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PC Games (Games) Role Playing (Games) Entertainment Games

Storytelling For MMO Games Discussed 40

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."
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Storytelling For MMO Games Discussed

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  • Indeed! (Score:5, Insightful)

    by arhar ( 773548 ) on Tuesday July 06, 2004 @03:14PM (#9625162)
    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 ...
    • Re:Indeed! (Score:4, Informative)

      by ripsnorta ( 697485 ) on Tuesday July 06, 2004 @03:28PM (#9625373)
      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.

    • Re:Indeed! (Score:5, Insightful)

      by th1ckasabr1ck ( 752151 ) on Tuesday July 06, 2004 @03:28PM (#9625378)
      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.
  • Writing is crucial (Score:3, Insightful)

    by Acidic_Diarrhea ( 641390 ) on Tuesday July 06, 2004 @03:33PM (#9625454) Homepage Journal
    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.



    • 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: LUK
    • 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
  • by JavaLord ( 680960 ) on Tuesday July 06, 2004 @03:36PM (#9625485) Journal
    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.
  • by AuMatar ( 183847 ) on Tuesday July 06, 2004 @03:50PM (#9625676)
    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.
  • 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.
  • Asheron's Call (Score:2, Interesting)

    by wileycat ( 690131 )
    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?
    • 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 af

    • Re:Asheron's Call (Score:4, Informative)

      by Fiz Ocelot ( 642698 ) <baelzharon@gmai l . com> on Tuesday July 06, 2004 @05:45PM (#9626921)
      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.)

    • 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 des

  • FFXI (Score:4, Interesting)

    by RogueyWon ( 735973 ) on Tuesday July 06, 2004 @04:05PM (#9625886) Journal
    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.
  • by hoferbr ( 707935 ) on Tuesday July 06, 2004 @04:54PM (#9626432)
    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!"
    • 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.
    • 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
    • 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, shou

  • CoH (Score:4, Interesting)

    by Frenchy_2001 ( 659163 ) on Tuesday July 06, 2004 @06:30PM (#9627263)
    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.
  • "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 Nation
  • IS in MMs (Score:2, Interesting)

    by zephiros ( 214088 )
    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
    • 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
      • 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
    • 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
  • 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.)
  • by Anonymous Coward
    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 wr
  • by ggwood ( 70369 ) on Wednesday July 07, 2004 @01:10AM (#9629467) Homepage Journal
    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.
    _______________________________________
    • 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 a
      • 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 usef
  • Different media (Score:4, Interesting)

    by Psychochild ( 64124 ) <psychochild.gmail@com> on Wednesday July 07, 2004 @05:16AM (#9630192) Homepage
    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 [meridian59.com].

    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 [tonylovestina.com] 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 [writersblock.ca].

    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,
    • 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 a
      • 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. Whi
        • 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
          • 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 sala
  • 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.

    -J

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