History Main / PerpetuallyStatic

14th Feb '16 8:02:42 PM purplequeen15
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** This trope can also become jarring to anyone who has started the Knights of the Fallen Empire content, which DOES shake up galactic politics quite a bit, yet you can still return to your factions fleet exactly as it was, and all NPCs from the original content are still going about their business as they were before the expansion happened.
9th Dec '15 2:08:30 AM jormis29
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** ''UltimaOnline'' also ''accidentally'' violated the first law, with the [[LordBritishPostulate eponymous Lord British]] getting killed of by a simple fireball spell during an event. In fact, they ''did'' code Lord British to be unkillable -- a server crash reset the 'Unkillable Flag' and the staff didn't notice until Richard Garriot's character was dying in front of a crowd of several hundred.
* In ''EVEOnline'', how static a region is varies directly with its security level. The highest-security systems are almost completely in the hands of [=NPCs=], and no player-controlled building is allowed, while no-security "zero-zero" sections are all-players, no-rules. The publishers of the game have decided to leave this be, as the player base seems capable of providing for itself, and the economy is now almost completely anarcho-capitalist. It helps immensely that this particular gameworld is space, as the almost complete emptiness lends itself well to player control.

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** ''UltimaOnline'' ''VideoGame/UltimaOnline'' also ''accidentally'' violated the first law, with the [[LordBritishPostulate eponymous Lord British]] getting killed of by a simple fireball spell during an event. In fact, they ''did'' code Lord British to be unkillable -- a server crash reset the 'Unkillable Flag' and the staff didn't notice until Richard Garriot's character was dying in front of a crowd of several hundred.
* In ''EVEOnline'', ''VideoGame/EVEOnline'', how static a region is varies directly with its security level. The highest-security systems are almost completely in the hands of [=NPCs=], and no player-controlled building is allowed, while no-security "zero-zero" sections are all-players, no-rules. The publishers of the game have decided to leave this be, as the player base seems capable of providing for itself, and the economy is now almost completely anarcho-capitalist. It helps immensely that this particular gameworld is space, as the almost complete emptiness lends itself well to player control.



* Subverted in ''{{Achaea}}'' (and other Iron Realms games). The world is run entirely by the players; they rule the cities, control every major organisation and create the vast majority of the content, from clothing to pets. The only reason the status quo stays that way is that the powerful players at the top want it to - and every now and then it shifts dramatically, with everything up to player-guided ''wars''. (However, [=NPCs=] are more or less static, respawning shortly after they're killed, and the safer newbie-lands of Lodi and Minia are completely static with no player control at all.)
* Although this mainly applies to MMORPG ''AnarchyOnline'', there are few elements in the game worlds plot that move forward. For example in one patch the city of borealis was occupied by omni-tech affiliated unicorn guards, which made travelling through there deadly for clan. After few player organised major clan attacks the Unicorns retreated at a later patch. Also some other areas control has changed hands in permanent basis.
* While ''GaiaOnline'' features a dynamic plotline, and the world has changed a lot over time, the world of ''zOMG'' tends perpetually static. This is lampshaded early on with repeatable quests, where your character complains that no matter how many enemies he/she kills, no progress is ever made. Even after you defeat [[spoiler:[=LabtechX=]]], and the [=NPCs=] resolve to find out more about this new [[TheForce G'hi]] energy that creates the Animated, everything is ''exactly the same'' as before. Most [=NPCs=] in Barton are still wondering if the Zurg or Vampires are behind everything and Blaze is still standing around the ruins wondering where her dad is. If you return to [[TheVeryDefinitelyFinalDungeon the Shallow Sea]], you can rescue Marshall again, and he'll act like it's the first time you've met him. You can also travel all the way back to the Underwater Base, and stop the BigBad's plan ''again''. In the most extreme example, you encounter an NPC at the Old Aqueduct who is later revealed to be a villain. After you defeat the Big Bad, you can return to the Aqueduct, and the NPC is still standing there like nothing is wrong, pretending he doesn't know you. (It helps that the text implies that your character doesn't recognize that [[spoiler:Frank, the G-Corp Labtech, and Labtech 123]] are the same person. But your character does know that many of the Labtechs that showed up in the Barton area were actually [[spoiler:working for the BigBad]], but no one bats an eye.)
* ''AsheronsCall'' illustrated why this is almost necessary for MMO[=RPGs=]. For the main plot event of one month, characters were left with one crystal keeping BigBad in check. Great rewards were given to those who destroyed the crystal and set him free. However, players were also empowered to fight each other and defend the crystal. In most servers a half-hearted defense was mounted and the crystal was quickly destroyed, but in one, they were able to mount a round-the-clock vigilant defense. Unfortunately [[OffTheRails the developers had expected the crystal to be destroyed for plot purposes]], and thus were forced to intervene to keep all of the servers on the same page. Never let the players have control of the plot.
* Videogame/StarWarsTheOldRepublic manages to avert most of the story rules - your character is actually rather important to each storyline, and is considered a canon character to the galaxy, though in more general terms (for example, the Jedi Knight is the "Hero of Tython" and not whatever name you gave them). However, [[NiceJobBreakingItHero this actually causes more problems than it solves,]] as time quite obviously passes within the storyline but is never reflected within the game world. Someone on Act 3 may have a certain event going that is two years after the game story starts, while someone in Act 1 or the Prologue is just getting started. The worlds are vastly different between the two, but the game world itself remains exactly the same.

to:

* Subverted in ''{{Achaea}}'' ''VideoGame/{{Achaea}}'' (and other Iron Realms games). The world is run entirely by the players; they rule the cities, control every major organisation and create the vast majority of the content, from clothing to pets. The only reason the status quo stays that way is that the powerful players at the top want it to - and every now and then it shifts dramatically, with everything up to player-guided ''wars''. (However, [=NPCs=] are more or less static, respawning shortly after they're killed, and the safer newbie-lands of Lodi and Minia are completely static with no player control at all.)
* Although this mainly applies to MMORPG ''AnarchyOnline'', ''VideoGame/AnarchyOnline'', there are few elements in the game worlds plot that move forward. For example in one patch the city of borealis was occupied by omni-tech affiliated unicorn guards, which made travelling through there deadly for clan. After few player organised major clan attacks the Unicorns retreated at a later patch. Also some other areas control has changed hands in permanent basis.
* While ''GaiaOnline'' ''WebSite/GaiaOnline'' features a dynamic plotline, and the world has changed a lot over time, the world of ''zOMG'' tends perpetually static. This is lampshaded early on with repeatable quests, where your character complains that no matter how many enemies he/she kills, no progress is ever made. Even after you defeat [[spoiler:[=LabtechX=]]], and the [=NPCs=] resolve to find out more about this new [[TheForce G'hi]] energy that creates the Animated, everything is ''exactly the same'' as before. Most [=NPCs=] in Barton are still wondering if the Zurg or Vampires are behind everything and Blaze is still standing around the ruins wondering where her dad is. If you return to [[TheVeryDefinitelyFinalDungeon the Shallow Sea]], you can rescue Marshall again, and he'll act like it's the first time you've met him. You can also travel all the way back to the Underwater Base, and stop the BigBad's plan ''again''. In the most extreme example, you encounter an NPC at the Old Aqueduct who is later revealed to be a villain. After you defeat the Big Bad, you can return to the Aqueduct, and the NPC is still standing there like nothing is wrong, pretending he doesn't know you. (It helps that the text implies that your character doesn't recognize that [[spoiler:Frank, the G-Corp Labtech, and Labtech 123]] are the same person. But your character does know that many of the Labtechs that showed up in the Barton area were actually [[spoiler:working for the BigBad]], but no one bats an eye.)
* ''AsheronsCall'' ''VideoGame/AsheronsCall'' illustrated why this is almost necessary for MMO[=RPGs=]. For the main plot event of one month, characters were left with one crystal keeping BigBad in check. Great rewards were given to those who destroyed the crystal and set him free. However, players were also empowered to fight each other and defend the crystal. In most servers a half-hearted defense was mounted and the crystal was quickly destroyed, but in one, they were able to mount a round-the-clock vigilant defense. Unfortunately [[OffTheRails the developers had expected the crystal to be destroyed for plot purposes]], and thus were forced to intervene to keep all of the servers on the same page. Never let the players have control of the plot.
* Videogame/StarWarsTheOldRepublic ''Videogame/StarWarsTheOldRepublic'' manages to avert most of the story rules - your character is actually rather important to each storyline, and is considered a canon character to the galaxy, though in more general terms (for example, the Jedi Knight is the "Hero of Tython" and not whatever name you gave them). However, [[NiceJobBreakingItHero this actually causes more problems than it solves,]] as time quite obviously passes within the storyline but is never reflected within the game world. Someone on Act 3 may have a certain event going that is two years after the game story starts, while someone in Act 1 or the Prologue is just getting started. The worlds are vastly different between the two, but the game world itself remains exactly the same.



* ''{{Runescape}}'' had this thing going on for years and is still present with the same in-game year (169) being for eternity and majority of NPC folk treat you as the hero. However, about in 2005, permanent character changes were made. For an example, completing a quest may result many NPC s die permanently and there are even a few which are skill-related. Some of the updates (like revenants) were also written into in-game timeline. Also, the player character would also gain some personality which varies per quest or task.
* In order to prevent them from leaving the LeagueOfLegends, none of the champions will ever complete their personal reasons for being there. No-one will join who knows Trundle's cure, Ammumu's history, or the location of Nami's Moonstone. No matter how many games they dominate, neither Jax, Fiora or Wukong will be able to prove they're number one. No matter how many times Graves, Kha'zix or Warwick kill Twisted Fate, Rengar or Soraka, they will just respawn and the hunt will be on again.

to:

* ''{{Runescape}}'' ''VideoGame/{{Runescape}}'' had this thing going on for years and is still present with the same in-game year (169) being for eternity and majority of NPC folk treat you as the hero. However, about in 2005, permanent character changes were made. For an example, completing a quest may result many NPC s die permanently and there are even a few which are skill-related. Some of the updates (like revenants) were also written into in-game timeline. Also, the player character would also gain some personality which varies per quest or task.
* In order to prevent them from leaving the LeagueOfLegends, ''VideoGame/LeagueOfLegends'', none of the champions will ever complete their personal reasons for being there. No-one will join who knows Trundle's cure, Ammumu's history, or the location of Nami's Moonstone. No matter how many games they dominate, neither Jax, Fiora or Wukong will be able to prove they're number one. No matter how many times Graves, Kha'zix or Warwick kill Twisted Fate, Rengar or Soraka, they will just respawn and the hunt will be on again.
1st Nov '15 5:06:06 PM nombretomado
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* This is played straight in ''RagnarokOnline'', at least until the Satan Morocc patch, which turns the desert town of Morocc into some sort of portal for evil things to come out of. Sort of. The city's still accessible though.
* ''PuzzlePirates'' averts this to some degree, because pretty much everything that happens in the game (I.E. any sort of plot) is a result of large organizations of '''players''' creating these events. It is players who own entire islands and players who set up shops and drive the economy, so when two factions are fighting, it is because the players leading those factions declared war on one another, not because any arbitrary plot-writer decided it should be that way. Wars between factions are therefore temporary and may be settled with the exchange of land or other assets, and the most major event in the game is a blockade, where one faction attempts to '''permanently''' take territory from another faction during a massive free-for-all naval combat in which a thousand players may sometimes participate. Therefore, history writes itself based on the decisions of the most powerful players in the game.

to:

* This is played straight in ''RagnarokOnline'', ''VideoGame/RagnarokOnline'', at least until the Satan Morocc patch, which turns the desert town of Morocc into some sort of portal for evil things to come out of. Sort of. The city's still accessible though.
* ''PuzzlePirates'' ''VideoGame/PuzzlePirates'' averts this to some degree, because pretty much everything that happens in the game (I.E. any sort of plot) is a result of large organizations of '''players''' creating these events. It is players who own entire islands and players who set up shops and drive the economy, so when two factions are fighting, it is because the players leading those factions declared war on one another, not because any arbitrary plot-writer decided it should be that way. Wars between factions are therefore temporary and may be settled with the exchange of land or other assets, and the most major event in the game is a blockade, where one faction attempts to '''permanently''' take territory from another faction during a massive free-for-all naval combat in which a thousand players may sometimes participate. Therefore, history writes itself based on the decisions of the most powerful players in the game.
17th Oct '15 3:54:40 PM nombretomado
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* Averted by a one time glitch in ''{{Planetside}}'' that allowed one team's main base to be captured, effectively eliminating the faction from the server (as romanticized [[http://www.rockpapershotgun.com/2008/09/05/planetside-the-1/ here]] ).

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* Averted by a one time glitch in ''{{Planetside}}'' ''VideoGame/{{Planetside}}'' that allowed one team's main base to be captured, effectively eliminating the faction from the server (as romanticized [[http://www.rockpapershotgun.com/2008/09/05/planetside-the-1/ here]] ).
21st Jun '15 9:44:21 PM nombretomado
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* Played with in ''KingdomOfLoathing'', where the word is static because, well, you keep getting reincarnated back to before it was changed. However, the gameworld itself has undergone radical changes - a rash of bugmeat caused the Penguin Mafia to move into the Kingdom, a comet hit Hagnk's Storage and caused a bit of a rush for its valuable material, a campaign went into action to restore the Knott Yeti population, and so forth. These are called "world events" and tend to leave the Kingdom changed in at least one significant way.

to:

* Played with in ''KingdomOfLoathing'', ''VideoGame/KingdomOfLoathing'', where the word is static because, well, you keep getting reincarnated back to before it was changed. However, the gameworld itself has undergone radical changes - a rash of bugmeat caused the Penguin Mafia to move into the Kingdom, a comet hit Hagnk's Storage and caused a bit of a rush for its valuable material, a campaign went into action to restore the Knott Yeti population, and so forth. These are called "world events" and tend to leave the Kingdom changed in at least one significant way.
27th Apr '15 9:37:44 PM Hanz
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* [[TheOldRepublic Star Wars: The Old Republic]] manages to avert most of the story rules - your character is actually rather important to each storyline, and is considered a canon character to the galaxy, though in more general terms (for example, the Jedi Knight is the "Hero of Tython" and not whatever name you gave them). However, [[NiceJobBreakingItHero this actually causes more problems than it solves,]] as time quite obviously passes within the storyline but is never reflected within the game world. Someone on Act 3 may have a certain event going that is two years after the game story starts, while someone in Act 1 or the Prologue is just getting started. The worlds are vastly different between the two, but the game world itself remains exactly the same.

to:

* [[TheOldRepublic Star Wars: The Old Republic]] Videogame/StarWarsTheOldRepublic manages to avert most of the story rules - your character is actually rather important to each storyline, and is considered a canon character to the galaxy, though in more general terms (for example, the Jedi Knight is the "Hero of Tython" and not whatever name you gave them). However, [[NiceJobBreakingItHero this actually causes more problems than it solves,]] as time quite obviously passes within the storyline but is never reflected within the game world. Someone on Act 3 may have a certain event going that is two years after the game story starts, while someone in Act 1 or the Prologue is just getting started. The worlds are vastly different between the two, but the game world itself remains exactly the same.
4th Mar '15 12:08:22 AM billybobfred
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** I think an alternative lesson to be learned here is "Plan for all eventualities". Or: "Don't pretend to give people control without something to back it up". No point blaming the players for playing the game.
22nd Feb '15 1:08:34 PM TheUnsquished
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* This is parodied during the "Years of Yarncraft" storyline from ''SluggyFreelance'', most notably in [[http://www.sluggy.com/daily.php?date=080820 these]] [[http://www.sluggy.com/daily.php?date=080821 two]] strips.

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* This is parodied during the "Years of Yarncraft" storyline from ''SluggyFreelance'', ''Webcomic/SluggyFreelance'', most notably in [[http://www.sluggy.com/daily.php?date=080820 these]] [[http://www.sluggy.com/daily.php?date=080821 two]] strips.
12th Jul '14 8:23:43 PM Necrodomo
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** Fought furiously by ''VideoGame/NexusWar'', the FanSequel to ''Urban Dead''. The game usually managed to avoid this due to its status as an open beta - there was usually a good explanation for anything the [=PCs=] could do, and the regular infusion of new stuff shook up the gamemap on a continual basis. All of that came to a halt when the developer was contractually forced into stopping the updates. Rather than submit to this trope, he took the game OffTheRails for a [[GrandFinale epic finale]]. Eventually fans brought the game back as ''[[NexusWar Nexus Clash]]'', which once again has active development.

to:

** Fought furiously by ''VideoGame/NexusWar'', the FanSequel to ''Urban Dead''. The game usually managed to avoid this due to its status as an open beta - there was usually a good explanation for anything the [=PCs=] could do, and the regular infusion of new stuff shook up the gamemap on a continual basis. All of that came to a halt when the developer was contractually forced into stopping the updates. Rather than submit to this trope, he took the game OffTheRails for a [[GrandFinale epic finale]]. Eventually fans brought the game back as ''[[NexusWar Nexus Clash]]'', which once again has active plot development.
12th Jul '14 8:22:57 PM Necrodomo
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** Fought furiously by ''VideoGame/NexusWar'', the FanSequel to ''Urban Dead''. The game usually managed to avoid this due to its status as an open beta - there was usually a good explanation for anything the [=PCs=] could do, and the regular infusion of new stuff shook up the gamemap on a continual basis. All of that came to a halt when the developer was contractually forced into stopping the updates. Rather than submit to this trope, he took the game OffTheRails for an epic finale.

to:

** Fought furiously by ''VideoGame/NexusWar'', the FanSequel to ''Urban Dead''. The game usually managed to avoid this due to its status as an open beta - there was usually a good explanation for anything the [=PCs=] could do, and the regular infusion of new stuff shook up the gamemap on a continual basis. All of that came to a halt when the developer was contractually forced into stopping the updates. Rather than submit to this trope, he took the game OffTheRails for an a [[GrandFinale epic finale.finale]]. Eventually fans brought the game back as ''[[NexusWar Nexus Clash]]'', which once again has active development.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PerpetuallyStatic