RP is very rich but it is the players that make it so. The game itself can only ever be the backdrop. It is the mantle that we paint upon. When the game starts getting too involved, we start losing creativity. This is why I prefer to RP in EQ2 over WoW. In WoW the events are happening and you're along for the ride. In EQ2 the major events happened, you write your story based on that and it can go just about any direction you wish.
Now, see... this is very well put. This is something I can wrap my head around. Still, where does the immersive experience stop with the developer where, in a version of your words, the player no longer has to do anything to be immersed in the story of the game, no longer has to work their own imagination, and that imagination begin.
Hypothesis: Would it be better for players if they have a more in-depth immersive experience, developed by the game's creators, to begin with, but which becomes less and less developer created, and requires more and more imagination from the player to keep their immersive experience going? A good deal of the community, from all of the research I've done -and, of course, I'm mostly speaking of the extremely vocal minority, here-, want more immersion in a game, but no one seems to be able to agree on how to go about that. So how do you introduce the game universe, and make it authentic enough to be truly immersive, without sacrificing the players imagination?
And a BattleTech MMO shouldn't be PVE. It should be FvF. When I say I want to hunt clanners, I want them to be clan fanboi's I'm fighting. This way I can RP with them before I blow them apart. Used to do that in the planetary leagues back in MW3 and MW4.
Okay, but again you don't seem to be tracking with the overall goal, and that is to allow it all to be possible; yes, I have a plan to do that, too. Although I agree there are, perhaps, hundreds of thousands of players who wish to do nothing but massive amounts of combat, there are many who also -and I don't have any numbers, here- wish to role-play. The original MechWarrior RPG, along with MW2, 3, Classic, and now the latest RPG continue to clamor for role-playing within the universe of BattleTech in this table-top version, and sales must obviously be strong enough to continue producing new versions of the RPG, or it would have stopped production sometime ago.
Going with my own statement earlier in this thread, it only takes so many people to make something a viable entity, though with dice and paper RPG books it takes a great deal more than computer games, and the original and MW2 were put out before computers were a mainstay in so many homes, so word of type (aka mouth) was not available to 90% of Americans. Still, these games made it and have newer versions coming out all the time.
Indeed, the very first MechWarrior, and both Cresent Hawks computer games were almost solely based around role-playing and, again, they proliferated very well and, almost entirely, on their own.
I would seek to get back to the origins of the game, but with the ability to make it possible for those who want to role-play, or to explore, or to command larger elements as in MechCommander, or to play BattleTech a la 1st 'Mech Shooter, all in one package. If the technology is not here, it's either right around the corner, or will need to be invented; and necessity is the mother of invention.
You mentioned that all you would want to do, for example, was go after a bunch of Clanners, but they would need to be live pilots. Let me posit this for you...
1) Did you ever have any input on the design or production of any of the MechWarrior or MechCommander computer games?
2) Did you enjoy the single-player atmosphere of those games, and could be happy with either single or multi-player?
3) What if you had to get through NPC pilots on a battlefield to get to other live pilots in order to fight them? Would it be interesting to you to fight AI pilots, and then have to re-tool your thinking, your imagination, on the fly to face off with a live pilot?
4) Would you rather have smaller, more intimate engagements with only a few live pilots, or a battlefield swarming with 'Mechs, vehicles, armor of all types, helicopters, aerospace fighters, artillery, etc., ad nauseum?
For my part, and those of many others I've read the posts of over the years, and interviewed through PMs and email, hundreds of them, we all loved the computer games, even though we had absolutely no input on their construction, we enjoyed them for what they were, not for what we might have done with them, though that conversation was had as well. I especially loved MW3, and believe it was the absolute best representation of BattleTech on the computer to-date, including anything MekTek or MWLL has done.
I hate the PvP, live pilot portion of the game, playing it on-line, after MW3, especially because there are too many griefers and pop-tarting children out there who have learned how to take advantages in the game system and do not understand the concept of honor in the least, and they make the experience, at the very least, unpalatable. I was a very good pilot up until Pirate's Moon, I would say Veteran level, but these little kids with the joysticks and console mentality could knock me out of my socks every time, and it wasn't skill, it was pure twitch, it was a part of the game that wasn't supposed to exist. Microsoft turned MechWarrior into an FPS, no more, no less, and it's crap, now as a result.
I would rather face a battlefield swarming with NPC pilots with live pilots mixed in, commanding the NPC pilots where possible and making the battlefield, out of the expediency learned from the game, the desire to preserve forces as much as possible, asset management, than have a bunch of meaningless live pilot melee garbage. No thanks.
Fortunately, there have been a lot of people out there who agree with me 100%, and those are the people I would prefer to cater to, while not leaving out the combat monkeys at all, indeed inviting them in the play pick-up forces for many of the various units in the universe. We've played single-player and on-line games with no real focus, unless it's player-group created, for far too long, and gone away from the roots of the genre so badly I scarcely recognize it, anymore.
So, for this time around, were I able to build BTO, I would put the combat monkeys off to the left and cater to another type of player, and the game will be enormously successful. Mark my words.