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Posts: 759 Joined: 1/12/06
Advanced Member
Lucioon
 
 

Is Personal Story in an MMO a bad thing? Does it isolate players and separate Players in an supposedly Immersive and Massive Multiplayer world?

GW2 makes your story your own by allowing multiple treads due to your own choices

SWTOR makes your story by making the illusion that your actions actually changes the outcome of whats happening

But each and everyone of the MMO out there, the stories are yours and yours alone, they dont' affect whats happening to the world around you. GW2 have a home instance that changed based on your decisions. But its still you own, it doesn't effect the world.

In an Game where players joins at different times, and play at different hours, will there ever be a game where each players contribute to an over arching story?

Will  the only way for an MMO to be truly Massive when we make the developers the Game Masters, changing the story, leading the players as the hand of god in a story that every single player can join and is constantly changing.

Where new characters are born and into the current conflict, not the first conflict. Or will this alienate too much players and cause rage?

Where if over a certain treshold of players does this action, a certain zone appears, or if not enough players does this other action, an certain battle appears, will then the story no longer be individual, instead a story that affects each and every player in the world.

Posts: 74 Joined: 5/11/12
Novice Member
Resiakraw 

If I remember right, pretty sure I read something about the Game of Thrones MMO being at least somewhat impacted in the overall story by the actions of players/guilds and how things are turning out on the warfront between the 3 factions. It might not be very detailed changes or anything, probably just some pretty general stuff, but at least its a start. But if there's anyone I would want to have writing our stories it would be George R.R. Martin. Yeah I know he probably isn't going to be writing most of this stuff himself, but if he were involved heavily in writing out and changing the lore of the entire game depending on our actions, and possibly featuring certain players/guilds in his lore writings and stuff that would be pretty epic.

Posts: 992 Joined: 2/14/04
Novice Member
Larsa 


Originally posted by Lucioon
Is Personal Story in an MMO a bad thing?

For me it is.


Originally posted by Lucioon
... In an Game where players joins at different times, and play at different hours, will there ever be a game where each players contribute to an over arching story?

Plenty of examples for that. From people in DAoC building rams for a relic raid to people in Istaria unlocking regions (and/or mobs?) by collectively building a monument, to unlocking rituals in A Tale in the Desert, to building and raiding guild villages in Darkfall, and countless other examples.

These are player-made stories. Beats any dev-written cutscene by a country mile. :)

Posts: 253 Joined: 6/12/07
Advanced Member
Corthala 

Player A:" Did you just killed the Evil Thingy?"

Player B:" Yeas!"

Player A :" Ok, I will Wait for it to pop and then I kill it and I will Save all the Lands"

Player B:" I just Done that"

 

 

 

 

 

Posts: 11427 Joined: 12/21/07
Elite Member
nariusseldon 
Originally posted by Corthala

Player A:" Did you just killed the Evil Thingy?"

Player B:" Yeas!"

Player A :" Ok, I will Wait for it to pop and then I kill it and I will Save all the Lands"

Player B:" I just Done that"

 

 

 

 

 

I think few cares about this type of logical when playing a game.

People don't mind it in Diablo 3. People don't mind it in WOW. People don't mind it in LOTRO. People don't mind it in GW.

 

Posts: 2159 Joined: 12/10/08
Elite Member
maplestone 

Ideally, what you want in an MMO world is "news", not "story".

Posts: 2092 Joined: 4/03/12
Advanced Member
GeezerGamer 

A background story is obviously essential, but that's the lore of the game, it tells the histroy and gives you the reason why you are there. After that, we make our own personal story.

Posts: 443 Joined: 1/06/12
Novice Member
Quenchster 

GW2 treated personal story the way it should be treated. Personal story lets your character interact with the world in ways that the multiplayer enviroment won't let you, but it should be used as a guide or a choice and not the beef of a multiplayer game. In GW2 I found myself using it as a tool to get myself to move on to other zones. I had a ton of choices to get experience and none of them expired to forced me to move on, but the personal story would inform me of when I was ready to move to the next zone in an encouraging way.

While I think it is possible to create story through things like events where all players can participate to reinforce the MMO in MMORPG, I don't think that those events can be used to guide players throughout a world like personal story or just normal quests.

Posts: 69 Joined: 10/22/10
Apprentice Member
GN-003 
Originally posted by Larsa

 


Originally posted by Lucioon
Is Personal Story in an MMO a bad thing?

 

For me it is.

I'm with this guy, especially if it's a major focus.

Obviously it comes down to taste, but a personal story (or a story of any sort) isn't what attracts me to this genre. If I want an isolated experience, I'll play a singleplayer game. Odds are it's going to be more enjoyable than anything an MMO can offer.

Take SWTOR for example. Critics and consumers lauded the extensive voice acting and class specific campaigns. It was hailed as one of the best, if not the best story-driven MMOs of all time. That's all well and good, but as someone who has played through KOTOR and KOTOR II, I felt that SWTOR paled in comparison. It was hardly the SWTOR 3,4,5,6,7,- that they claimed it to be. If an MMO that cost hundreds of millions (not to mention developed by Bioware) can't provide me with a better singleplayer experience than a game I played in 2003, why should I be bothered about a personalized story?

I highly doubt TESO will be a better singleplayer experience than Morrowind, Oblivion or Skyrim when it's released. As it should be. I don't expect it be any other way. My point is, you can't, or perhaps shouldn't focus on both singleplayer and multiplayer when it comes to developing an MMORPG. The time and effort used to create an expansive, personalized, on-rails story could have been used to make the multiplayer aspects and the world itself more compelling. Not to mention the concessions and design choices (and limitations) that have to be made in order to accommodate said story.

I'm not saying there isn't a place for story in an MMORPG, but not when it takes precedence over the multiplayer/virtual world. You run the risk of having the player feel detatched. Like GeezerGamer said, you can still have a fleshed out world that is rich in lore without the game forcing you through a linear campaign. Again, it all comes down to personal preference. Some people absolutely love the class specific campaigns in SWTOR.

Posts: 2092 Joined: 4/03/12
Advanced Member
GeezerGamer 
Originally posted by GN-003
Originally posted by Larsa

 


Originally posted by Lucioon
Is Personal Story in an MMO a bad thing?

 

For me it is.

I'm with this guy, especially if it's a major focus.

Obviously it comes down to taste, but a personal story (or a story of any sort) isn't what attracts me to this genre. If I want an isolated experience, I'll play a singleplayer game. Odds are it's going to be more enjoyable than anything an MMO can offer.

Take SWTOR for example. Critics and consumers lauded the extensive voice acting and class specific campaigns. It was hailed as one of the best, if not the best story-driven MMOs of all time. That's all well and good, but as someone who has played through KOTOR and KOTOR II, I felt that SWTOR paled in comparison. It was hardly the SWTOR 3,4,5,6,7,- that they claimed it to be. If an MMO that cost hundreds of millions (not to mention developed by Bioware) can't provide me with a better singleplayer experience than a game I played in 2003, why should I be bothered about a personalized story?

I highly doubt TESO will be a better singleplayer experience than Morrowind, Oblivion or Skyrim when it's released. As it should be. I don't expect it be any other way. My point is, you can't, or perhaps shouldn't focus on both singleplayer and multiplayer when it comes to developing an MMORPG. The time and effort used to create an expansive, personalized, on-rails story could have been used to make the multiplayer aspects and the world itself more compelling. Not to mention the concessions and design choices (and limitations) that have to be made in order to accommodate said story.

I'm not saying there isn't a place for story in an MMORPG, but not when it takes precedence over the multiplayer/virtual world. You run the risk of having the player feel detatched. Like GeezerGamer said, you can still have a fleshed out world that is rich in lore without the game forcing you through a linear campaign. Again, it all comes down to personal preference. Some people absolutely love the class specific campaigns in SWTOR.

agreed...

But I forgot to add the word "Together" Don't shove me in an environment where I am the only one that matters. As this poster said, If he wanted a single player expierience, there are games that specialize in that and will blow MMOs with SP focus away.

We play MMOs so we aren't alone. I initially had no intention of playing a certain wow clone I was tired of WoW and knew it to be very close in game play. But 2 guys from work bought it so I said "WTH, a bad game with freinds is still better than an awsome game alone"  Unless you can't really game with your freinds in that online game. Go figure.

Posts: 759 Joined: 1/12/06
Advanced Member
Lucioon
 
 
Originally posted by GeezerGamer

A background story is obviously essential, but that's the lore of the game, it tells the histroy and gives you the reason why you are there. After that, we make our own personal story.

You are correct that Background story is essential, same as the a personal story that flushes out your character from others. I believe GW2 is on the right track to make it feel like my Warrior is different than your Warrior.

What I believe is needed to bring the story in an MMO forward is not to eliminate Personal Story, but also have an Over Arching Story that everyone participates in, where new Elite Boss mobs appears, each with different name, so that when an General gets destroyed, another takes over, does things differently.

Is it an Development and coding problem where its easier and cheaper to make the same Boss Mob to respawn instead of creating a new one every time one gets killed? I would believe so, but with the technology of today, I firmly believe that its possible to do so.

The one thing that I really wanted to see, not sure if anyone agrees, is that if you clear an Dungeon, you have an option to destroy the dungeon, or leave it vacant, and in a few days, someone will repopulate it. You might have merchants, outlaws, another Boss mob, thiefs or it could become an Guild Getaway place that you can furnish, that might repopulate it. It could become another tavern where you can get more lore out of the place.

I just think having a more evolved world just make it that much more unique and exciting to explore. Have our technology reached a point where this is possible?

Posts: 3246 Joined: 3/22/09
Spotlight Poster
SEANMCAD 

been playing video games on and off for 20+ years (wait actually 30! wow!) and some of those years its all I did other than work. I have never paid any attention to the lore or story.

Posts: 66 Joined: 3/02/11
Hard Core Member
Divona 

I very much prefer personal story created by myself based on what I do in game rather than have it pen up by developer, and being hand holding me through to save the world from the burning fire, being the one hero, just like every other thousands players in the game.

I see MMORPG to be different than other genre where the story is about lore and the history of the game world, where it will continue moving forward when I'm offline. World events are one off, and if I miss it, then I will be read about it or hear the story about the events from other players who participated in.

Having static personal story disrupted the feel of the virtual world, but instead turn it into a game where there is the end point to reach.

EVE Online does a pretty good job at create the on going world story based on the players action, and put them together into timeline. Even though, the main quests are static, but that is optional.

Simply say, I prefer to play MMORPG because of the community and ongoing of the living virtual world than have my character become God and save the world from danger with the epic loots, until the next expansion come out so I can save the world once again, and again, and again.

Posts: 759 Joined: 1/12/06
Advanced Member
Lucioon
 
 
Originally posted by Divona

I very much prefer personal story created by myself based on what I do in game rather than have it pen up by developer, and being hand holding me through to save the world from the burning fire, being the one hero, just like every other thousands players in the game.

I see MMORPG to be different than other genre where the story is about lore and the history of the game world, where it will continue moving forward when I'm offline. World events are one off, and if I miss it, then I will be read about it or hear the story about the events from other players who participated in.

Having static personal story disrupted the feel of the virtual world, but instead turn it into a game where there is the end point to reach.

EVE Online does a pretty good job at create the on going world story based on the players action, and put them together into timeline. Even though, the main quests are static, but that is optional.

Simply say, I prefer to play MMORPG because of the community and ongoing of the living virtual world than have my character become God and save the world from danger with the epic loots, until the next expansion come out so I can save the world once again, and again, and again.

I believe that will be the new evolution to Story telling in MMO's.

Where we would celebrate an Player character's triumph in defeating an General from the legions of hell, and the game itself made it an Holiday of Player X  or Guild X day

When we have a world of Mystery and Wonders and treasures to find, a guild beating some Boss Mob shouldn't anger the players because that boss mob no longer exists in the world.

Where there is an Conspiracy within Conspiracy within Conspiracy. Will it become too complicated or will it make the world more alive?

 

Posts: 935 Joined: 12/12/04
Tipster
Benedikt 

i think the only "personal story" mmorpg should have is a name player (character) make for himself among other players ("big asshole", "best armor crafter", "the guy who led raid on ....."

Posts: 274 Joined: 7/16/11
Apprentice Member
Dahkot72 

I personally hate the trend in cut scenes (TOR/TSW/even TERA has minor ones albeit much less intrusive and often) and voice acting and single player in mmorpg's.

I play mmorpg's to play in a virtual world , not a half single player game half pseudo multiplayer game.

If I want to play a single player game with cutscene and constantly putting me in instances that have nothing to do with the environment then I'd buy that instead.

Lore for the game world I'm all for , make it interesting for many (and even that I really don't rank in the top of importance to work on for devs).

 

Combat-huge world-variety in mobs-mechanics working smoothly-constantly adding new areas etc etc should be what $$ should be spent on

Personally I'm hoping TOR goes down hard , and TSW with it (great environment/quests , worst combat and animations I've seen in years) and the next round of mmorpg get back to EQ/DAOC/SWG/Vanilla WoW etc ,

Where the budget is spent on gameplay , not watching mini movies in game of your character rendered in a cutscene.

Posts: 196 Joined: 3/06/12
Spotlight Poster
Emrendil 
Originally posted by Divona

I very much prefer personal story created by myself based on what I do in game rather than have it pen up by developer, and being hand holding me through to save the world from the burning fire, being the one hero, just like every other thousands players in the game.

I see MMORPG to be different than other genre where the story is about lore and the history of the game world, where it will continue moving forward when I'm offline. World events are one off, and if I miss it, then I will be read about it or hear the story about the events from other players who participated in.

Having static personal story disrupted the feel of the virtual world, but instead turn it into a game where there is the end point to reach.

EVE Online does a pretty good job at create the on going world story based on the players action, and put them together into timeline. Even though, the main quests are static, but that is optional.

Simply say, I prefer to play MMORPG because of the community and ongoing of the living virtual world than have my character become God and save the world from danger with the epic loots, until the next expansion come out so I can save the world once again, and again, and again.

I agree with that. All I care is a world and his "lore". Just give me huge explorable world with lot's of dungeons and random things happening. Like event's that makes players to join and go defend a city from mobs or some bigg boss or something. :)

Posts: 461 Joined: 10/04/11
Hard Core Member
WellzyC 

 

Read my Signature....

 

 

But with gw2  the personal story is optional and scales. I like the that A LOT!!  if no one is on in my guild.. i can go enjoy the storyline. If i want to ignore it, i can.

 

Soloing should be a side feature, not the core of the game. thats what is ruining mmos. Too much focus on solo crap and linear story. Thats not what made mmos popular.

 

Grouping and community come first. Solo content .. 2nd.

Posts: 1472 Joined: 7/04/11
Hard Core Member
ignore_me 

Yeah I think your story should be what you do with other players in the game. The narrative of your actions within the world has primacy, everything else should be designed only to augment.

Posts: 780 Joined: 1/11/11
Novice Member
Irus 

I generally feel MMO's and stories do not merge well together. Stories are fundamentaly incompatible with worlds. Worlds thrive more on lore.

A world could have a history (i.e., the lore), but what happens in it at the present time is the players' actions. And they follow the various laws set up by the world (and, in turn, the lore). But to have a story within the world always felt weird to me. Killing the guy who everyone else has already killed just seems strange. What you are doing is very irrelevant in that case, so why do it at all?

This isn't to say that the world should just be players. I'm a stronger believer in NPC interaction, because there are not going to be enough players to make the world function or fill various filler roles like workers and police and traders and what not, that's what you need NPC's for, fill the world up. Unfortuantely, this often requires Skyrim or Gothic-level AI, or you end up with a lot of staticness.

 
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