Entries in storytelling (2)

Of Branching Storylines & Orphaned Ideas

The absolute number one reason why I play World of Warcraft is for the universe.  I've always loved stories, from the "Slugger" baseball story my grandfather often recited to me as a child to Dune.  A good story has always roped me in, no matter its length.  WoW has come a long way in its story telling in these fives year, in design and execution.  Initially, the quests were spread all over the world, causing many players to abandon them halfway through the chain.  Blizzard, in the second and third go around, consolidated these chains to span single, or perhaps adjacent zones only, which lead to a rise in completion.

Storywise, Blizzard has recanted a lot of its previous lore, up to and including Wrath of the Lich King.  But the writers have expanded on previous ideas, or sneaked in other storylines as well.  Some of these were planned, Ulduar and Ahn'Qiraj, others, like Sunwell Plateau, were out of the necessity for additional content.

Metzen and his crew continue to intrigue me, but I have two main beefs with Blizzard's execution of storytelling in WoW, which actually extends to most MMOGs. The first idea, branching storylines, was lightly touched on in the Useless WoW Leaders post, and brought up a second time in ProjectLorians Super Happy Fun Hour: Dave Edition audio podcast.  Wrath of the Lich King was designed to focus on the Lich King, to throw us in his path on numerous occasions and cement him as the bad guy, and it achieved that.  Outside of a few Ulduar lore questlines in select zones there was little besides the Lich King or his forces.  What I'd like to see are more side missions like Bridenbrad's tale - hopefully without the real-life tragedy attached.  The questline is one of the most memorable in the game due to its excellent writing, and the use of known NPCs that we hadn't heard from lately.

The other issue that needs addressing is orphaned storylines.  These are the quest chains that start, but the story is never completed.  The tale of The Missing Diplomat and Ashbringer are the most famous, and they finally had their day.  There are many more epic tales that have been left dangling that I'd much prefer tackling than another "Kill 10 foozles" quest.  Even if I have to travel a little to do so.

Another One Bites The Dust: The Matrix Online

Obvious Pun Obvious Pun It's quite sad that we are able to make this a column, but the death of MMOGs is inevitable in the industry.  Some games just never meet the company's expectations.  Others flounder after launch, and a few are supplanted by follow-ups or sequels.  As shocking as it may sound now, there will even come a time when our beloved World of Warcraft is taken offline.  Although knowing Blizzard it'll be supported, at least in maintenance mode, for a very, very long time after it loses its massive popularity. As noted in the original dust biting post, losing an MMOG is never a good thing.  As human beings we like to see "our" products succeed in the market for the simple reason that we spent money on them (HD DVD).  We supported them (Dreamcast), therefore we want them (Virtual Boy) to last forever so our investment seems sound.  The ugly side of this trait is that it causes us to tear down competing products as evidenced by the WoW vs WAR debate.  A practice that is both pointless and harmful to the industry at large.  Rather than cheer that our MMO "won", let's mourn the loss of someone else's cherished hobby. The Matrix Online (MxO) had a mix of classic MMOG issues at launch.  The title by no means broke sales records or gained a huge following.  In many opinions this is thanks to the degradation of the intellectual property before its release.  Way to go Matrix Reloaded & Revolutions.  Despite this, it kept enough subscribers aboard to stay afloat and support its continued development.  After all, it is doubtful that Sega, Monolith, and later Sony, would have kept the game alive for four plus years if it was bleeding money AIG-style. Enough melancholy, let's get to the good stuff, the single feature that kept MxO alive and well for over four years, story progression.  While I didn't get hooked by MxO due to its odd gameplay, I was line and sinkered by the IP the title was based on.  The link between the two projects forced me to keep an eye on the game's big events.  You see, MxO was given official canon status of Warner Bros.'s The Matrix universe.  What this means is that everything that happened in the game officially happened in The Matrix storyline.  I've never heard of another video game taking over as a product's main form of progression, but the idea fits perfectly into an MMO. Monolith Productions took things even further with Live Events, which were carried to Sony Online Entertainment's development as well.  In these scenarios crazy stuff could and did happen (ie Machine/Human truce broken).  The events and people partaking in them became legends.  For example, let's say that by sheer luck and skill your character managed to hold off a passageway leading to the center of Zion during an event.  Your act of bravery, if discovered and appreciated by other players, could be added to the story of the event, thus cementing yourself a place in the official story of The Matrix.  Forget about having an impact on the game world, you'd have an impact on the official game/movie/comic lore.  Forever!  How cool would that be? Check out this post by the lead game designer, Rarebit, if you are interested in finding out what The Matrix Online brought to the overall story.  Hopefully a more comprehensive update is made in the near future.  Perhaps the silver lining in the closure is that MxO will be going out with one final bang before it shuts down at the end of July. From the goodbye post: "The team will also be whipping up an end-of-the-world event. It won’t be quite the same as having over 100 developers in the game as Agents like when we ended beta, but we have 4 years of tricks up our sleeve. It’ll be a chance to revisit all the things that make MxO the memorable experience it is. And how could we pull the plug without crushing everyone’s RSI just one more time?" Now what am I going to follow for my SyFy (sorry, I mean sci-fi) fix?

Click to read more ...