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Reader Comments (2)

Posted: Apr 30th 2008 9:40AM Wgraves said

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Just my 2 cents...

There either needs to be more or less "narrative."
In the case of more there needs to be an overwhelming desire to complete the quest regardless of reward given, once thats achieved, there is enough narrative.

Less narrative comes down to making things what they are, the corp that I'm in realizes that we are doing a complex or mission to make money, and its nice to have a little bit of background going through, but the narrative is the one we are making, by spending that money to build and defend our little area. An NPC BS story is insignificant to the one we are writing with our actions, and that IS the kind of story that can go on forever.

Posted: Apr 30th 2008 9:58AM Scopique said

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A friend of mine said just the other day that he only reads the first sentence of the quest text, so that he knows where he needs to go and what he needs to do.

I think that after 60+ levels of reading quest panels, they tend to blur together. People know the panel format and only read what is necessary to get the job done. I doubt a lot of people care about the actual TEXT, because it gets in the way of being productive.

I totally agree that the broad strokes used to accommodate all classes CAN be an issue, but really, does there need to be class specific quests for killing 10 rats? Besides, these games are so broad based anyway, so that all players can experience all content, which is not just an issue with the narrative.

I'm a fan of narrative, but I don't know if MMOs are the proper vehicle for them. Quests are treated more like Powerpoint slides and less like chapters in a book. I like the way DDO has their instance narratives, complete with voiceover. In those cases, you can't get away from the narrative, and it seems more engaging that way.

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