Remember when Star Wars The Old Republic first came out? You were excited and ready to tackle your first instance with a group. Half way through the instance there is a cut scene with dialogs and because its your first time you want to hear it all but of course the people who you were doing this with skip it and are pissed that you are holding the group up? Or how about how in an MMO you are told over and over that you are "the special one" like in Word of Warcraft's Legion or in Elder Scrolls Online? Yes you are "the one" along with a million plus other souls.
Today I would like to make an argument that MMOs do not need a good story, or any story really. I think a good story should be reserved for a single player game. I will gladly take a great "world" over a great "story" any day of the week.
Think back to the days of Ultima Online. It was a world. It was a living, breathing world. The world was the story. The same held true for vanilla World of Warcraft. You are just another character along with many others, setting out into the world for good cause or bad, living off the land. Some zones had small stories, but there was not (nor did there need to be) this large, overarching story.
When did MMOs become more about the story? I am thinking this started happening sometime between 2007-2008. Right about the time Lord of the Rings Online came out and right before Wrath of the Lich King came out. I think MMO fans started asking for more lore and more story. Ten years later and look what we have. In WoW we have millions of players running around with the Ashbringer.
I say give me an amazing world with good gameplay. The story should be secondary in an MMO.
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But a sandbox should have no overarching narrative beyond the ones the players create themselves.
I also think players should be able to set up a quest giver with basic quests.....like when you're higher level, and you want to gather materials you should be able to set up an NPC with a quest offering gold or (if you're a smith) an item as a reward. You could limit the number of times the quest could be completed a day, or an hour based on how much you're willing to spend. There would eventually organically be an area where people put their quest givers, and people would go there for things to do. (yeah that was a bit off topic sorry...just popped into my head)
Basically I think there should be a basic story, and then players can add to the story if they want, or just make random quests happen.
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So I get where the OP is coming from. But as the years have passed, there have been games where the story really made the game. The Secret World has fantastic stories. SWTOR has good stories, but you are right that other people kind of screw up your enjoyment of them. WoW has some good stories too. There are others. So I am not ready to kick stories entirely to the curb just yet. It's on a case by case basis.
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Take Conan Exiles, not your typical questing MMO, they have hidden lore because it adds flavour and mystery. Otherwise the MMORPG becomes a blank canvass, with all the colour washed out of it.
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Creating such a mechanic in any compelling fashion seems like it would be a massive resource drain on the development team.
So I guess they could do it. But should they do it? I'd say probably not.
Take the Elders Scroll franchise, In Skyrim I read all quests, in ESO I skip (spacebar) all quests.
A single player RPG is all about Story, a MMORPG is about player interaction.
In my opinion all those things help, are nice and make a better game.
Having said that, as odd as they seem in MMOs especially when there are 20 others on screen that you know are doing the same individual story you're doing, it's still a hell of a lot better than the extreme sandbox alternative with no story nor lore where it's just a bunch of trolls having a yuck over their penis towers.
If a game doesn't have a good story and lore to enjoy, I just won't go anywhere near it.
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I really would of liked to have seen Storybricks and EQ come to fruition. If it would have worked as advertised it would have been pretty cool.
Here's hoping for what the future will bring
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Likewise the skimping of story and lore creates the big problem of immersion; if there's no background to it then it's simply a making of a quest for item and that becomes stale and dry. Stories in a multiplayer title don't have to also always be lead by the developer; we see this quite a bit in sandboxes that the developer makes parameter and allows the player to have pretty immense freedom with EvE in this genre.
In some ways the point is the story is the glue that keeps it all together: without Square Enix's story of Lara Croft in their reboot you don't understand the character and her limitations and actions, without the whole nuclear Apocalypse in the Fallout franchise and the experiments of Vault-tec, you just end up with an action game with no goal other than to kill and that's DOOM really. Witcher 3 relies heavily on usage of material that it assumes most of its players would be aware of but still is playable if not so and creates the opportunity to even leave the impression that you lost out for not playing prior titles.
In a FPS title you can ignore story all you want: it's really about statistics. But we don't see a ton of games that thrive and live a long lifespan with short stories. There are always going to be players in a group that ignore the story and want to jump right into that instance/raid/dungeon/quest but the fact is that the storyline setup up the parameters to make the desire to even commit to it worthwhile in some way.