A couple of interesting posts on the blogosphere, one from Nils and one from Tobold, have both raised an interesting issue: the use of story in video games. In Tobolds case he talks about the Star Wars MMO and how the team at Bioware are putting a lot of their socks into the story-telling basket, and he ponders if this is such a good idea. Nils has been playing, and hating, Dragon Age 2. Apparently there are lots of cut scenes, and the gameplay boils down to setting your party up and sitting back and watch it all unfold.
This urge to tell a story on the part of game designers is interesting, as in watching a train wreck is interesting. What seems to have been forgotten is the fact that when you are playing a game, and in particular a role playing game, then the player needs to be the driving force behind the story. Sure you can set up some form of broad outline for the player to habit within, but it is the experiences of each individual player and the choices that they make which give a game depth and long life. Witness the almost total unreplayability of the new zones in Cataclysm. Running subsequent characters through those new levels takes repetition and boredom to startling new heights. And the primary reason for this is the fact that the railroading and tight scripting leave the player with only one road to take. Do it once and you’ve done it. Which is extraordinary bad game design for a game needing to hold players for a long period of time.
Games are not movies where the viewer watches in a passive state. A game is something that gives players interesting choices, and more importantly, the consequence of choice. By playing the game you can also learn something. Unfortunately, with a great many of todays games, the only thing that you learn is that once is enough.
March 17, 2011 at 12:23 am
I dunno, Im one of those people who loved tortage in AoC so Im pretty excited to see how Bioware set it all out. If I’m honest Im just kinda sick of reading scrolls of text and hope this is an effective way around it.
I dont think this will be loved by every player (aka if a player hates RPGs) but for me its pretty exciting. From what I hear guild wars two is taking a somewhat similar path. Perhaps new ways of combat etc isnt the new innovation in mmos, perhaps its the delivery of the overarching story and how you deliver it to the player.
Will it be a success? I dont know. I think I’ll enjoy it.
March 17, 2011 at 2:40 am
I think it’s relative. Certainly for Cataclysm content, ‘once is enough’, I agree. But somehow, I have no complaint at all about the Guild Wars way of storytelling (even if the stories aren’t exactly inspiring). Maybe it’s the addition of the ‘skip’ button; maybe it’s that there’s something oddly… soothing… about the cinematics; maybe it’s that GW is a Magic: The Gathering sandbox after you’ve completed the ‘tutorials’ that are the storylines.
I don’t think there’s anything inherently wrong with storylines. Perhaps it’s more in the way that they’re told – but then, that probably goes for all stories. XD
After all, I’m one of those weirdos who just didn’t like Dragon Age: Origins. I couldn’t play past getting the big bloke whose name I don’t remember. I was just that bored. Hmmm!
March 17, 2011 at 4:32 pm
thats the reason star wars is nothing for me… if i want story i read a book. if i want to slay a fucking dragon i dont want anyone to tell me story after story… i just do it.
never read a questtext… just looking for keywords in it.
and train wrecks are nice to watch!
March 17, 2011 at 4:35 pm
sidenote: singleplayergames are something totaly diffrent. dragon age was a good game. in a singleplayergame i like a good story. but pls… not cutscene after cutscene!
March 17, 2011 at 5:25 pm
I think Cataclysm started off right, with having the appearance of a leveling path that forks. You could choose to begin in Vash’jir or go with Hyjal and then after that it became very linear.
Some people were able to skip one of the new zones and others needed to do them in order (Deepholm, then Uldum, then Twilight Highlands) and that’s where it started to feel like you were doing the same thing over and over again without any variation. As opposed to leveling a toon from scratch, where you have any number of starting zones and continuing zones to choose from and could do it a number of times and still feel enthused and fulfilled.
March 17, 2011 at 5:49 pm
The problem with trying to instil choices in WoW questing is that the fundamental design of the way that quest system works is clashes horribly with any sense of choice. Every time they try, it’s just really shallow and unnecessary (shall we kill this harpy or not? oh wait! it doesn’t matter!). I’m fine with the on-rails questing thats more streamlined in cata, because anything else just wouldn’t work in the way WoW is set up. On alts I just listen to a podcast or something to spice up the boredom.
On the subject of story in video games as a whole, I think it really depends on the way the gameplay is set up as to whether story fits or not. In mmos, generally the focus should be on gameplay since story adds little to a multiplayer experience. However, Mass Effect is an example of where storytelling really comes into its own. Mass Effect wouldn’t be half as good as it is without the compelling story – and it works because you can change it. You have realistic and consequential choices.
Story without choices works if its unobtrusive, but layering it on makes it boring if there’s no choice.
Sorry for the wall’o'text ^^
March 17, 2011 at 10:56 pm
Well at least give us a choice of which quests to do. They took even that away in cataclysm. Don’t you think it says something for where a market leading game is at that you have to listen to a podcast while playing it to relieve the boredom?
March 18, 2011 at 1:10 pm
i listen to aduiobooks all the time when playing. whats wrong with that?
March 18, 2011 at 6:57 pm
True, but they’ve also stopped putting in quests that you would choose not to do.
March 18, 2011 at 6:59 pm
My kingdom for an edit button. I’d also like to say that I think we can all agree that questing isnt what makes WoW a good game, so I don’t mind having to use other sources to satisfy me while questing. It could be improved, yes, but not without a complete overhaul.
March 18, 2011 at 7:21 pm
Dunwich sums it up for me, books for readin’ and I really can’t be bothered to read even the quest text, I go straight to the end bit.
Cutscenes get skipped, and unless they are as sparing as the Wrathgate one, get annoying very quickly.
Come to think of it, I don’t even want a story, I just want a theme to facilitate my imagination