Heres the survey:http://www.surveymonkey.com/s/RVC2LRC
Thanks in advance to anyone who manages to fill it out.
Posted 05 August 2011 - 06:07 AM
Posted 05 August 2011 - 10:48 AM
Posted 06 August 2011 - 12:56 PM
Posted 06 August 2011 - 03:05 PM
Posted 06 August 2011 - 04:11 PM
@Caldenfor. Well thats precisely the problem at the moment. Theres a certainly popularity with the idea of focusing a lot more on players creating their own story, i will admit i personally love the idea, and less on the developer made story. The thing is you need, or so convention would have you believe, to first give some back-story to the player to spark their imagination. Whats the best way to get that story of that world to the player so they can "role-play" within the world?
Also an interesting thing is the fact that although the designers may like the idea of not "forcing" a story on a player what do the players themselves think? Look at WoW and the countless games that copy it, the majority of them are successful. At best they provide no encouragement for players to create their down story at worst they seem to discourage it. Espen Aarseth argues (in A Hollow World: World of Warcraft as Spatial Practice) that this almost "theme-park" design is why WoW is so popular. What I'm trying to get at is that in the end maybe the majority of players would rather have the story "forces" upon them than create their own story.
Posted 06 August 2011 - 10:00 PM
Posted 06 August 2011 - 11:28 PM
I have very rarely felt like a game was forcing story upon me (and I've played a dozen MMOs of different types), so I have difficulty seeing that as a major problem. What I want to see is players given more options to make choices _within_ the game world, not outside of it or meta to it.
Posted 07 August 2011 - 12:39 AM
Posted 07 August 2011 - 06:40 AM
Posted 07 August 2011 - 07:18 AM
Caldenfor, do you read novels much? I think the ability to get into quests is much like the ability to suspend your disbelief to get caught up in the story of a character's life in a fictional world. The quests are pretty much the story of your character's life within the game. Whether it's a game or a book, it really shouldn't matter how many other people experience the same story. Or it should even be a positive thing to know that others are having a similar experience to you - like the communal feeling of watching a movie with friends.
Posted 07 August 2011 - 07:35 AM
Well you have one of the main problem of quests right there. Since the western market is adversed to a lot of grinding quests have been used to mask it and give purpose to the whole thing. The issue is then that you have to make a huge number of quests to stretch out the time it takes a player to do X thing (say get to max level) and then obviously those quests become monotonous, theres only so much you can do with them using the hot-key style game-play design most MMORPGs follow. But is the solution to remove quests all together? I personally don't think so, as sunandshadow said a good quest is like a good book if you find one you can really get into it. But there aren't many good quests out there and thats probably more down to not knowing exactly how to design them effectively for an MMORPG. I could write an essay on the issues i have with quests in current generation games but I'll spare you that.
As for the story in general theres a lot of techniques being proposed by people in the industry as too how to improve the story telling methods of a game (check out "writing for mmos: your doing it wrong" if you haven't already). The style of storytelling your advocating is something similar to Mortal Online and from my short experience of playing the game one of its major failing was that is provided no general history to the world beyond what was written in the intro section. That to me is the worst way of telling a player the story since your not using all the resources available to you.
You may love that style of game but in all honesty other may not. My point about WoW being popular is that style of storytelling must be appealing, or at least not objectionable, to a huge section of MMORPG players. The projects goal, and sorry for not explaining this sooner, is to not only see how/if current storytelling techniques withing MMORPGs can be improved but also what effect they have on different kinds of players. By that i mean whats (if indeed there is) the best way to tell a story to say a PvE player and get them engaged in the world compared to a PvP player.
Posted 07 September 2011 - 03:36 AM
Posted 17 September 2011 - 12:57 PM
Posted 18 September 2011 - 03:07 PM