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Storytelling For MMO Games Discussed

Thanks to GameRifts for its interview with television and videogame scriptwriter Lee Sheldon regarding the state of writing/story in online gaming. Sheldon, who has most recently worked on Cyan's URU: Ages Beyond Myst, is asked "Do you see good, even epic story lines, becoming a core feature of MMORPGs in the future?", and responds: "Yes, and sooner rather than later... The big question of course is whether [developers will] continue to spend all their money on high quality art and programming and treat the writing as a hobby anyone can do. Without the same commitment to quality as in the other elements that make up an MMORPG the writing will continue to fail miserably."

40 comments

  1. Indeed! by arhar · · Score: 5, Insightful

    One of the main reasons I keep going back to playing certain single-player RPG's like Fallout, Betrayal at Krondor, Planescape: the Torment and Baldur's Gate is the excellent storyline, worthy of any movie. Maybe if any MMORPG had a good storyline, I would check it out ...

    1. Re:Indeed! by ripsnorta · · Score: 4, Informative
      I always thought that the first Asherons Call made a decent attempt at telling a story. Every month the game was updated with new content and advanced the worlds story arc. I've definitly missed that with the other MMORPGs.

      So it's not impossible. The big challenge, as I see it, is to give each character the possibility of a personal story that eventually affects the state of the world.

      --

      Hollywood: The place good stories go to die.

    2. Re:Indeed! by th1ckasabr1ck · · Score: 4, Insightful

      The problem, I think, is that the very nature of an MMO game doesn't lend itself well to a epic storyline. This sounds funny because the entire point of a MMO is to have lots of people in this huge world, but making an interesting, coherant storyline with tons of interactive parts is far more difficult than implementing the same storyline in a singleplayer game.

  2. Writing is crucial by Acidic_Diarrhea · · Score: 3, Insightful
    If [and I believe this will happen] the MMORPG market continues to grow and attract a larger audience, there will have to be the inclusion of better writing. Of course, since this is a medium unlike most others, there are added wrinkles. The storyline that encompasses the entire universe must be interesting but it must also encourage the individual player to try to influence the overall arc of the story. This is why some of the MMORPG that are tied to existing franchises may have more trouble than a newly created franchise. In Star Wars [and I haven't played Galaxies so this is not a direct comment on that], there is a huge backstory of movies, novels, and cartoons that already dictate the order of events. Luke blows up the Death Star. There's no room in a game involving this universe for some unknown player to jump into the situation and take control. The other wrinkle added in a video game setting is the side quests. The motivation for these should be something more than just trying to level up - they should be guided by the larger picture of the universe and have some sort of effect.

    With all that being said, I think that if the writing comes up in terms of quality, these games are poised to take off in popularity far greater than they currently enjoy.

    --
    I hate liberals. If you are a liberal, do not reply.
    1. Re:Writing is crucial by JavaLord · · Score: 2, Funny



      INTERIOR: DARTH VADER'S COCKPIT.

      Vader's targeting computer swings around into position. Vader
      takes careful aim on Luke's X-wing fighter.

      VADER: I have you now.

      He pushes the fire buttons.

      EXTERIOR: SURFACE OF THE DEATH STAR.

      The three TIE fighters move in on Luke. As Vader's center
      fighter unleashes a volley of laserfire, one of the TIE ships
      at his side is hit and explodes into flame. The two remaining
      ships continue to move in.

      INTERIOR: LUKE'S X-WING FIGHTER -- COCKPIT.

      Luke looks about, wondering whose laserfire destroyed Vader's
      wingman.

      INTERIOR: DARTH VADER'S COCKPIT.

      Vader is taken by surprise, and looks out from his cockpit.

      VADER: What?

      INTERIOR: DARTH VADER'S WINGMAN -- COCKPIT.

      Vader's wingman searches around him trying to locate the
      unknown attacker.

      INTERIOR: MILLENNIUM FALCON -- COCKPIT.

      Han and Chewbacca grin from ear to ear.

      HAN: (yelling) Yahoo!

      EXTERIOR: SPACE AROUND THE DEATH STAR.

      The Millennium Falcon heads right at the two TIE fighters.
      It's a collision course. Then out of no where comes 'bluntbacca' in his weedwing fighter. He shoots down the millenium falcon, bumps luke out of the way and blows up the Death Starr

      BluntBacca: W00t pwage!!!!!!!!!!!! eye can't wait 2 show thiz to mah clanniez

    2. Re:Writing is crucial by Bega · · Score: 1

      Thinking of MMO storytelling, I think that there needs to be a lot of interactive work from the people that are running the game.

      Let's take one of the basic types of story -- there's this really random badass emperor ruling some random kingdom someplace with his Mighty Iron Fist, which would ultimately be the "end boss" of the MMO. What I had in mind again, is that there'd be hired people to be playing the game, acting out as certain roles. Like somebody in another comment said there were different kinds of events and often.

      An example: let's take that random kingdom again with that fascistic ruler. There'd be a village, or city of some sorts, that wouldn't be ruled by the guy, but by some cheesy freedom fighters or so. One of the hired "actors" to the game could lead an attack of bigger proportions on that village/city. Let's say there's a hundred players actively playing in that city at any given moment. So this guy would go someplace, summon some 200-300 enemies and lead an attack, ofwhich all players have to try to defend the place at all costs -- since otherwise that city is a goner. Where some cities have more strict rules (i.e. no walking outside after nine or you'll be shot until you die and then shot again) Of course, these kinds of games are not likely to come, but it's always good to vision. :-)

      The cons of this kind of system is that it requires alot of resources -- people are expensive, and you have to have a real big confidence in hiring people for acting in an MMORPG. The pros again, could be depending on the execution, a very compelling experience, since there'd be hired actors for alot of the roles played in the game - the cheesy evil emperor dude(tte), most of his minions, and so forth. So where the game's story is just that "Many moons have passed and the people are living under the iron fist of Emmental Evil.", those actors would be there to execute that story, forcing the players to team up because of the "discriminative".

      This is the only kind of 'storytelling' I can think of for an MMORPG, because there will always be X + N amounts of extra people playing, which makes planning a story in traditional proportions pretty impossible.

      --

      THIS IS THE INTERNET. PLEASE PICK UP YOUR SERIOUS BUSINESS SUIT AT THE FRONT COUNTER.
  3. They all have the same story... by JavaLord · · Score: 4, Funny

    All of the MMO's lately have the same story..... 'we're cancelled before launch!' I hope one of them can break the mold sometime soon. I enjoy MMO's launchs, it's kinda like watching a car wreck.

  4. Easier said than done by AuMatar · · Score: 4, Interesting

    I know a few MMOs claimed to want this. Shadowbane particularly comes to mind, they promised to hire actors to play roles and run regular events in a story arc you could control. I remember exactly 2 events actually happening.

    In reality, this is fairly hard to do. You need tohire good professional writers, who follow eveyr possible branch of the story arc out for months. You need to have the content happen often enough to make it interesting for all. There's a lot of potential there, but its going to be expensive and difficult to tap.

    A better solution may be to go for episodic games. Create a world, and sell the game cheaply (or over the net release) and have a series of self contained story plots. Release a new one every month or whatever for a low price (10 bucks?). Buying it in store gives 2 or 3 free episodes, web gives 1. Make it online, but not true MMO- maybe 100 people at a time to keep it reasonable. I think it would be a lot easier to do this than to create enough content to keep an MMO going.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  5. Ultima online did for a while by greywar · · Score: 1

    Nothing impressive but they at one point made a attempt at it. The citys being invaded, suden death in. then fighting back the hordes....fun days.

  6. Asheron's Call by wileycat · · Score: 2, Interesting

    Asheron's Call had a pretty broad story line the beginning of the game. Black spires appearing over the countryside, shadows terrorizing people (players). I was never involved with those parts of the story, I was still way way too low level to leave the towns, but I heard of players bringing down the spires and such. Mabye someone who is more of an AC vet can expand on this for us?

    1. Re:Asheron's Call by ripsnorta · · Score: 1
      I had just joined the game during this event, so I was too low level to see any of the fighting. I'm not sure if the players brought the spires down, or if it was something that happened as part of the story. I vaguely remember that Asheron himself, and the female leader (she was an archer, but I can't quite remember the name,) may have been involved.

      I did want to see them, so I made the journey out through treacherous country to see one of the fallen spires soon after. I visited the town of Arwic soon after it was destroyed. It was such a great adventure.

      The shadows appeared around then, but I don't quite remember if it was that event. I do remember they were tough critters, especially for my gimped archer.

      One of the best story influencing events was the defence of the crystals that bound the demonic Bael Zh'aron (pardon my spelling, I'm going from memory here and it's been a few years.) A group of players wanted to prevent the release of BZ, and set up to defend the crystal. Another set of players tried to destroy the crystal (of course.)

      I think that all of the servers put up a defence, but only one, Thistledown, managed to prevent the attackers from destroying the crystal. It was quite the effort. They maintained a round the clock vigil IIRC.

      There was an attempt to have a different story line on TD, but it wasn't possible. They did get a memorial erected to commemorate their efforts.

      Unfortunately, I was on Australian time, so all of the events tended to fall outside of my play hours. It was a great game though, and gave a real sense of history and depth to the world. Even though you weren't, you felt like you were making a difference. Lots of fun!

      --

      Hollywood: The place good stories go to die.

    2. Re:Asheron's Call by Fiz+Ocelot · · Score: 3, Informative
      Asheron's Call was awsome. It was small enough that the actual developers could do live events. There were also many pre-scripted events like the shadow wars (floating spires etc.).

      There was even a hub town that caused a lot lag on all servers because of the constant overpopulation...so the town (Arwic) actually got blown up into a huge smoldering crater by the shadows :)

      These Devs had FUN, and they were Involved with their game, a key element missing from so many today. The storyline was also good in AC, with a few story arcs like the shadows, virindi, olthoi, and Martine / Gaerlan. Sometimes getting to converse with the characters or battle them.

      ah good memories of a great game :)

      (and I do remember the shadow wars, defending Fort Tethana and other towns.)

    3. Re:Asheron's Call by JonasHydro · · Score: 1
      The first event for Asheron's Call, Sudden Season, was held in December of 1999. Wandering the uncovered city of Frore and destroying the crystal that cast the long shadows of a deep winter across Dereth also unintentionally eliminated the first of 6 crystals that bound the great Hopeslayer, Bael'Zharon, to his prison.

      That was the first of the year long epic. It wasn't for several more months that players understood that we were destroying the very chains of the beast who would come destroy us. The desire to complete the quest, to find out more lore and information, and to attain untold riches (like the unique Nexus Armor) was the same desire the developers used to push us towards our own doom.

      The shadows, Bael'Zharon's minions, gained power and with it brought the Shadow Spires floating over cities. Eventually they reduced Arwic and Tufa to smoldering masses, while the city of Cragstone was defended by Asheron himself, aided by the lady Elysa Strathelar.

      And while you, as a player, explored Frore, fought shadows, battled the shadow spires (accessed through a series of random portals, so if you died, you had to find a new portal and hope you could find the same spire, to perhaps retrieve your body), and eventually broke most of BaelZharon's crystal prisons, the Battle of Cragstone was held offline during the server update. When the new patch came online and players discovered that the battle happened without them, we were disappointed.

      So that's when Turbine developed the final battle for the last crystal - where you could destroy, or defend, the remaining check of BaelZharon's power.

      Thistledown did defend the Soul Crystal (as I believe it was called), forcing the developers themselves to stage an elaborate attack in order to maintain consistency between worlds. Asheron Call's first year was an epic event, with complex characters (there's plenty enough reason to dislike Asheron and to sympathize with BaelZharon, who had a intense backstory), rival factions of NPCs and players alike, and engaging dungeons with fun loot.

  7. FFXI by RogueyWon · · Score: 4, Interesting

    I've been playing FFXI pretty heavily since November. As you'd expect from a Final Fantasy game, the plot is a fairly large part of it.

    However...

    It isn't a "normal" Final Fantasy plot and comparing it with these is a good way of observing the limitations that going massively multiplayer puts on a game's "central" plot. The Final Fantasy series is pretty well known for its distinctive main characters. Love them or hate them, Celes, Cloud and Squall are pretty much part of the canon of classic gaming characters. By contrast, in FFXI, the player character is nothing more than the player's avatar in the game world. Sure, if you play the game's plot through to the conclusion, he's probably going to end up saving the world or something (I don't know for sure... I've not got there yet and people in-game are very good about not spoiling the story). However, the player character is far closer to what we're used to seeing in "Western" CRPGs, particularly those based around the AD&D rules; a blank-slate upon which the player can try to impose his own personality, so far as the rules of the game will allow. Of course, this is one respect in which MMORPG games go far beyond traditional CRPGs; while in, for example, Baldur's Gate, you might get three basic options for conversing with an NPC, one good, one neutral and one evil, communication between players in a MMORPG is almost completely unrestricted.

    However, freedom of expression doesn't necessarily translate into a good plot. Square-Enix obviously put a lot of effort into making FFXI's plot as compelling as possible; there are a good few twists and your perceptions of some of the NPCs will shift dramatically over the course of a game. However, while a traditional Final Fantasy game will last around 40 hours, getting through the FFXI plot is likely to take closer to 40 days. Plot events are, by the very nature of the game, much more widely dispersed. For example, to do the plot mission required to gain rank 4, you'll need, at the very least, a party of characters of about level 35. To do the next mission, for rank 5, you'll need a party of approximately 10 levels higher. Moving from level 35 to level 45 will require several weeks for any player who can't stay in game every hour of every day. As a result, the plot sections seem few and far between and are never really going to form the bulk of the player's impressions of the game. There are lots of optional quests that expand the player's knowledge of the game-world, but they're not what I'd call "plot".

    There are other potential options for doing plot in a MMORPG. One is to adopt the Eve Online approach, and have the devs write a plot based around the events that occur between groups of players in the game. Of course, I understand that this has been known to backfire spectacularly, when a group object to how the devs have portrayed them. You can also try to let the players write the plot as they go along. However, this relies on having a large number of players willing to put time and effort into creating the story and willing to accept roles for themselves that aren't "savior of mankind, ruler of the universe" and who actually have the talent to write. I suspect that a very small proportion of the current MMORPG player-base truly fits this bill.

    To sum up, a plot can add a lot to a MMORPG and can be an important factor in enhancing a player's enjoyment of the game. However, it's never going to be among the most central parts of the MMORPG experience, on the basis of current designs, and what I'd say to any current MMORPG developers is that it's far more important to get the play mechanics and the player-economy right before worrying about plot.

  8. Immersion and storytelling by hoferbr · · Score: 5, Funny

    As long as we keep seeing users screaming "I l337! Looser! I am l337! You n00b!", i don't think there will be room for any type of immersion and storytelling.

    Party member: "Shall we attack the castle now?"
    You: "We shall rest here until darkness fall. We will attack after the darness has stroke."
    Party member: "Yes sir."
    Someone a mile away: "I l337! Looser! I am l337! You n00b!"

    1. Re:Immersion and storytelling by Ankle · · Score: 3, Insightful

      I couldn't agree more strongly, this is the single most prevailing reason I've quit playing every MMORPG. The most recent being EVE, a typical day was like:
      "Concentrate all fire on the forward apoc."
      "OMGWTFPWN N00B, GO4 RAVEN 1ST!!!"

      Stupid character names and dialog from stupid people are doing nothing but pulling the genre down for anyone who wants to actually have some sort of role playing related fun. At least back in the day on muds they'd be banned for not role playing.

  9. Re:He's wrong by AuMatar · · Score: 2, Insightful

    Yes, because everyone who plays Final Fantasy just raves about the character advancement paths, noone ever mentions the story. They ought to just cut that part out.

    Sure, anyone can write a story. It takes talent to write a good story, especially good dialog. I don't know the qualifications of the guy interviewed, but if he has any prior professional writing experience I'd give him a far better chance that the average Schmoe.

    As for the don't play for the story thing- umm, no. Other than in MMOs, noone plays to mindlessly choose from the spell of attack menus. They play to see the game world, to interact with it, to see the story unfold. We had RPGs without stories back in the 80s- they were called "Dungeon Crawls" and they aren't made anymore.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  10. CoH by Frenchy_2001 · · Score: 4, Interesting

    Just wanted to chime in about the story telling used in some of the MMORPG.

    If you think about it, the story telling and expectancies in a universe are highly linked to this universe subject (heroic quest in med-fan, technological plot in sci-fi...). I'm simplifying, as you can have very different quests, but this is typically what the player is expecting.

    Enters City of Heros. In this game the universe is based on the super heroes from comic books (but generic, no trade marks...). The way the story telling is intertweened with the universe is great: you get tips on the universe and the villains through contacts, those are "personnal" (for your character only), but you can ask for help from other heroes. And as in any comic books, your influence in the universe is actually both little and secretive (in most comics, no hero defeats an Archvillain definitly, it is just a passing victory. In the same way, your deeds are hardly known to the common person if you save the earth...).

    This setup and universe is actually quite fitting to the MMO games. You have common parts (the streets, with rampant crimes as random encounters) and private parts (the missions), even some longer "story arcs" that can be completed as team only. It allows for both multiplayer, interaction and storytelling. The impact on the world can be seen as limited, but fits well in the setting.

    The first MMO to really tempt me. And so far, no disapointment. I'm learning a bit more of the world every time i play and uncover some more plot. Best compromise between MMO and story i've seen so far.

  11. Speaking from experience of an MMORPG that wasn't. by nick_davison · · Score: 2, Insightful

    "Do you see good, even epic story lines, becoming a core feature of MMORPGs in the future?"

    This would be the same game that cancelled its MMORPG component after customers had already bought copies but the MMORPG component hadn't shipped yet?

    Surely, to have a meaningful opinion on the subject, you should actually have been involved in the area you claim expertise on and actually stayed with it through to completion.

    Next people like George W. Bush will think their failing to do their service in the National Guard qualifies them to make decisions as Commander-in-Chief.

    What kind of an insane world would that be?!

  12. Re:Speaking from experience of an MMORPG that wasn by Selenia · · Score: 1

    actually he worked on more than just the Uru mmorpg, the listings are up on his site about it, Uru is just the one that Div decided to list on the interview intro :)

  13. IS in MMs by zephiros · · Score: 2, Interesting

    I tend to thing MM games are going to be the killer app for interactive storytelling. If you think about it, there are really only three ways to do interactive content for MM games:

    1. Create a fixed set of non-interactive content. Everyone in the game world does the same quests, reads the same dialog, fights the same big bad guy for the same reason. Alternately, a few people get to participate interactively, while the vast majority simply watch (or show up for the epic battle).
    2. Employ humans to create custom content for each player. Figure out a way to do this for under $20 per player per month.
    3. Programmatically create custom content for each player.

    There's actually already quite a bit of work going on in this area. The most interesting approach I'm familiar with is Padraig Cunningham's work with case-base systems. In a nutshell, Cunningham proposes borrowing plot recipes from the russian structuralists. One then plugs existing NPCs into the appropriate roles (wise old man, bearer of gifts, etc). The system scales by allowing one NPC to play multiple roles in multiple simultaneous stories, so long as the roles don't conflict.

    So, not unlike real life, your view of an NPC (as a dastardly villain, unexpected benefactor, or innocent in distress) depends on what you're doing when you meet that person.

    For more information on Cunningham's work, check out his publications. In particular, the paper entitled "A Multiplayer Case Based Story Engine."

    Personally, I'm working on a system for generating plot-rich city histories (via personality and relationship modeling). My goal is to get to a point where one could plop down a new town, set some parameters, and "age" the town n years (and get sensible personal relationships, family trees, interesting local history, street layouts, etc).

    1. Re:IS in MMs by happyfrogcow · · Score: 1

      a problem i see is that players all want equal opportunity to do the things they see others doing. so if you have one player at level 10 getting some quest because he did something at level 3 to decide that plot, his friend also at level 10 won't be able to do that cool quest and get that cool item because at level 3 he was busy hunting bumblebees or something. Maybe the bumblebee hunter will get some quest that is comparable somehow, but he will still want to do what his friend did.

      Like in a 1 player game, you almost always want to explore every area, flip every switch, push every stone, and kill all the chickens just to find that one hidden gem. Players want to do that in MMORPGS as well. atleast i did. I spent hours playing EQ a few years back exploring places that people had left vacant after several expansions, just to see what the developers had put there. I was a late commer to EQ. Then I became too disappointed too often, then the guild i was in disbanded so I quit (after making some newb woodelves very happy with a lot of equipment)

      MMO games are very interesting to me. I had an idea for a free roaming free-will kind of game about 12 years ago when i was just a kid watching demos from the BBS scene. I've always wanted to be part of creating such a world. So after forgetting what point I wanted to make, now i'm off to read the publications you linked to.

    2. Re:IS in MMs by happyfrogcow · · Score: 1

      Personally, I'm working on a system for generating plot-rich city histories (via personality and relationship modeling). My goal is to get to a point where one could plop down a new town, set some parameters, and "age" the town n years (and get sensible personal relationships, family trees, interesting local history, street layouts, etc).

      by the way, i like this idea a lot. my first thought was, what if there was a dragon raid at some point, or bandit raids every so often. it's a great way to spread people and items around the world. say they hit up a blacksmith and take some of his better weapons. or the blacksmith is killed, so this city loses it's main forge and has to strike up trade deals with neighbors, bringing in a wider range of items or corruption. or this town develops better weapons since they are always being harassed.

      i'd become addicted to generating towns and walking through them to see what the parameters did, like a fractal... just keep tweaking and zooming in.

    3. Re:IS in MMs by zephiros · · Score: 1

      Maybe the bumblebee hunter will get some quest that is comparable somehow, but he will still want to do what his friend did.

      My thinking was that quests would be dynamically generated. So there would be the implicit assumption that you'd never get the same quest as someone else.

      However, that does bring up an interesting point, which is grouping. It would be nice if emergent stories could be tailored to the skill sets of everyone in the group. Maybe our hypothetical bee-hunter has grown to be immune to certain types of toxins. Perhaps, rarely, the game could throw in a key guarded by giant wasps or something.

      This technique is used from hell to breakfast in stories, where a character might be revealed to have some vital piece of information, or an unexpected skill, or connections in the right places. You know the drill:

      Uber-skilled Death Machine: Rushing the gate is impossible. We'll never get in the castle.
      Noob: My cousin works in the stables. He could sneak us in.

  14. Dragon Empires -- Piers Anthony by Marc_Hawke · · Score: 2, Informative

    Not sure what a reception this will get from Slashdot, but Dragon Empires, (http://www.dragonempires.com/) hired Piers Anthony (Xanth, etc) to do their story. He did the framework and foundation of the story.

    Then other people keep fleshing it out more and more. It's actually the only MMORPG where I read all the backlog of fiction that goes along with it. This one is actually somewhat interesting, (even if it as well will have nothing to do with the gameplay.)

    --
    --Welcome to the Realm of the Hawke--
  15. Writers are the key by Anonymous Coward · · Score: 1, Insightful

    The only game company I know that takes pride in their writers and actually has full time positions for "Writers", "Senior Writers" and "Lead Writers" (taken from their jobs page / game credits) is BioWare (http://www.bioware.com).

    Granted their games are not MMORPGs but story driven CRPGs - from what they say on their forums, they are very proud about that. Also they got the IDGA Writing Excellence Award this year for KotOR.

    I tried to find other companies that have the luxury(?) of employing full time writers, but I failed...

  16. advancing the storyline(s) by ggwood · · Score: 2, Interesting

    So assuming you have a story, should the players become involved in it?

    If so, you are only catering to the few hardcore players who are at the point where you can make that kind of difference. Everybody else is re-doing content they have already seen, discovered, and posted all about on their guild website a month or a year ago.

    If not, you have a storyline like in Everquest. Why should I bother to read any of it when it no one can advance it?

    I read that A Tale In the Desert had rules which the players could change. This is *like* a story, sort of, but more like politics.

    I'm just not sure what a "story" would do for a MMORPG. Let me give an example. Please fix it, or offer a counter-example as to how a story would work.

    Let's say there is a storyline where Orcs are in constant battle with the Elves in this wooded area. As a young elf, I go kill Orcs. "Storylines" like this abound. But I cannot change the world - and even if I could, it would already have been done. People have compared killing Orcs to social work, or street cleaning. Not exactly heroic, as a heroic effort would actually defeat the orcs once and for all and there wouldn't be anymore for the next generation of young elves to kill, ruining the game for them.

    Perhaps instead we could have the orcs replaced later by, say, goblins? But again, no real progress is made: ultimately no real change occurs. If it did, it would ruin the game for the next generation.

    Note: this is implemented (in a form) in Eq in the semi-infamous "Hollowshade Moore War" where various factions occupy a zone and you can defeat one to spawn more of another. It has technical problems (which involve GM intervention, which is very rare: unless you play on the US$40/month server "legends" in which case the GM will "reset" the war 24/7.)

    We could have limited time quests, where say if 100 people do a quest then it ends and a new quest takes it's place. Again, it cuts out the later people for the benefit of the uber gamers now - and I'll bet you anything they will just redo the quest over and over to get to the new content and be the first to do so.

    I would love to fix this problem and am interested in any ideas people may have.
    _______________________________________

    --
    a war on terrorism? How can we end a war on a method?
    1. Re:advancing the storyline(s) by happyfrogcow · · Score: 1

      Perhaps instead we could have the orcs replaced later by, say, goblins? But again, no real progress is made: ultimately no real change occurs. If it did, it would ruin the game for the next generation.

      true. but if you expelled the orcs, you would have the problem of young elves having to go furthur from home to kill things and gain experience. that opens up new story lines for new players who weren't around for the defeating of the orcs. the world would have to be dynamic, such that if you clear the orc area, elves would move and start a village with merchants or something. this village would be a distance from the main city and be very prone to attacks. so instead of you having to go to the orc village, the orcs come to you trying to take back their land. with no protection of the city, you are forced to group and defend, if you fail, others continually fail, or the area is neglected by newbie elves, orcs eventually take the land back. it doesn't have to be limited to 2 areas interacting, it could be more.

      change only ruins the game for the next generation if the change isn't suitably dynamic, or the developers aren't constantly working.

      A problem could occur where the areas are always secured and the world became too tame. Then you would just need a suitably large horde of baddies to attack for a long enough time. or people would get bored of hanging around a secure area leaving it exposed, allowing the baddies a window of opportunity to take it back. Though it raises the issue of how long does an area have to be cleared of baddies before it is considered secure, and how do you determine that the enemy has taken it back under their control? If the area is strategically important enough for the enemy, it could lead to higher level monsters comming in to organize the orcs. say in EQ, Dvinn in Crushbone calls up some inkies to go to the orc hill in Gfay and Gfay has a bigger fight on it's hands.

      Another problem would be a bored high level player comming in to clear the area with a swing of a sword. It would ruin the realism i think, and can't really be eliminated.

      meh, i havn't played EQ in years. the static content bored me, it had promise, but fell short. implementing dynamic worlds is a big undertaking though (that's an understatement).

    2. Re:advancing the storyline(s) by ggwood · · Score: 1

      Actually this is a great idea.

      Step one: have level limited quests. Say, you have to be under level 20 to participate. You collect orc battleaxes, or whatever, and turn them into a quest NPC in the city. The more that are turned in, the more a small camp grows in the newbie hunting area, making it easier for newbies to run to the vendor and sell stuff. First you get a wandering vendor, then maybe a wandering guard, then maybe a fixed location vendor with a tent, then another vendor which sells more usefull stuff (food, water, arrows, other consumables) and the tent becomes a house. Eventually you get a small walled city.

      When you move on to levels 20-30, say, you hunt in more remote areas making the extra servies even that more valuable.

      Of course, this is not advancing a storyline. A storyline is, by it's nature, uni-directional, e.g. when you kill the bad guy, he stays dead. When you storm the castle, it is taken over and used by the forces of good (or evil as the case may be).

      Side note: I haven't done any static content in Eq for months. With Lost Dungeons of Norrath expansion, there is no reason to. Lately I've been doing some triggered events for quests. It's probably been a year since I sat in a safe spot in some static wilderness zone with a group and had stuff pulled to us - which was the old standby for years in Eq when everyone played in North Ro, Oasis, Lake of Ill Omen, the Overthere, the Dreadlands and then finally started exploring dungeons - which was probably how people did it back when you played.

      The game has changed a lot.

      --
      a war on terrorism? How can we end a war on a method?
  17. Re:He's wrong by Anonymous Coward · · Score: 0
  18. Different media by Psychochild · · Score: 3, Interesting

    I'm a game developer with degrees in both Computer Science and Spanish Literature. I know a bit about writing and have some practical experience working on my game Meridian 59.

    The biggest issue is that online games involve a level of participation you really don't find in many modern storytelling media. The closest you find are some interactive plays such as Tony and Tina's Wedding or some forms of oral storytelling, notably campfire stories or "egg timer" stories. And, while we have plenty of practice in evaluating traditional literature (I even have a degree in it!), there's less attention dedicated to more interactive forms. One of the more interesting treatments is Hamlet on the Holodeck .

    Personally, I think the different media are different enough that it becomes hard to really define online storytelling in traditional terms. Even the title of Lee Sheldon's new book includes the term "Character Development", which is often largely out of the hands of the developer in online virtual worlds; players will develop their own characters, and often not in the ways that would make the most interesting characters and stories. It's very difficult for traditional storytellers/writers to let the players take nearly complete control over the creative direction of the story.

    Even in single-player games you run into problems, as one of the most important aspects of good storytelling is pacing, and the player's actions play a large part in the pacing of a game. Highly linear games tend to do good with pacing, but they tend to be restrictive. More open-ended games really focus on the interactivity of the game, but often at the expense of control over pacing. If the pacing isn't right, then that interesting character is going to be of less interest to the player.

    That said, I don't think storytelling in online game is a lost cause. I think there will be interesting stories told, but I don't think they'll conform to the forms we've defined for traditional non-interactive media. I think we might see some cool new things, and I especially hope that some of them show up in my future projects.

    My thoughts,

    --
    Brian "Psychochild" Green
    MMO developer's blog
  19. Arse backwards by LondonLawyer · · Score: 1

    I agree that other players are the ultimate keystone to whether an MMORPG has a satifying story to it or not. However, I think the concept of 'storytelling' in MMORPGs is a hangover from earlier days and on its way out. The idea that the game tells a story to the player is arse backwards - what is starting to happen and will increasingly happen is that the players tell the story to the game.

    Where the RPG is not online the story is mostly already set before the player starts. Where the RPG is online and many players are in the same game, the interactions between those players takes centre stage. The players 'live' the game rather than simply 'playing' it. That can either work very well or very badly - it can get spoilt very easily by a few annoying users. In a shared virtual world though, scripted sequences of events are more obviously brittle and less satisfying and are just plain too labour-intensive to sustain over time.

    I think what we'll see is the development of more robust virtual world designs which can tolerate and incorporate player actions. Part of that is figuring out how to deal with the minority who deliberately spoil the experience for others and part of it is working out how to make game AI work to produce a logical and satisfying reaction to actual events in-world. The story will grow organically out of the AI. For this reason I think the future of MMORPGs belongs far more to code writers than script writers.

    Interesting thread that deals with emerging content in virtual worlds:

    http://terranova.blogs.com/terra_nova/2004/06/mu se _of_fire.html

  20. Storytelling, literature and theme parks by LondonLawyer · · Score: 1

    First let me say that the parent post is informed, interesting and insightful. Mod points are very definitely due. I totally agree with the assessment of the different natures of traditional storytelling and the online version and there are interesting further points made which had not occurred to me.

    I think that MMORPGs are at such an early stage of development that we are still groping forwards to find how best to design them in order to provide a rich and immersive experience. I think we are moving away from product and towards service (in the broad sense of providing entertainment.) The final state is presumably a 'virtual world' where nothing is scripted and everything is the emergent result of interactions within that world. Thus the elements of story such as backstory, characters and plot will develop organically in-game rather than being provided by scriptwriters. True, such a world has to be interesting and fun but I disagree with the idea that the solution is to buy in scriptwriters. The end state seems a long way off though and so we must ask ourselves the question: what is the next step?

    I expect we will see MMORPGs move away from stories and towards experiences. What I mean by that is that I imagine virtual worlds will be something like Disneyland where there are automated NPCs but also people employed to work as an in-game agent to keep the immersive experience running smoothly. Something along the lines of the out-of-work actor in the Goofy suit. This seems to me the cheapest and most flexible way to bring richness into the game. The virtual world will be the 'glue' that holds a number of more traditional game formats together so that your character may for instance enter a race, fight in a tournament or put a team together to compete against other PCs and gain credits, reputation and experience. I imagine these games-within-the-game will for a while take centre stage and push out the storytelling aspect - much as the rides at Disneyworld take centre stage and Goofy just ties it all together. What is being sold is entertainment more than the story that goes with it. That a good story is entertaining is something of a incidental bonus. The majority of people are too lazy to roleplay seriously and these games will need to cater to the lowest common denominator.

    I guess we will gradually move towards a fully immersive experience with in-world consequences and history, but at the moment it will be far easier to bolt in tried-and-tested subgames with a weaker RPG component around it. In the end serious roleplayers are a niche market compared to 'lazier' casual gamers and game design will follow the money. It'll be interesting to watch but I think the franchising we see for instance in Star Wars will develop into an integrated online experience sold as a single package. That's much more the service model and allows developers more control over their games, upgrades to those games and the predictability of their revenue streams. It also means weak offerings are supported by stronger ones and the variety afforded by the package moves it closer to having universal player appeal.

    My 2c in return.

    1. Re:Storytelling, literature and theme parks by Psychochild · · Score: 1

      Thanks for the kind words. :)

      A few thoughts about your comment:

      The final state is presumably a 'virtual world' where nothing is scripted and everything is the emergent result of interactions within that world.

      That's one possibility that people have advocated. Personally, I think that this is not the likely outcome. Even at Disneyland, which you mention later, the experience is rigrously organized and highly polished. Since people are paying for the entertainment, there are certain expectations. While I could conceive of a movie of various images and sounds strung together and left to the audience to construct something meaningful of it, I don't think that's the best way to entertain people. Likewise, virtual worlds need a bit of structure imposed by a competent developer in order to make it truly fun and worth paying for.

      What I mean by that is that I imagine virtual worlds will be something like Disneyland where there are automated NPCs but also people employed to work as an in-game agent to keep the immersive experience running smoothly.

      The problem is that the audience isn't willing to pay for it. Doing a quick lookup, the standard 3-day "park hopper" ticket for Disneyland is $124 if purchased in advance. That's only a bit under what you'd pay for a full year of Meridian 59! Yet, you see numerous complaints from people on sites like Slashdot complaining about having to spend $15/month on subscriptions. Honestly, the audience that are interested in virtual worlds isn't ready to pay the price for a focused experience like you get at a theme park like Disney.

      Really, this gets into the reasons why we're stuck at the level we are. People have stated what they're willing to pay, and they mostly accept what online games have to offer. Until the market is willing to pay more and demand more, we won't see anything startlingly new.

      That said, I think there's some cool things in the future that will turn expectations on their sides. A number of smaller developers have started making some cool games. Including my own game Meridian 59, you can take a look at the wonderful games of Puzzle Pirates and A Tale In The Desert. All these are games that were developed by a group of dedicated people, usually single-digit number of developers. These are games that offer something besides the same-old, same-old.

      Some further points to ponder.

      Have fun,

      --
      Brian "Psychochild" Green
      MMO developer's blog
  21. A story with a 1000 protagonists by Jaeph · · Score: 1

    How do you write a story for 1000 protagonists?

    Also, if we can interact and change the world, then we can affect (e.g. ruin) other people's experiences. If we can't, then it's just a blob of text.

    Last, the people who ruin stories aren't just the almost-apocryphal "l33ts"; it's the silly people who won't go along with the story as presented, and instead want their own. It sounds good in theory, but in practice a bunch of people making up their own stories further divides and diminishes the game world.

    -Jeff

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
  22. Re:He's wrong by AuMatar · · Score: 1

    Didn't check out all the links, but I know that Diablo and Champions of Norrath do have a storyline. There's also the minor fact that Diablo is an action/adventure, not an RPG.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  23. Fast food fun by LondonLawyer · · Score: 1

    The problem is that the audience isn't willing to pay for it. Doing a quick lookup, the standard 3-day "park hopper" ticket for Disneyland is $124 if purchased in advance. That's only a bit under what you'd pay for a full year of Meridian 59! Yet, you see numerous complaints from people on sites like Slashdot complaining about having to spend $15/month on subscriptions. Honestly, the audience that are interested in virtual worlds isn't ready to pay the price for a focused experience like you get at a theme park like Disney.

    To be fair the development and running costs aren't exactly equivalent either. I very much doubt any real-world theme park (let alone Disneyworld) could be built and maintained by a "single-digit number of developers". The land must be bought, the physical theme park installed and kept in good condition, the place has to be cleaned and there are most probably significant hidden costs in things like insurance policies. A direct comparison on entrance fee/subscription fee is likely to be misleading.

    If you can figure out the cost of providing Disneyworld, the numbers may be more useful. Even then, I am cautious of the approach. My thinking is that theme parks provide an alternative entertainment format to the more traditional storytelling approach and may be better suited to the interactive/collaborative experience of MMO games. Although it is interesting to take that further into a comparison of costs, I think you have to be cautious if you do so. The customer expects an online 'theme park' to cost less than its real-world equivalent and I have to say I don't think that expectation is unreasonable. So far as I am aware, the costs of providing the experience are lower online than in the real world. It then becomes a question of what a fair price is based on the costs involved. The real-world equivalent is of limited value when answering that question.

    Taking up on your point on customer expectations, I think there is a subtle(ish) but important distinction here. My take on the customer mindset is that Disneyworld patrons pay for a relatively short and intense burst of entertainment wrapped in a glitzy package - 'fast food fun'. On the other hand, the RPG component of MMO games seems more about developing an alter-ego into which players can escape and in which the entertainment is sustained over a period of time. I don't see them as being directly equivalent. What I do think though, is that the 'bang for buck' which justifies Disneyworld-level prices is more likely to come from a collection of MMO games based on tried-and-tested game formats for which an RPG can provide the context (the packaging).

    While I'd like to see complex, convincing, 'real' MMORPGs, I don't expect them to arrive in the near future. In the meantime virtual worlds are going to need to provide customers with other reasons to stump up their mothly subscriptions. I think they are going to have to provide players with experiences before they provide them with stories.

    1. Re:Fast food fun by Psychochild · · Score: 1

      To be fair the development and running costs aren't exactly equivalent either.

      Well, sure, but we're talking about providing theme-park like experiences to people playing online. I also assume that we're talking about providing entertainment for several hundred thousand people rather than a few thousand people as the "single-digit number of developer" places do. These two aspects are what I'm focusing on in my previous post.

      If Disneyland is like most places, the majority of their expenses come from salaries and payroll. If we put real actors behind the NPCs to make them more realistic, that'll cost money; although game programmers are smart, we haven't discovered how to beat the Turing test yet. You also need people to maintain the game, to police the userbase to make sure that no one is being unduly disruptive, and to provide the experiences that simple AI cannot such as running custom quests or encouraging role-playing. On top of this you do have to pay for space in data center, buy physical servers (and often lots of them), pay for bandwidth, etc. We don't run these games on $10/month web hosting offers; many of the larger companies find it more cost-effective to run their own data center, even.

      My point was that adding the believable NPCs is going to drive up the price of these games because Disneyland shows the price of providing a really focused experience. And while I don't expect the price of an online game to jump up to roughly $40/day, the price will have to go up in order for you to enjoy a "complex, convincing, 'real'" online RPG with all that really entails.

      Hope that clarifies!

      Have fun,

      --
      Brian "Psychochild" Green
      MMO developer's blog
  24. DAOC approach by BayBlade · · Score: 1
    Mythic has introduced an interesting approach in their DAOC game, which is to set up a pair of servers for people who want to roleplay and the remaining servers are for those more interested in the game mechanics, and extending the game world to the real one as well.

    While I find the plot elements very weak in Mythic's game (the machanics are fun tho, especially player vs player raids), the idea of separating the two player types, and imposing a ban on those breaking charachter on a roleplaying server, shouldn't be hard for any other implementation.

    --

    The key difference between a Programmer and a Senior Programmer is that one of them is Mexican.