Before reading this, please note that I said mmorpgs. Single player games often deliver better on the issue I am discussing.
FIB: Your choices in our story line matter. They will affect your game experience. People who rush through the game will miss things that are import later. To have a full and well rounded character you need to experience the whole game, not just grind to max.
So I do a quest to walk grandma across the street.
I collect apples for Farmer Tom.
I help little Daisy find her doll.
I do a million things for a million NPCs.
And none of it means SQUAT.
Never have I reached a higher level and the little orphan child I rescued from bandits is now the Duke of Earl, who rewards me handsomely. None of it ever matters at all.
Just once I would like to make a choice in a mmorpg (other than character builds/equipment), and it actually be meaningful in the long run.
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Players cannot handle it judging from the the questions and complaints you see in single player games. When they made some decision and obtained a bad faction with one house or companion in Pillars of Eternity they were posting about having to replay the game because certain choices screwed them for good.
In reality most of these types of choices in games are mostly superficial. Single player or otherwise. Even the best of them over the years (games such as KOTOR) simply give you two paths to take in any given decision. The examples of stepping outside of that typical black and white paradigm are few and far between. Divinity:OS 2 promises something unique in that respect, a major reason I can't wait to play it.
To truly offer this type of thing in an MMORPG you'd have to use extreme phasing. Which becomes problematic in maintaining the multi-player approach this particular genre uses (keeping friends who want their own choices to matter together). All we get now are slight visual changes and slight differences in which npcs are present to each individual user (like in ESO). That's about the extent they can use phasing without placing people in different worlds than those they like to play with.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
What game are you talking about? Because it feels like you are talking in hypotheticals.
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Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
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"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
Have a player walk grandma across the street only to run into Farmer Tom. Farmer Tom seems a bit nervous but offers to take grandma the rest of the way if you would be willing to collect his apples and bring them to the customers. While delivering to the customers, each one asks a very odd thing for you to do and each time they verify that "tom sent you". At the end of the day you collapse from exhaustion thinking none of that meant squat only to hear chants of Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn wafting through the window.
Then, suddenly, the sky darkens and the sun turns black!
I love it! It says "yes" to me in a big way, make it so!
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
1. I'm sorry @Phaserlight, I don't know you so I can't say if I have run any quests designed by you. Heck, of the hundreds of thousands of quests I have run since early 2002, I could not tell you the name of anyone who wrote any of them. But if you are doing a better job of it, good work.
2. In general, I recall statements of this nature in regard to the marketing of SWTOR and Warhammer. I feel there were others but it's not like I have been keeping a journal for years so that one day I could quote chapter and verse in a forum post.
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Some, as I mentioned above, actually do give you some agency in what is happening to the story or world (Star Wars with characters and Elder Scrolls for characters/world for example) but that's not something I recall a lot of.
I do remember Aion actually making that claim at the start of development then all of a sudden they never mentioned it and when it was finally released it wasn't the game they had originally touted. For better and for worse I suppose.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
A game like dwarf fortress is interesting due to its emergent gameplay but its going to take a really really long time until we see something like it in an mmorpg. Even today there are times when static quests breaks in mmorpg, imagine what would happen with emergent gameplay in an open world.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Its always the people who have strings of games in their signatures, as if that means SQUAT, that play every game in the same boring linear way and then complain about it on forums.
However, there are still ways to implement more player influence into the game's world. Here's a couple:
Player created content - give players a set of tools to make and submit their own quests, dungeons, etc. Players can change their own content based on what other players do if they want to. This was done in the original version of Graal Online back in 1998-ish.
Live story events - with these a team of GMs (live event team) would act as D&D style dungeon masters. They would directly play the roles of main NPCs and alter the event story accordingly in real time as the players play through it. When the event ends, the outcome of the event and all the player choices made during the event will have changed the direction the game's main story goes. I know, "that's crazy and it could never be done", right? No. The system I describe existed in The Matrix Online. That was back in 2005 so if they could do it back then they definitely can do it now.
So, some old concepts like these could make a comeback and allow for something a little closer to the dynamic, ever-changing world some of us want.
I'd much rather see the world changing at a faction level. Things like territory control is a great one. Fight well for your faction and you're area of control slowly extends. Allow players to build their own cities that change the landscape of the game. Have NPC factions that are themselves working to take back territory. Have the mobs in a zone change depending on who owns it, so if you own it, the quests / mobs might be small scale cleanup type things, but if the enemy owns it then your quests will be to reclaim it, wipe out a mini-boss etc.
You could put in some sort of automatic promotion / inheritance mechanic, for example if your faction managed to assault another factions home city and kill their king, have the king actually die and his son / brother / uncle inherit the throne, with new randomly generated character and skills. Combine with some sort of mechanic that auto-tweaks difficult, so if one factions leader is consistently killed, that faction "breeds" stronger children due to a hard life, so the leaders steadily get harder until it balances out.
You mean MMOs aren't a great medium for telling stories. Games are perfectly fine, even for a changing world, but the world must change around YOU, singularly, it can't be changing around a million other people at the same time. There can't be a million other people who are the "Chosen One!"
Crazkanuk
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Although I could argue that in a PvP castle siege game, there is player effect on the game world. If of course venders and what not, are tied to control. But I don't think that is what the OP is looking for.
It is about me doing things that will ultimately benefit me and my game experience. Making the things that I do matter to me later in the game, for example.
As I had said, "Your choices in our story line matter. They will affect your game experience. People who rush through the game will miss things that are import later. To have a full and well rounded character you need to experience the whole game, not just grind to max."
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
To tell a good story, you need all actors in that story to perform their parts properly. Even in single player games, the developer can't control my actions, they just have to make assumptions and roll with it. This creates a very disjointed story with a lot of inconsistency. Developers start getting around this by programming ever more restrictions into their games, like linear levels, linear quest lines, dialogue that inevitably forces you to the same ending etc. These restrictions result in a better story (but still nowhere near as good as books or films) but much worse gameplay.
Easiest example is any game which assumes I'm the good guy. The quests and story all assume I'm the good guy and force me down the route of being good, but thats not who I am. I am far more nuanced than that - most of the time I'm good, but you what what, sometimes I just wanna kill that irritating character in game. Those nuances come out in the gameplay - I'll happily slaughter everybody in sight, smash open every crate and rob everyone blind - but are almost never reflected in the story.
Thing is, it's not really feasible to create a game which is intelligent enough to track all my actions, process them and then alter quests / dialogue accordingly.
The only stories, in my opinion, that work in gaming are the ones you create yourself. The developers should set up the general framework, but it is your actions in the game that create your personal story. It is why I prefer older games for stories. The technology back then prevented too much dialogue and minimal cutscenes and animations. You got the barebones of the story from the developers, and essentially filled in the gaps using your own experiences. A quest was remembered as easy or hard (story wise) based on how easy or hard it was for you, personally (gameplay wise), not because you reached the finish and a cutscene shows your toon saying "wow, that was hard".
What I have heard, and fully agree with, is that in an MMORPG that tells a lot of stories through quests, you will be missing out on a lot of content and context if you don't do the quests.
It's fine to not like quest-centric themeparks: they're not everyone's idea of fun. But if you choose to play one of those and don't do the quests it's pretty much like skipping most of a book and turning to the last chapter to see how it turns out... why bother?
There are also a few games where some rewards can only be gotten through quests or things that help in PVE can only be gotten in PVP. or viceversa. The choices you make in how you play those games do in fact matter, but that has nothing to do with branching quest scripts.
Having MMORPGS where the things you do truly affect the world and everyone else in it at this moment in time is just science fiction in novels about MMORPGs like Ready player One, Reamde, etc.
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They've never shared how the "magic" will happen, top secret info which only the highest tier backers may be privy to.
Unfortunately seems to be stuck in a never-ending development cycle due to a lack of funding, but it is a game I hope can one day deliver on the "vision"
I'm just not placing any bets...
"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