Our sister site Joystiq recently had the chance to speak with several developers about the future hurdles facing storytelling in games. Two members of the MMO industry were in the mix, and their views on how to tell a story in future MMOs are each a very focused snapshot at how City of Heroes and Guild Wars each approach story. With City of Heroes, it's not about the level of tech, but about how much the audience cares about the story. As for Guild Wars, the opposite seems to be the case: it's about learning how to tell interesting stories with new tools.
We don't think either method is wrong, as both views are a product of their origin. Namely, of what the developer has learned and their audience has demanded. We're certain that both developers will continue produce story within games that evoke unexpected responses from us, for better or worse.
Reader Comments (4)
Posted: Jan 7th 2009 12:52PM TheJackman said
Again noting about Guildwars 2 :(
Posted: Jan 7th 2009 3:27PM (Unverified) said
I'm starting to worry that guild wars 2 will take longer to develobe then Duke Nukem :(
Posted: Jan 8th 2009 8:24AM MikeBIndy said
A friend of mine, a nascent game developer and cartoonist, used to call that story stuff "The 'C' Word". Content. It's the core of the thing, the meat that goes with potatoes, the creme center of the Oreo.
I play 3 MMOs currently, including the cape-fest mentioned above. In all three there is a story. In CoX it involves the drug Superadine, a bunch of rarely-seen superheroes and some people who are Lost or something. Maybe I've lost my child-like sense of wonder, but most of the NPC dialogues are either TL:DR or just plain silly. So I can't really tell you more than that about the 'story'. It's some huge, rambling, disjointed thing that makes a typical anime series plotline read like a Dick and Jane story.
I realize that MMO story writers have the unenviable task of writing for gamers from 7 to 70, with countless instances, arcs and character classes to cater to. My only suggestion might be that they take a few hints from Papa Hemingway and narrow it down to one Great Big Evil, one All-Consuming Quest (per character/class) and maybe a damsel in distress now and then. I may be in the minority, since I'm a little on the north side of that age range, but I don't play the Editor Wears New Clothes just because the story is more complicated than a 12-sided Rubik's Cube.
KISS: Keep It Simple, Story-writer
I play 3 MMOs currently, including the cape-fest mentioned above. In all three there is a story. In CoX it involves the drug Superadine, a bunch of rarely-seen superheroes and some people who are Lost or something. Maybe I've lost my child-like sense of wonder, but most of the NPC dialogues are either TL:DR or just plain silly. So I can't really tell you more than that about the 'story'. It's some huge, rambling, disjointed thing that makes a typical anime series plotline read like a Dick and Jane story.
I realize that MMO story writers have the unenviable task of writing for gamers from 7 to 70, with countless instances, arcs and character classes to cater to. My only suggestion might be that they take a few hints from Papa Hemingway and narrow it down to one Great Big Evil, one All-Consuming Quest (per character/class) and maybe a damsel in distress now and then. I may be in the minority, since I'm a little on the north side of that age range, but I don't play the Editor Wears New Clothes just because the story is more complicated than a 12-sided Rubik's Cube.
KISS: Keep It Simple, Story-writer







