Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Player story should return.

No matter what type of MMORPG is made in the future I look forward to return to player story.  Yeah old cranky vet talk... I guess.  But one thing I've realized that was different with old MMORPG despite the great differences is that player story made the game.  There wasn't a neat funnel of single player quest driving the whole game.  It was more putting us in a world and making our own adventure out of it.  I can say majority of my clear memories of MMORPG come from the player story.  None of the quest I ever did stick out.  
«1

Comments

  • immodiumimmodium Member RarePosts: 2,610
    I easily prefer developer made stories over players. But I'm not an role player.

    Worlds in modern MMO are a lot more interesting to go out and explore and create your own stories over the older games (IMO) if your into that. Even with the quests present.

    image
  • Loke666Loke666 Member EpicPosts: 21,441
    Gorwe said:
    Really? Not even one quest stuck in your memory? Not even one from such games as swtor, eso, tsw, gw, wow etc? ...somehow I don't believe you.
    Some quests did with me but for everyone that actually was great are there about 25 uninteresting grindy ratkilling or FEDEX quests.
    I think quests should stay in MMOs but I did play the old MMOs and even M59 had quests. Sadly those quests sucked though so most have forgotten about killing rats in the moat and so on.

    My point: MMOs can have quests but those quests should be fun and epic, 200 great longer quests are far better than 10 000 crappy ones. Add fewer, longer and better written quests with more exploration and fredoom and things are peachy.

    No-one needs to constantly ask me to go and kill 10 orcs, 10 moblins and 10 whatsnot. That is just pure grinding and there is no point telling me to do that crap, if I need the XP I can do it anyways.

    There is a huge difference between taking the one ring to mount Doom and some peasants asking a mighty hero to kill pests in his cellar. Only one of those things could be called a "quests".

    If unsure, think "Would Conan do this"? If not just save us the effort. Overfull questlogs with "quests" so sad that not even the cheasiest fantasy comic or TV show would use them is an insult to our intelligence.

  • AxehiltAxehilt Member RarePosts: 10,504
    immodium said:
    I easily prefer developer made stories over players. But I'm not an role player.

    Worlds in modern MMO are a lot more interesting to go out and explore and create your own stories over the older games (IMO) if your into that. Even with the quests present.

    Yeah this is the prevailing player opinion.  Almost no videogame RPGs have strongly supported tabletop-style role-playing, so as a result the majority of RPGers enjoy the core traits of videogame RPGs: story (dev-made), progress, and stats-driven combat.  Developers occasionally dabble in other types of RPGs, but they're much less popular (or if they're popular, they're popular because the feature was tacked onto a game where a dev-made story was driving things.)

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • Random_mageRandom_mage Member UncommonPosts: 1,093
    Instead of moving to player created stories, why not move towards a player involved story? I am sure several games have "user councils" but on a different level. The player ran stories aren't usually very complex, or repeatable.  Or they tend to be exploitable with no repercussions for such exploitation.

    *Old Man Speak coming* 
    When I first started playing MMO's, I played one.  It was call Asheron's Call.  During the first few years, players actually affected story lines, if only to fulfill a role, but with all of the hub bub out how you are the hero in the story, blah blah blah, there seems like to less player involvement and more "WORLD FIRST".  
    A prime example of what I am talking about with players interacting with the devs was during the shadow invasion, several players of high level were teleported to a place, and were asked questions about the story and to make decisions dictating future story arcs and the like via their responses.  Why can't we do MORE of this?  Devs seem to be more hands off, and more and more, build code and release instead of getting active responses to their code after release of said code.  Like, they release a new weapon and wait for the players to complain, then they fix, instead of giving players the weapon, telling them to go kill stuff, and seeing the results, and toning it up or down.

    Currently playing Real Life..

    http://i36.tinypic.com/2uyod3k.gif

    For all your stalking needs..
    http://www.plurk.com/Random_

  • iixviiiixiixviiiix Member RarePosts: 2,256
    I don't enjoy quest in MMORPG , they are stupid time sink . Have to do all those quests before able to unlock multiplayer contents is pain .
  • Flyte27Flyte27 Member RarePosts: 4,574
    I agree in general.

    I don't know if by player story you mean people role played or player story in terms of things kind of just happened as you wandered around that could be considered stories and more interesting ones than the general ones that everyone experiences in story driven games.  It's not so much roleplaying as just going out, doing things in games, and having things happen.  There is no real effort required to role play.  You simple go out and various different things happens like someone trying to steal your kill, coming across someone in need of help, asking someone to teleport you or give you a buff, gathering to trade items, etc.  I think this is a general change with the way kids grow up today.  They are in very controlled environments monitored by adults.  They often don't understand the concept of playing in a sandbox unmonitored and all the different possibilities that arise from such an environment.  It's more exciting to survive a train brought by another player or get your corpse back from deep in a dungeon then to go through a very controlled story in many cases.  Mostly because it's different, random, and there is no guarantee of success.
  • KyleranKyleran Member LegendaryPosts: 44,010
    An example of player stories, from EVE.

    Yesterday a person in my corp needed to move a capital mining ship from empire space to null along with some other supplies needed for an internal mining consortium he and some others were forming.  So a random corpmate offered to help, and spent a significant amount of time going back to empire, mapping out multiple worm hole routes, remapping more WH's when the primary unexpectedly closed out, several other players joined in to assist with this effort as several dozen systems were scanned down.

    At the end of the day, all gear made it safely back to null sec, congrats were given out to the first guy that volunteered and stuck around all day on an activity that actually didn't benefit him in any way. (not a miner).

    In fact, while they were discussing their exploits on TS, I mentioned I had 5 miners who could fly at max efficiency, and they invited me into the consortium on the spot.

    We all regularly scout for each other to prevent unnecessary deaths, assist in call to arms, and generally support each other when duty calls.

    This is what I consider to be player stories and by far they are more enjoyable than scripted developers stories, at least for me.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • [Deleted User][Deleted User] Posts: 12,262
    The user and all related content has been deleted.

    거북이는 목을 내밀 때 안 움직입니다












  • AxehiltAxehilt Member RarePosts: 10,504
    Player story is whatever you make it, in any game you play.  If you want it, then simply pay attention to whatever you're doing.  It's not like the game drive player stories.  It's a player's story.  Make it.  Don't rely on the game to be empty and nonexistent for you to choose to fill it with your own story.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • dupablada201dupablada201 Member CommonPosts: 3
    Ask if conan would do this.lol but that's so freaking true. We need to meet in the middlevbetween sandbox and themeparkq. L BTW. New forum works crazy on mobile!!
  • Flyte27Flyte27 Member RarePosts: 4,574
    Creating stories in most of today's games makes little sense.  Everything is instanced off, you don't generally encounter others and when you do you can have little impact on them and they on you.  The environment is very controlled so that a potentially bad experience can't happen.  Those potential bad experiences are a large part of having stories in the game.  Everything is geared to happen in a certain way.  There are really no actions of any consequence that are lasting. 
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    immodium said:
    I easily prefer developer made stories over players. But I'm not an role player.

    Worlds in modern MMO are a lot more interesting to go out and explore and create your own stories over the older games (IMO) if your into that. Even with the quests present.
    Has nothing to do with roleplaying.  It s about being able to create your own tale in a game with other players just by playing.  MMORPG's are so single player story driven that the players and world have no place for you to create your own tale.

     
    Flyte27 said:

    i agree in general.

    I don't know if by player story you mean people role played or player story in terms of things kind of just happened as you wandered around that could be considered stories and more interesting ones than the general ones that everyone experiences in story driven games.  It's not so much roleplaying as just going out, doing things in games, and having things happen.  There is no real effort required to role play.  You simple go out and various different things happens like someone trying to steal your kill, coming across someone in need of help, asking someone to teleport you or give you a buff, gathering to trade items, etc.  I think this is a general change with the way kids grow up today.  They are in very controlled environments monitored by adults.  They often don't understand the concept of playing in a sandbox unmonitored and all the different possibilities that arise from such an environment.  It's more exciting to survive a train brought by another player or get your corpse back from deep in a dungeon then to go through a very controlled story in many cases.  Mostly because it's different, random, and there is no guarantee of success.

    Yes, this is exactly it.   I don't think quest should be so much in the way.  The way we designed to play, player progression and the way the worlds are designed questing is in the way of player story.   You're not meant to find your own adventure.  You play in a confined space to quest only. 
  • klash2defklash2def Member EpicPosts: 1,949
    No matter what type of MMORPG is made in the future I look forward to return to player story.  Yeah old cranky vet talk... I guess.  But one thing I've realized that was different with old MMORPG despite the great differences is that player story made the game.  There wasn't a neat funnel of single player quest driving the whole game.  It was more putting us in a world and making our own adventure out of it.  I can say majority of my clear memories of MMORPG come from the player story.  None of the quest I ever did stick out.  
    SO you never played wotlk xpac then i take it? I still remember most of the quests that led to arthas defeat and if you played it there is no way you don't remember..but BOD here maybe you never played?  What was the last mmo you played? Everquest? Ultima?  
    "Beliefs don't change facts. Facts, if you're reasonable, should change your beliefs."


    "The Society that separates its scholars from its warriors will have its thinking done by cowards and its fighting by fools."



     
    Currently: Games Audio Engineer, you didn't hear what I heard, you heard what I wanted you to hear. 


  • LoktofeitLoktofeit Member RarePosts: 14,247
     None of the quest I ever did stick out.  
    Really? One of the things I enjoyed about WOW was the storylines in the quests. The Orc/Troll politics and tension was fun to follow, as well as the revenge and experiments of the Forsaken quests. A lot of them were rather memorable for me. However, in typing this, I am thinking about Age of Conan and several other games where I enjoyed many of the quests but I'll be damned... none of them are actually sticking out right now. :D

    So I guess haflway through this post, I'm seeing where you're coming from. Whereas I can go on for hours with UO, EVE Online, and Puzzle Pirates anecdotes, I can't really think of many specific events from the quest driven games, as they were enjoyable but not really memorable. 

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • immodiumimmodium Member RarePosts: 2,610
    immodium said:
    I easily prefer developer made stories over players. But I'm not an role player.

    Worlds in modern MMO are a lot more interesting to go out and explore and create your own stories over the older games (IMO) if your into that. Even with the quests present.
    Has nothing to do with roleplaying.  It s about being able to create your own tale in a game with other players just by playing.  MMORPG's are so single player story driven that the players and world have no place for you to create your own tale.

    It has everything to do with role playing. Creating your own tale in a game is role playing.

    image
  • Flyte27Flyte27 Member RarePosts: 4,574
    immodium said:
    immodium said:
    I easily prefer developer made stories over players. But I'm not an role player.

    Worlds in modern MMO are a lot more interesting to go out and explore and create your own stories over the older games (IMO) if your into that. Even with the quests present.
    Has nothing to do with roleplaying.  It s about being able to create your own tale in a game with other players just by playing.  MMORPG's are so single player story driven that the players and world have no place for you to create your own tale.

    It has everything to do with role playing. Creating your own tale in a game is role playing.

    I think the point is you don't have to sit make a backstory for your character or play them a certain way to fit the role in order to have stories in the games.  Just playing the game stories will unfold of their own accord.  You could still consider them roles, but they are not planned out roles.
  • DistopiaDistopia Member EpicPosts: 21,183
    I've always looked at Quests as a way for the game to incorporate my character into the game world and it's events, making my connection to my own character story stronger.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    edited August 2015
    Loktofeit said:
     None of the quest I ever did stick out.  
    Really? One of the things I enjoyed about WOW was the storylines in the quests. The Orc/Troll politics and tension was fun to follow, as well as the revenge and experiments of the Forsaken quests. A lot of them were rather memorable for me. However, in typing this, I am thinking about Age of Conan and several other games where I enjoyed many of the quests but I'll be damned... none of them are actually sticking out right now. :D

    So I guess haflway through this post, I'm seeing where you're coming from. Whereas I can go on for hours with UO, EVE Online, and Puzzle Pirates anecdotes, I can't really think of many specific events from the quest driven games, as they were enjoyable but not really memorable. 

    If you talk about some of them but for the most part quest all kind of merge into kill, loot and deliver crap.  I have more memories from EQ which is barely played than I do most modern games.  It maybe the game jumping that happens.  But the thousands of quest thrown your way in the most generic way just seem to get in the way for me.  
  • kemono55kemono55 Member UncommonPosts: 124
    Gorwe said:
    Really? Not even one quest stuck in your memory? Not even one from such games as swtor, eso, tsw, gw, wow etc? ...somehow I don't believe you.
    Yes really. You have to take into account that these same quests are given to thousands of other players that live in the same world as you. And with that taken into account all of these dev made stories is completely absurd and doesn't fit into the game.
  • ArchlyteArchlyte Member RarePosts: 1,405
    Player Story is best left as a sideshow, but too many games make it the whole enchilada because somebody thought it would be awesome to turn MMORPGs into SPRPGs with more people in them. The real problem occurred when player story became the game makers priority to the exclusion of any other experience. In-depth crafting or housing? No can't have that because it doesn't mesh with savior of the megaverse movie quests. 

    In contemporary mmos you get to pretend that your pretend awesomeness is valid, cause the NPCs told you so in a cutscene. 
    MMORPG players are often like Hobbits: They don't like Adventures
  • DauzqulDauzqul Member RarePosts: 1,982
    edited August 2015
    Really? I thought "story" has been too overboard the last few years. I don't mind a theme / setting, but I cannot stand long-winded quests:

    "Help me! My brother is late for a shipment of giant shells! Have you ever heard of the Bongy Boys? They says we owe 'em money. If we don't pay, they will certainly come down on us hard. their leader, Bong, isn't really known for his leniency. He's been the town bully for quite sometime. I really need some help! Could you bring me 20 Giant shells from the Giant crabs on Hellscorch Beach? I will greatly appreciate it! The Bongy Boys are just too .... blah blah blah blah"

    Just say...   "I need 20 giant shells".


  • KenFisherKenFisher Member UncommonPosts: 5,035
    Read the thread.  I'm lost.  What I think of as player story doesn't make sense in context of these posts.

    Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security.  I don't Forum PVP.  If you feel I've attacked you, it was probably by accident.  When I don't understand, I ask.  Such is not intended as criticism.
  • AldersAlders Member RarePosts: 2,207
    edited August 2015
    I prefer the story between my character and the other characters on my server as opposed to the story between my character and predetermined NPC's story. The problem is that it's much tougher to do the first now with so little importance placed on players interdependence. When everyone is self sufficient, it removes a lot of the story possibilities.
  • Beatnik59Beatnik59 Member UncommonPosts: 2,413
    Every so often, I ask myself what I would want in my gaming experience that I can't get with a combat engine and fight mechanics.

    Intrigue.

    Politics.

    History and lore.

    Character play.

    The combat is important, no doubt.  But I find myself wondering "what is all this combat for?"

    __________________________
    "Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
    --Arcken

    "...when it comes to pimping EVE I have little restraints."
    --Hellmar, CEO of CCP.

    "It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
    --Exar_Kun on SWG's NGE

  • NitthNitth Member UncommonPosts: 3,904
    No matter what type of MMORPG is made in the future I look forward to return to player story.  Yeah old cranky vet talk... I guess.  But one thing I've realized that was different with old MMORPG despite the great differences is that player story made the game.  There wasn't a neat funnel of single player quest driving the whole game.  It was more putting us in a world and making our own adventure out of it.  I can say majority of my clear memories of MMORPG come from the player story.  None of the quest I ever did stick out.  
    People were crying for that relentlessly a few years back before and during SWTOR's development.
    After SWTOR released with horrible sales and retention there was nothing but silence from the pro story crowd.

    image
    TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development

Sign In or Register to comment.