mates—something I do all the time in other MMOs of choice without having to make a separate character.
Best MMOs: Most massiveBest strategy games: Number crunchingBest open world games: Unlimited explorationBest survival games: Live craft loveBest horror games: Fight or flight
Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.

You must confirm your public display name before commen...Read more: Full article on www.pcgamer.com
What do you think about this?

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.
"Players will be able to select from several rulesets that reflect familiar ways to play World of Warcraft:
Normal: The baseline World of Warcraft experience, where players can focus on exploration, questing, cooperation, and player-versus-player combat when they choose to engage in it.
PvP: For players who want every trip into contested territory to carry more danger, excitement, and open-world conflict.
Roleplaying: For players who want to lean more deeply into the fantasy of Azeroth and seek out like-minded adventurers.
Hardcore: For players seeking the ultimate challenge, where every decision matters and death carries lasting consequences," via the World of Warcraft website.
Roleplaying in World of Warcraft's actually got me into writing in the first place - you can read more about that in our MMO column, Terminally Online.
Alright, here's the problem—I'm not sure this really works for its intended purpose.
World of Warcraft has traditionally had roleplay servers, yes, and those servers do traditionally have people acting out their gameplay in-character: But there's a perception, which is being applied here by Blizzard, that this is their—our—main deal.

In my experience, most RP communities do have players who are still interested in… well, playing the game. Very few people log on exclusively for the purpose of writing with each other. They'll also do dungeons, raids, and so on—with a clear split between their in-character actions and game time. Basically, nobody's RP-walking in a dungeon on Argent Dawn EU. We're doing the damn dungeon.
I won't gripe about the "strict naming conventions and behaviour rules" because there's every chance they're reasonable, although the word "strict" does give me cause for alarm. Roleplay servers tend to work on informal manners without one real "one size fits all" model of in-character/out of character conduct.
What gives me actual pause are these clarifications by Blizzard:
This seems like an overkill requirement for roleplayers—who, again, very rarely act in-character while they're doing dungeon runs and raids. While I can see separating "normal" ruleset players and roleplayer ruleset players out in the open world, where RP is likely to take place, there's no real reason to split them off from the rest of the community outside of that.
Roleplay servers in the retail game are where we congregate, sure—but they're actually populated by a lot of folks who don't roleplay, or just like to watch people RP. And I see no reason why, in Forever, we should be siloing off those groups from each other in all content.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
A clear split between the other rulesets makes sense, but to a roleplay ruleset, I think a semi-permeable membrane would make sense. That way, I can still play with my non-RPer mates—something I do all the time in other MMOs of choice without having to make a separate character.
Best MMOs: Most massiveBest strategy games: Number crunchingBest open world games: Unlimited explorationBest survival games: Live craft loveBest horror games: Fight or flight
Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.

You must confirm your public display name before commen...Read more: Full article on www.pcgamer.com
What do you think about this?