| Enrique Dryere |
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This is an excellent article. I've always believed that MMORPGs should not be about "reading" the story, but rather "living" the story. To this end, the powers of environmental design far exceed those of the quest text.
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| Steve Fisher |
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Very cool.
I wonder, has anyone experimented with any kind of dynamic quest system, where there's a bit less certainty in where quests are/what quests you can get? That there was an "ideal" sequence to complete quests always annoyed me in games like WoW. |
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| Simon Ludgate |
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I'd note that DDO handles storytelling quite well with the DM voiceovers. You don't have to stop and read anything, or even stop: the DM just tells you what's going on while you progress at your own pace. The only problem is that sometimes you progress too rapidly and clip DM texts off, but the idea is strong.
@Steve, Final Fantasy XI had that, where you had no obvious indication about where quests started or how to progress in them. The end result was a miserable reliance on external sources and guides in order to be able to make any progress. It's one thing to have a little less certainty, it's quite another to leave players completely lost and befuddled, and there's a very thin line between those two designs. |
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| Pierre-Luc Vachon |
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I remember the first instance i did in WoW (Scarlet Monastery) where I wanted to read the books lying around in the rooms but my party only wanted to do the quest. When we finished it, enemies were re-spawning in the place, so I never took the time to read them. I think that reading can be good in MMO if it is not the main tool to explain the history. My friend never read a single line of text in the game, all he was doing is taking the quest and execute it - rince and repeat. He grown tired of the game after a while. Reading is boring most of the time, but it could be great when you have to wait for a party member or for a respawn.
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| Jake Forbes |
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This is a great article. I spent the better part of 2 years as a quest writer for an MMO, and while we weren't oblivious to the issues here, it's such a systemic problem that by the time we writers were brought onto the game to populate content, it's tough to work around. As a gamer, my best memories from MMOs almost always involved surprising or social experiences that fell well outside of the quest system. In any case, I'm glad to see narrative getting ever more attention in the industry.
Oh, and I felt inspired to reminisce on said quest writing here: http://www.jakeforbes.com/2009/09/16/building-a-better-quest/ |
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| Shava Nerad |
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Aion's been doing pretty well so far with a very well written, personal hero's journey based story. I've been loving it, myself. We'll see if NCSoft's investment in this pays off -- but frankly, with women growing as a sector of MMO users, I think you'll find story more and more important to the player base, proportionately.
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| Samuel Wissler |
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Good article.
I disagree with the point about quest Journals. While it's true that I didn't read the quest journal in WoW, that was because it was more of an objective tracker than a repository of story information. At the other end of the spectrum, I DID read the Tome of Knowledge in Warhammer Online quite frequently, especially where it contained story related to the Public Quests. Often times in MMO's I'll run across an interesting area or interesting set of mobs and wonder what the story behind them is. Sometimes you'll have the quest for that area and get to find out, and sometimes you won't because you're the wrong class or wrong faction, etc. My point is that I don't think it's a bad thing to have text in your MMO help carry the narrative. The problem is that the text is currently attached to quests or items which are quickly discarded instead of being permanent to your character like the tome of knowledge, or having it attached to the geographical location like the text/voice-over narration in LOTRO and DDO instances. One thing I *really* agree with on this article though is that the "everyone's a hero" element of MMO's is really ineffective in terms of storytelling and world consistency. Even though I've never really gotten into EVE Online other than a few free trials, one of the things I admire about that game is that everyone is on a mundane level in that game. You don't have thousands of "Heros" and a few unheroic npcs to give you quests. |
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| Tracy Seamster |
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Just have to point out...I'm not a director. I'm a designer. :)
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| Christy Marx |
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One of the reasons writer/designers have been seeking other titles such as Narrative Designer, Content Designer, or (in my case) Story Designer is because of the mistaken notion that a game writer is only about writing words.
In reality, those of us who are writer/designers (by whatever title) are visual storytellers. Our strength is not only in understanding the needs and demands of game design, but understanding the many different ways in which story can be expressed in a medium that communicates via sight and sound. Words *are* a significant tool, but words (quest text, dialogue or whatever) are one of many tools any good writer/designer brings to the craft of telling audiovisual stories, whether we're talking about games, TV or film. Silent movies were no less effective for lacking spoken dialog and no less in need of having a writer to craft what that story was and how it would be presented. MMOGs are a weird beastie unto themselves, of course, but the same basic rules of visual storytelling still apply. |
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| Justin Gibbs |
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For screenwriters story is action. No one wants to read or have someone tell them a story, they want to see it happen. As Christy points out, it's visual storytelling. Players want to see the story unfold with them in the middle of it.
Story also moves the most between scenes. In one scene the protagonist is alone on an island. The next they're being picked up by a passing ship. Obviously they created a raft to save themselves. That's movement. I think both would be difficult to emulate in traditional MMOs. Relying on action to tell the story might get in the way of game play. And other than cut scenes I haven't seen much in the way of scenes. As pointed out in the article, MMOs seem more suited to story worlds where the player creates their own story using the rich source material provided. If you want real time story that is more along the lines of movies or books we probably need to look at different models. |
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