How to create a believable role playing game world

On the heels of WWE 2K22’s huge success, World Wrestling Entertainment has licensed the WWE brand to make a new role-playing game.

A new WWE-based RPG is currently in development and will be announced soon, the wrestling company has announced.

How to create a believable role playing game world

Hot on the heels of WWE 2K22’s big success, World Wrestling Entertainment has greenlight a new role-playing game based on its brand. Details are slim but the WWE confirmed the RPG is in the works.

“We continue to see strength in the performance of our mobile games with 2K and Scopely, SuperCard and Champions. And recently signed a new deal in the role-playing game space that will be announced soon,” WWE chief brand officer Stephanie McMahon said in a recent Q1 earnings call.

McMahon says the company is “extremely pleased” with WWE 2K22’s performance, which did so well it helped raise product revenues by over 50% year-over-year.

“Innovation and interactivity are critical to the success of any media property. We were extremely pleased with the relaunch of our premium video game console franchise, WWE 2K.

“After taking a little more than a year off to improve the game engine, we worked hand in glove with our partners that take to interactive, listen to our customers and fans and earned back their trust by delivering a game that exceeded their expectations. WWE 2K22 was a commercial and critical success with the highest Metacritic scores on both Xbox and PlayStation platforms in franchise history with over 5.6 million hours viewed on Twitch to date.

“Gaming is a priority for WWE to reach our next-gen audience with over 80% of WWE’s audience self-identifying as gamers. And nearly 60% of the gaming audience in general being 34 years or younger.”

I’m a big proponent for group centric gameplay. That comes at a price because it all comes down to role distribution for classes. Like in Everquest, you had distinct roles classes were meant to fulfill in your group. Often, when you couldn’t fulfill those roles (pre-mercenary) you were bottle-necked and couldn’t do group based content. Groups would fall apart because of the long wait times to find one distinct role. On the other side of the coin, you have a game like WoW where each class can ‘spec’ it various roles. Which in theory believed it could mitigate the distinct role problem Everquest had. More than likely, healers/tanks would spec into DPS and those roles would be diminished.

I want to focus this thread on player desire for wanting specific roles in their party. There are advantages/disadvantages for both methods of role distribution. (I understand there are a copious amount of variables to consider regarding this discussion, trying to focus on the player desire if possible)

Distinct Role: Singular role, you know that if you have this class in your group they will perform that role. Each class will probably have strong role identity. IE: Tank/Dps/Healer/Slower etc.

Multi-Roles (Spec): Multi-Roles here would traditionally be like the WoW system where you have to spec into a distinct role for your class, but can spec out of that role at the cost of gear dependency. IE: Some classes can be pure DPS, others can be multi-roles like Tank/Dps/Healer. Think WoW.

Multi-Roles (Sub): There would be a distinct Primary Role (Tank/DPS/Healer) then there would be Sub roles within each of those Primary Roles. IE: CC, Debuffer/Buffer, Slower etc)

Multi-Roles (All-Hybrid): Hybrid Roles are sort of similar to the Sub Role method, however, every class is a Hybrid with 2 roles. IE: Tank/DPS, Tank/CC, DPS/CC, DPS/Debuffer, Healer/Debuffer, Healer/Buffer. This would be based off ability access like Sub Roles; IE: simply swap out abilities roles depending on encounter.

The point of this thread is to get a sense of the communities opinions on what they prefer between the two and why? Either way, the designer will have account for the disadvantages and work around it. I guess it’s sort of like, pick your poison. There is no right way to do it without having issues.

I’d like you guys to take a poll by commenting here instead of voting. I think this thread would have more response if it stayed in the Pub.

Option A – I prefer the Distinct Role Method

Option B – I prefer the Multi-Role (Spec)

Option C – I prefer the Multi-Role (Sub)

Option D – I prefer the Multi-Role (All-Hybrid)

Option E – I prefer a different role distribution method (explain in thread)


The answer is nope, probability because it is just not that fun and it is restrictive.

It is much easier just to say and talk about whatever come to mind. I can certainly do the “hail, where art thou from?” talk but it gets old/boring fast. If i want to talk about starcraft 2 with my guildies when we wait for the next dungoen, i do see why we shouldn’t do that.

RP Haven (WOW) It’s Thursday, so it’s Gin and Juice night!

and then there’s always. Furcadia.

Lots’ of roleplaying in MMOs. You just have to look around and get involved in the RP community.

There isn’t a “right” or “wrong” way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don’t complain when the guy next to you with the hammer is doing it much better and easier. – Allein
“Graphics are often supplied by Engines that (some) MMORPG’s are built in” – Spuffyre

i know many people that roleplay in Darkfall atleast in the europe server about NA server i dont know

There is a wide range, from Dwarf Only clans, Alfar Only clans, and Orc only clans, through to the anti-roleplayers who seek to war declare all roleplayers and kill them, in character of course as the vile and evil villian with no sense of humour and no mercy. ;p

I have had ship crews who play pirate music over ventrillo every time we took a ship to sea, too, and didn’t break character much

I come across roleplayer clans often in Darkfall. Actually living with one atm. : )

Best game to roleplay in by far imo . . that is, unless you want to know the end of the story before you begin (roleplaying in themepark games makes no sense to me. )

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Originally posted by Lidane

There’s something obvious that you’re overlooking here — voice chat.

Back in the early days of MMOs, it was all about typed text for conversation, which allowed for more active roleplay, especially in games with a hell of a lot of downtime, like EQ. These days, most gamers are hooked into Ventrillo or some other voice chat server so they can communicate with people faster, especially during raids or big boss fights.

It’s one thing to RP when you’re typing your words, but when you’re in a chat server with your entire guild, staying in character and trying to RP tends to get shot down because most people aren’t that willing to play along when their voice can be heard. On top of that, many players would rather just shoot the breeze about music and movies in their downtime, or give directions during a battle than try to act like their characters.

I’ve heard this excuse before and I just don’t get it. Back in 1999 we were using Roger Wilco for grouping and raiding in EQ and it never stopped us from talking in character in game. When vent launched in the early 2000s, we still had no problem getting people to talk in character. Text chat still works just fine no matter what voice program you are using.

It’s not an excuse. It’s a preference. It’s also a reflection of how things have changed in the last few years.

The players and guilds using Roger Wilco back then were the more hardcore players and RP-ers, so you had people who were more inclined to speak in character and essentially LARP while they played. These days, voice chat is everywhere and used by nearly everyone, from the hardcore to the most casual players, and the chances are far greater now of finding people whose idea of voice chat was solidified in console and regular PC gaming. They’d rather talk about what interests them, like music, or movies, or whatever’s on their mind than sit around trying to remember when to use thee and thou, or trying to voice act as their characters.

There are still players who actively roleplay. LOTRO has a pretty good community for it, both due to inclination and to the rich lore that Tolkien provided. It’s there. You just have to know where to look, and you have to basically accept that it’s a niche now, since a majority of players, especially if they’re on voice chat, aren’t going to be all that inclined to RP. That’s just the way things are.

Below are several reviewers comments on this book whose erudite comments accurately portray my thoughts on the book

How to create a believable role playing game world

“Keeping ahead of terrorists requires innovative, up-to-date training. This follow-up to Stephen Sloan’s pioneering 1981 book, Simulating Terrorism, takes stock of twenty-first-century terrorism–then equips readers to effectively counter it. Quickly canvassing the evolution of terrorism–and of counterterrorism efforts–over the past thirty years, co-authors Sloan and Robert J. Bunker draw on examples from the early 2000s, following the World Trade Center and Pentagon attacks, to emphasize the need to prevent or respond quickly to “active aggressors”–terrorists who announce their presence and seek credibility through killing. Training for such situations requires realistic simulations–whose effectiveness, the authors show, depends on incorporating red teams; that is, the groups that play the part of active aggressors.” UOP

“In Red Teams and Counterterrorism Training, Sloan and Bunker, developers of simulation-driven counterterrorist training, take readers through the prerequisites for and basic principles of conducting a successful simulation and preparing responders to face threats–whether from teenage shooters or from sophisticated terrorist organizations. The authors clearly explain how to create an effective red team whose members can operate from within the terrorists’ mindset. An innovative chapter by theater professional Roberta Sloan demonstrates how to use dramatic techniques to teach red teams believable role-playing.” CGU

“Rounding out this book, a case study of the 2009 shooting at Fort Hood illustrates the cost of failures in intelligence and underscores the still-current need for serious attention to potential threats. First responders–whether civilian or military–will find Red Teams and Counterterrorism Training indispensible as they address and deter terrorism now and in the future.” CGU

For those interested in “gaming” counter-terrorism then this is a must for your shelves.

Xbox Series X

Xbox Series X

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  3. Do you want to spend more time in the initial vault in the next Fallout?

Nah, thanks. I wish we didn’t even start in a vault. Remember Fallout 1? We start the game outside the vault.

In 2 we didn’t even come from a vault.

Both are, to me, the best games in the series.

And let’s not forget: the best 3D Fallout is New Vegas. Again, we aren’t even from a vault (technically).

Well of course I mean if it would still be interesting to be in the vault for awhile. Not just some boring s*** ya know. Maybe you take part in a revolution or something.

Or you start in the Gary vault.

Look, Fallout 3 had the breakout. Fallout 4 had the last remaining survivor thing going. I suppose you could do the kidnapping thing where you are a vault dweller and everything is a ok inside the vault until your vault is broken into by bandits and the whole of Fallout 5 is about finding your way home, only to find out you have no idea what vault you were in. (Crossed records, amnesia, whatever.) I suppose you could even make this one of those tragic love stories where you are trying to make it back to that special someone but your best friend or parents sold you out.

I better shut up now, Bethesda might take this bad idea and turn it into a fallout game.

I’d much prefer not to be a vault dweller for once. Maybe someone born in the wasteland who finds a vault. It’s hard role playing when you are supposed to be “fresh” to the world.

It limits my believable role playing options.

I’d much prefer not to be a vault dweller for once.

This happened before in the series already.

In the two best games in the series for me, coincidentally enough. 😉

I think it would be interesting to play as a descendant of someone who for various reasons left their “perfect” vault. You grew up hearing stories about how perfect and amazing life was there, and now you’ll do anything to find that vault.

There could be a few twists, perhaps your relative was an actual Vault-Tec scientist/worker, maybe your relative was exiled, or the “perfect” utopia was all a lie. Also it doesn’t necessarily need to be the main focal point of the story, it could be just some interesting side stuff

This happened before in the series already.

In the two best games in the series for me, coincidentally enough. 😉

Ahh must have been before I got into fallout. on wait. i’m so dumb. we started outside the vault in new vegas lol

In Fallout 1 you get a short speech from the Overseer then start in the cave right outside the vault door, and in 2 you’re a tribe member that descended from the guy who left the vault in 1

In Brotherhood of Steel and Fallout Tactics you play as initiates and tribals

Ahh must have been before I got into fallout. on wait. i’m so dumb. we started outside the vault in new vegas lol

Exactly. Not only the Courier starts in Goodsprings instead of a vault, is not even a vault dweller.

In Fallout 2 the main character is not a vault dweller either, he/she is a descendant of one.

In Fallout 1 our main character is a vault dweller, but the game starts when he leaves. We don’t even see inside of the vault for a while.