I have at least three Playstation memory cards filled with Final Fantasy VIII save games. They are at key points in the plot, so that I can go back and relive the story without playing through the sometimes grindy game itself.
Ditto for FFVII, FFIX, FFX, Kingdom Hearts 1 and 2, Front Mission 3 and 4, Valkyrie Profile and VP: Silmeria, Star ocean 2 and 3, Arc the Lad (TotS), and probably a half dozen or so games that I’ve forgotten about. It’s one of the strengths of a console game that allows for multiple saves; I can replay the story (or show it to my wife or siblings) without making them sit through the “game” part. Don’t get me wrong, I usually like the game, or else I wouldn’t bother with it, but sometimes it’s really nice to go back and pick up the story without playing through everything again. It’s the curse of the “cutscene” storytelling in games; there are usually two parts of the title, the game and the story. There’s no way around that if you want a strong narrative without the ability for the player to derail your story.
I love the option to “turn back the clock” and take a quick spin through the game. I love these long, involved RPGs, but I don’t have as much time as I did when I was young and didn’t need sleep. The ability to revisit parts of the game are a nice compromise between the desire to replay the game and the lack of time to do so.
On the other hand, for games like Titan Quest that have a “persistent” character and a trickier “save” system (I can make duplicate saves at points in the story, but it takes tinkering in Windows), I have to settle for taking screenshots. I take a lot of screenshots. I’ve noted before, I’m a Bartle Explorer. I love having a record of where I’ve been and what I’ve seen. (Epic gear doesn’t count.) I also have a photographer’s itch, so finding a great screenshot makes me happy. I’m also an artist, working in the game industry, so it can be instructive to see how other devs have put together interesting and evocative visuals.
MMOs are more along these lines, with a persistent character and no real “save games”. Once again, I take a lot of screenshots. I’ve played the World of Warcraft ten day trial three times in the last few months, and I’ve accumulated around 2000 screenshots. (I lost half of them, sadly.) I recently started Guild Wars, and filled my screenshot folder in three days. That’s 1000 screenshots. I renamed the folder, and am working on a new batch.
Some game moments you just can’t play again (alts notwithstanding; midgame moments are lousy to recreate), so pictures are the key. That’s just the nature of the beast, part and parcel of a persistent game world.
That said, WoW and Guild Wars have some interesting mechanics that made me think of this topic.
GW has what they call Pre-Searing Ascalon. It’s effectively the newbie training zone and narrative prologue all in one. The Searing is a world-altering event that shifts the game “state” between one world and another. Once a character crosses that threshold, there’s no going back. The player can only see the “old world” by starting a new character. Some people never even cross that line, because they want to play in the old world. (To be fair, some just stay there for the Title, but that’s borderline OCD, and doesn’t explain everyone. I can’t be the only player who has a character progressing through the storyline and another who just putters around in the Pre-Searing world for when the mood strikes.)
WoW has “phasing” that allows players to see different “world states” according to their own experience. This is most notable in the Death Knight starting quest chain, which has possibly the strongest narrative in WoW. (Or so I gather, I don’t speak from experience.) The only way for a player to go through these quests again is to start a new Death Knight. The rest of the game is largely a static experience, and while quests aren’t typically repeatable, the stage those quests are played on do not change appreciably over time. A endgame capped character can still go wander the starting zones. (And do quests they might have missed.) NPCs typically respawn after ten minutes, and nothing really changes all that much, just the player and their gear.
So what? Well, looking forward and trying to take this concept into something practical, I’d love to see a story-based MMO, say, Bioware’s next opus, use what I’m calling a Bookmark system. (Obviously built on my tendency to put several bookmarks in my favorite novels, so that I can pop right into favorite parts of the story without starting at the beginning every time *cough*playingasanalt*cough*.)
Give the MMO player the ability to set “Bookmarks” in the storyline (or grant them automatically at key plot points, whatever). If the story is great, it’s worth reliving. It may not, however, be worth reliving from the beginning every single time. Hmph, even DVDs have chapter breaks and the ability to jump in midstory. You can open a book anywhere.
“But Tesh!” I hear you cry, “what of the persistent world?“ If story is important (and that’s a key), I’m going to put it at a higher priority than the pseudo-living world nonsense we get in MMOs. “But, but, what of exploits? The ability to ‘redo’ a critical choice?“ I can already do this in a well-designed offline RPG. Note: If I want a game where every choice I make is irreversible and world-altering, I’ll play Fable or something like that. Notably, those games are short. Very short compared to an MMO narrative. Replay isn’t an issue, since you don’t have to play for hundreds of hours to hit the junction point(s). The only reason it matters in an MMO is because of other players (imbalances in PvP) and the economy. Those are fair concerns, but a few design choices would compensate.
For PvP, go the Guild Wars route. PvP is highly controlled, skill based (not gear) and more or less on even ground. GW could have done some things better (Elite skills from PvE and their potential to be imbalancing in PvP, for one), but at its heart, PvP is a skill-based sport rather than a cycle of paper-rock-gank.
The economy would be a bit trickier, true. To avoid duplication exploits and such, perhaps a player could only have access to the spoils of a single Bookmark state at a time. They could jump freely between Bookmarked storylines (let’s call them Quantum Story States or Parallel Storyverses, whatever), but only one could be “active” at a time, and they don’t see each other. This means there would have to be controls to keep characters from selling or transferring items between Bookmark States. Maybe Bookmark States can’t sell spoils on the Auction House, keeping their economic interaction strictly through vendors, hence controllable by the system. Only the Master State can actually play the full economic game, but the Parallel Bookmark States can play the game, just not affect the world. (A critical distinction.)
It comes back to a matter of priority. If PvP and time=reward are the key to your game, story runs contrary to those desires. If story is key, you can’t make it long, or you have to give the ability to “turn back time” and walk another path. Why? Isn’t that coddling the player? On the surface, yes. That said, demanding hundreds of hours of player investment (grind) to see your narrative is exceptionally poor design, abusing the player’s goodwill. *coughSubscriptionModel*cough* Single player offline games alleviate this a bit via save games, but an MMO has to have other mechanics to avoid abusing their players. If every class has a story, as in SWTOR, playing from the beginning for each class isn’t a huge deal… if, and this is huge, if the story is on rails. If the story presents choices that matter, especially late in the narrative, and each choice is interesting and worth playing, it’s abusive to have a system where the player has to go through all of the preceding content in order to walk that other path. There will always be the hardcore players who see 100 hours a week in-game as a badge of honor, but out here in the real world, also known as the “mainstream”, that’s just a mindset that designers can’t afford to force on their customers.
In the end, perhaps this is more an illustration of the trouble that story has integrating with the highly static world of an MMO. I’m not completely convinced that it’s impossible, but I do think that it’s largely not worth the trouble. MMOs are effectively giant sandboxes because they have to be. Story is largely a function of “beauty is in the eye of the beholder” applied on a hugely instanced scale.
A strong storyline means GW-style instancing, WoW phasing, or some other highly individualized experience, by its very nature. Well, that, or a short gaming experience with quick replay turnaround. (Anathema to the sub-desiring beancounters.) That’s not the point of an MMO, or so we’re told. (L2MMO, nub! It’s multiplayer, dood! Stinking solo players…) Perhaps it’s time that designers stop trying to be everything to everyone and make some solid MMO games that explore unique MMO design space (world alteration, player choice and consequence, etc.), and online Massive Single Player Games (as they have been designated elsewhere… my memory fails me) if they want to tell great stories.
I want good stories, but if everyone and their dog is trying to pound a square peg into a round hole to garner some of that sweet, sweet subscription money, we’re just not going to get them. I want to be able to replay the story, at whatever pace and whatever point I feel like, and that’s just not what the typical MMO offers. They can’t. Perhaps that means typical “MMOs just aren’t for me”, but if the industry is going to have a dalliance with the subscription/verification model, these are valid concerns trying to decide where to aim for future game design.
Good post.
Most MMO’s have a replayable story…. but, obviously it’s not a branching story where there are multiple outcomes or paths to the outcome.
I’ve been thinking for a long time about how to have an MMO world with a strong, player-driven story that doesn’t lose the feel of being in a big free world with lots of other players.
Sadly I can’t really see how to do it. Whoever figures out a good way of doing it will surely make a lot of money.
One hint I can offer though is to actually put that monthly fee to work: have GM’s who instigate various in-game events based on player actions.
If I was a developer, and installed such a “bookmark” system inside a story, I would save the “character status” pertaining to the bookmark time, ie level/skills/gear, etc. Essentially, you go back in time to how your character was at the time.
…
In fact, it reminds me of the cloning system of Tabula Rasa ! If I understood correctly, you can clone your character at any time after the level 10 a certain number of time, in order to let him follow a different road from the original. Although in TR, the moment you defreeze your clone is the moment he starts his life.
For your idea to stay unmarred, the moment you take your clone should also be the moment he was created.
This all would need many bytes of data :/
Melf, I’m increasingly of the opinion that such a meshing of story and MMO mechanics is not possible by design. Strong stories are single player; MMOs just aren’t the proper venue. There’s no shame in understanding the limitations of your chosen genre. (Speaking to an MMO designer.) The designs naturally pull in two different directions. There really isn’t space to reconcile the two. Story cannot work with MMO multiplayer mechanics. You can shoehorn single player (or small group) story telling like GW or WoW’s Phasing, but it’s still a highly individual experience, MMO framework and community notwithstanding.
Modran, I agree, a clone/bookmark would have to be a snapshot of the moment of creation. It would be almost exactly like a save game that ignores the “master bookmark” and its progress. (Save games don’t see each other in most games.)
I think the only way an MMO can tell a strong story is to have zones that a character can only move forward to after completing certain key quests in the previous zone, and once he does so that character cannot return to that zone. Unfortunately this would make for a fairly linear story, which is why it would need to be based on a strong story to begin with, such as the Lord of the Rings.
But in doing this you’d have to consider a couple of different things, too. What happens to your newbie players who enter the zone and run across quests they’d like to do, but they cannot because they’re Elite quests? There’s only a handful of newbies around and none of them want to help (they’re all trying to hit Cap ASAP), and their higher level buddies cannot enter that zone because it’s like going back in time. What do you do?
Going back in time sounds like a pretty good idea, doesn’t it?
Allow higher level characters to revert to a lower level that’s more suitable for that zone. In fact, maybe as your toon “graduated” from each zone, the game could take a snapshot of them at that point in time, so when you take them back they’re quite literally exactly the same toon they were when they left. Same gear, same enchants, same bank items, even the same gold (no accruing 10s of thousands of gold at a high level, then reverting to twink yourself out).
Forget running a friend’s newbie Mage through Deadmines on your 70. Grab 3 of your Guidlies, “revert” your current toons to their lvl 19 snapshot, and into the Deadmines you go. Now your newbie friend can learn how to play his Mage in a realistic group setting, instead of soloing to Cap then wondering just what the heck to do there.
Now this reverted toon cannot level past the cap for that particular zone, but he can still complete any quests he may have missed (good for the perfectionist) however, any gear he gets will not get carried forward. So even if this particular Toon’s Main is just a couple of levels higher in the next zone, any gear you get will not carry forward to him. Achievements, yes. By all means go back and kill a thousand Troggs to get the Trogg Smasher Achievement and Title to go with it, but none of the gear you get from the Troggs will be carried forward, it all remains with that reverted Toon.
I think a good example to use for advancing from one zone to the next would be completion of the Alliance Jailbreak! quest series. It makes no sense that after you reveal Lady Prestor to be the dragon Onyxia, that within 10 minutes here she is back in SW Keep again. So, complete Jailbreak, unmask Lady Prestor, kill Windsor, and advance to the next zone where Lady Prestor is no longer hanging out in SW Keep, and maybe there’s even a few dragon skulls nailed to the Inner Keep’s wall.
Chapters and advanced zones would be the perfect way to change an MMO world, while still keeping it the same for the newbies as they join in.
Tesh are you a technical writer by trade? Your posts are always well written and structured. Makes me a bit jealous
CS, I’ve toyed with the idea of writing for my paycheck, but no, I’m a technical artist by trade. I write for fun. I have done a fair bit of writing, and a good chunk of editing, though, so I have some experience… just no paper degree to flaunt my credentials with. *shrug*
Thanks for the compliment!
It’s interesting that you feel that way, since I tend to look at my own writing and think that it could use another draft or three. Hopefully, I do make some sense in whatever form I manage to throw out there.
Capn, I like what you’re thinking there. It becomes more about playing and having fun with friends than ganking and economy abuse. I especially like that your “chapter” mechanic has a hint of the “sidekick” mechanic from City of X, allowing high level players to play with friends, enjoying lower level content as well as teaching newbies the ropes.
Of course, those particular aspects of the concern are based in the leveling system. My concern is more generic, since stories need not be tied into a DIKU style loot/level treadmill… but I do think you’ve pegged a great application of what I’m thinking about here as applied to modern MMO design.
Hee hee, I remember those beloved cut scenes. Sometimes I still dream about Squall and the dance scene. As a matter of fact, every time I hear that Savage Garden song “Carry on Dancing” I think of it.
Well hello there, sis! Memories like that are what fuel my interest in games; they are a unique vehicle for storytelling, and done well, can be just as compelling as any novel or movie, if not more so.
As a designer, I just have to hope that I don’t bollox up my players’ minds, and as a big brother/player, I have to hope I don’t destroy my siblings.
[...] Turning Back Time [...]
[...] Wars that I like the most. It’s a lot like my bookmark system that I wrote about back in my Turning Back Time article, where I can just jump into the narrative wherever I feel like it. I do similar things [...]