Feedback:User/Totalhavoc/Player Run Social Status Roles

Overview: Dynamic role play and lore both add diversity to any sort of "Role play" themed server. Instead of players having to chose from a infinitude of options of what they want to pursue as a "Character", they should have the option to either apply, or become a role they wish via quest objective, or even having a player run faction system that allows them to actually ascend the ranks of the said faction. Of course this does not need to be a constant on all servers. For that would become chaotic and annoying. Perhaps by doing this on a select few servers it could prove to be a very fun and enjoyable system. The inspiring idea that brought me to this is having a distinguished noble that is not just a static NPC that we all can guess what their textual, and audio response will be. If this Noble can be replaced by a humanistic player then you truly have a dynamic conversation. This may lead to quests, events, and personally I see much more. Once the social status has been agreed upon then you can have a large dynamic role play event. Of course this needs to be taken into consideration deeply and tested to see if it actually works on a large scale, however any sort of player might agree that being assigned to do a quest or even a errand for another player that indeed rewards them with in game currency or even experience points would be truly amazing. It would reduce the "same old grind" that we get from every other game. No one has ever seen players actually having the power to assign quests, events, or even shape lore around them. It has always been very static and always very upsetting. Of course there is pros and cons to this feature.

In-Depth Pros: This feature can prove to be truly wonderful for player morality. The events would not be the same ones that we have been seeing for years. Naturally, if a large scale event is hosted by a player, with players the event cannot stay completely static. Things would change, providing a dynamic and diverse atmosphere. Also this would counteract the boring every day being the same. It has not been recorded that a NPC has true dynamic feeling and emotion, if they do it is preset and very static. With a player behind the eyes of a character they can actually display emotion in their work. The age of being static is clearly on the way out. This feature can actually improve the ability to be dynamic and unique. This also can call for "Player made history". A good example can be if there is a powerful noble at the head of a household that is betrayed and murdered by a member of a rival household. This of course inspires conspiracy, possible events (Burial events, Honoring Holidays etc.) All of which lead to "Player made History". Also, this gives the game developers a chance to interact with the society that is built in-game, Like perhaps formulating events with In character actors that the In-character society loves, or hates by making very unique acted out scenes of battle, parties, and so on and so fourth.

In-Depth Cons: Of course like any features that are newly introduced they can back fire. With these roles assigned to players there is room for error, or even lack of consideration for what they do. A horrible example of this would be having a public figure that is adored by both the in-character society and the Out of character society quit the game, or miss an event or even make a small spelling error in-character during a speech or a commencement. The importance of the roles must be stressed upon the participating player. Also, out of character controversy is expected with any large populace. It would have to be stressed to the player not to mention socially sensitive subjects around players (Religion, Politics, personal interests etc.) It would take common sense to be in the public eye of the players, as well as common courtesy to others beliefs, morals, and sexuality. It can not be tolerated. It is imaginable for players to gain prejudice for other players Out of Character because they either belong to another faction, or household. Thus causing immature tension and slander to be passed about. This is to be avoided at all costs and keep what is in-character where it belongs. Out of character does not mix with in-character. Upon being admitted to one of the roles a player should sign off on a user agreement of some sort so they can understand what they have at stake if they are to act obscene.

Supporting Concepts: The various concepts that support this feature are vast and almost endless, just about any sort of household, clan, tribe, village ranking or even a In-game government. Each figure could be operated by a Player. With further amendment to this concept, it has been realized that each role has it's own complexity level. Qualification seems like it would be required. However, paid actors for this feature is very costly. Each Player Run Role (PRR) will possibly have to undergo some sort of informative quest, course, or maybe even designing a spell check feature into the chat bar. PRR needs to be run on select servers, possibly ones more centered for role play. Each players "avatar", "character" or "icon" would require players to understand the incorporation of emotion into the character, as that is what seperates players form Non-Playing Characters. As for events, large scale gatherings for a cause can be used as a fund raiser for out of character reasons. Reasons such as this are, Breast Cancer Awareness, Muscular Dystrophy, Multiple Sclerosis(MS), Or any other cause that supports charitable function. The content for this feature is indeed endless, as it relies on what you can think of. Player Run Social Status also will incorporate care and dedication into a players "work" perhaps driving them to gain insight, and possibly learn as they "Play".

As you know, this is a diverse thought, it is subject to change at any time. If it happens not to be fit for the game then it may not be added. It is up to the developers of the game. Even then heavy consideration, and speculation must be put into this topic.

Thank you for reading.