- Joined
- Aug 28, 2019
- Messages
- 78
- Thread Author
- #1
About ninety per cent of us in this community have played at least one of the Half-Life games and have an understanding of them, some of us are veterans to the entire lore and find Half-Life 2 RP to be a shelter for the continuation of their fantasies and enjoyment of the franchise. However, there are major flaws and problems with HL2RP that leaves an empty hole for most of the players, something that we've battled with since the beginning of the schema, the best bit of the Half-Life games that nobody can grasp. I want to delve into how the Half-Life games succeed, and how Half-Life 2 RP fails to pick up from the games and twist it into a roleplay situation for players.
Half-Life 2 is commonly praised for its success in many categories, the combat at the time was flawless and gave endless amounts of enjoyment to those that were waiting for a successor to the original Half-Life game, the Lore was endless and bountiful, leaving the average gamer completely speechless and spanned a hunt for clues for a decade and a half which made milestones in gaming by itself, the praise was beautiful, the game saw itself an additional DLC, Half-Life 2: Episode One. Again, this game was received well and was seen more as its standalone game than it was as an extension to the original Half-Life, just like its successor, Episode Two. The success of Half-Life brought forth multiple communities and fanfictions that allowed fans to continue what they hoped the Lore would've covered if the additional third episode was ever released. One of these communities, or group thereof, was the Half-Life 2 Roleplay Community.
Half-Life 2 succeeded in many categories that a Roleplay community just could not follow through with. The major striving aspect of the games was the combat, something that a Multiplayer roleplaying community built on a relatively old engine with a ridiculously high tick-rate for players over 64 on the original Clockwork system just couldn't handle. This unticked one of the boxes for HL2RP to try and fulfil, but in its stead, it left some rather huge shoes to fill, with the lack of interesting and engaging combat that a Roleplay community could provide, alternatives to that situation had to immediately rise to the occasion to keep the communities interested. Clockwork was the basis of this fulfilling of a humongous hole, which is where the holes in the limelight began to seep through.
Lore was the driving point of the Clockwork communities, and the shoes to fill were humongous. Each and every individual in the Half-Life community has different opinions on how they'd like the story to go, and due to the combat being lacklustre in a Roleplay community, Lore was an adaptive substance that was passed around like gold. Each and every community had a different route on which they'd take the Half-Life storyline, leaving generally giant gaps in between communities where differences would be rather evident. Half-Life Roleplay suffers from a ridiculous amount of problems, stemming from directive to lack thereof, the conversion of many communities into that of a mini MMO, it became less of a Roleplay Gamemode where users could sit and envision the life of a citizen under combine rule, and more into one driven by the figureheads at the current time, with all other smaller communities shadowed by that and forced to fight against the norm of the bigger communities or simply just quit altogether.
After a period of time, Clockwork began to have competition between the communities for the top dog spot, leading to different tactics in Lore and complete reforms of the story whatsoever to achieve the player base's favour in the situation, although this went on for a long time, the ultimate communities had already cemented their place. This, for clockwork in the early days, was LemonPunch.
Half-Life 2 RP became less about telling a story and more about longevity, Attempting to keep players in the game for as long as possible, turning it more into an MMO-esque game and less of the original formula that kept players coming on, to begin with. However, it was very slightly eased into the system over time which made it feel less like an immediate switcheroo and more of a 'change to the norm'. This, however, had everlasting effects. The idea of keeping players staying instead of giving an engaging and enjoying Roleplay experience is what plagued many of the smaller communities as they became more of a business and little remained of a 'community' at that point. We know the big names for these communities, but I won't name them specifically here. This problem still plagues communities today and its a fear that I have about Willard, that we'll become less of a Roleplay community and more into a generic business server.
Half-Life 2 Always kept the players within arms grasp of attaining that bit of information they needed to put the pieces together in the puzzle and make all of the lore click and make sense, leaving us aching for the next game and being the origin point for the entire schema, to begin with. However, many communities seem to fail in understanding what makes the Lore of Half-Life 2 so brilliant and engaging, which is why their servers are seen to flop due to lack of creative directive or perhaps due to more ulterior reasons such as infighting. Events need to be conclusive, yet inconclusive at the same time, if you're to hook a player into a story then you must keep them aching for more. No interest? Then they won't join, you must be absolutely invested in your creation for others to feel the same, and yet you must have the absolute directive of where you want to take it. This is where Anthology succeeded, in its captivating events that kept players coming back, especially when none of them even connect, they knew that it would always be a different and exciting experience. Lore must be absolutely finalized in your head, but fed in puzzle pieces to the player. The longevity of your lore isn't a necessity, but if you plan to have an ongoing arch then you want to have the effects felt on the Gameworld and the players.
This isn't a go at anybody in particular, but more to open a discussion to everyone. This is how I feel about the games. Please excuse if nothing makes sense, I've been awake nearly 32 hours and am writing this trying to keep myself awake. My aim with this thread is to hopefully light peoples eyes up a little bit into some of the problems of the past, and hopefully, Willard won't go near any of these common problems and stay true to its path of following its own idea's and keep original. Eventually, we'll get the perfect formula, whether it's now or later. But let's take away the boring agony of a MMO and put the engagement and Roleplay into the game once again.
Thanks for listening I'm going to go to bed now, I will regret writing this tomorrow.