Apparently someone is making a new Star Wars game. Have you heard of it?
(Sarcasm.)
I'm not a huge Star Wars fan, so this normally wouldn't interest me. However, it is being made by Bioware, and they are known for having a strong focus on characterization and story. One of the things that is intriguing is that you have the possibility of picking up NPC companions who become a part of your story. Also, you have the ability to make irreversible decisions and even find a love interest.
Irreversible decisions are very rare in MMOs. After all, irreversible decisions tend to irritate people when they are playing a game that involves hundreds of hours of time invested. EverQuest II used to have an irreversible decision: if you killed centaurs in the Thundering Steppes, you were forever Kill on Sight to them. Well, that decision was changed not too soon after release, because of the uproar from the player base.
Providing irreversible changes to the game world isn't something fans would typically enjoy either. A PVP game where one side could literally win (permanently, as in, your Order-aligned Germanic-speaking Order character literally starts learning Norwegian [or whatever Destruction speaks]) would lose players fast. Ultimately, MMO conflicts become constant stalemates that never go anywhere. And if they do go somewhere, it just results in a big, giant reset so people can start again.
The only real way to provide irreversible decisions is to do it within a player character's personal storyline. We've seen this type of approach done before... Pirates of the Burning Sea let you meet NPCs, who would become a part of your story, and various decisions you make would affect future missions. NPCs you meet during your role-playing story arc missions could evolve into allies, enemies, rivals, or otherwise, depending on decisions you make.
It wasn't always done well... Sometimes you were forced down certain paths. And naturally you couldn't do anything that wasn't scripted into the missions.
Early on in my short Caribbean stint, the game announced that I had found my love interest. It actually came as a surprise since I wasn't particularly paying attention to that quest's writing. I never played the game long enough to see that quest arc to fruition. I saved some Sultan or somesuch who had a bunch of sons and daughters, and apparently whoever I clicked on became a love interest. Then they went and stood in some instance and ignored me. Maybe if I stuck around for about ten or more levels, I would have received the mission that would allow me to win their heart. But even if the implementation was a little flawed, the idea was great.
Some of the other quest arcs had more immediate feedback. I was given the choice to choose a side between two rival NPCs, and immediately gained an ally and a rival that impacted future missions. The role-playing story arc quickly became my favorite aspect of the game for me, despite its flaws. I was able to make decisions that determined just what kind of character I was playing: noble or villainous, impetuous or reflective. My character became much more than a bundle of levels and loot.
A story can only be meaningful if you can make decisions that are permanent that you can't reverse simply by grinding another 40,000 faction for the other side. Irreversible decisions are integral to story telling and playing a role. Most dialogue trees in EverQuest II or Age of Conan simply resulted in getting you closer to receiving a quest, or leaving the dialogue tree. You couldn't piss off a quest giver such that he would decide not to work with you. You could slaughter your way through centaurs and still find that some of them will gladly give you quests.
Some of us would like to see a game live up to the ROLE in "Massively Multiplayer ROLE Playing Games". You can see it all over the blogosphere; time and time again, people rail against the mindless grinds we suffer through. It's high time that developer started allowing us to make our characters more than a simple bundle of levels, loot, and unlocked flags. I can't wait to see what Bioware cooks up.
Showing posts with label BIOWARE. Show all posts
Showing posts with label BIOWARE. Show all posts
Thursday, October 23, 2008
Thursday, January 3, 2008
The Mass Effect Effect
I got an Xbox 360 for Christmas along with Mass Effect, so I haven't played MMOs very much. I played EverQuest II a little, but gameplay there is going to be sporadic for a while.
Mass Effect is a truly incredible game. Its games like this that remind me what is most missing from MMORPGs: story, and the ability to interact with the world DIFFERENTLY from character to character.
As far as story is concerned, some MMOs dish out little tidbits here and there in the form of story arcs. Some games, such as Final Fantasy XI, have ongoing mission-based story arcs with cut scenes that I enjoyed. Unfortunately, in most MMORPGs, the story arcs tend to play second fiddle to levels and loot as the principle means of advancement. And the missions typically have only one way to complete them (in repetitive steps that only work in one proscribed order).
While the world can't truly change in an MMORPG, your character and the way the world reacts to you certainly can. Some of the really great aspects of Mass Effect include the ability to make decisions regarding your character's background. Ramifications of those decisions manifest themselves later. For example, my character was Earth-born and apparently ran with a gang before joining the military. Later, members of that gang decide to try to cajole him into doing them a favor. Decisions I make regarding my characters alignment (paragon vs. renegade) affect the ways in which I can complete a mission. Some fights can be even be bypassed entirely by charming or intimidating the adversary. This adds to replayability because, even though I already know the story, its still enjoyable playing through the game and seeing how things change when I do things differently.
Future MMORPGs need to incorporate more of that kind of evolution into their story arcs. We need missions that alter how subsequent missions will play depending on their outcome and the decisions you made. We need quests that have multiple solutions. Its not wasted content just because one character won't see everything: everyone is going to hit the level cap some day and roll an alt; there should be something other than a different set of skills and items to equip to differentiate our characters. We need something to give our characters more meaning and more uniqueness than an assortment of min-maxed statistics. Mass Effect (and a few other great RPGs in the past, such as Fallout) gives us that in spades.
The Mass Effect universe would make an excellent setting for a massively multiplayer RPG. With Bioware's story writing, the kind of evolving, personalized story arcs they are known for, and this rich backdrop for a setting, a Mass Effect MMO could only spell success. I sincerely hope they use this IP for their upcoming MMORPG instead of the Knights of the Old Republic IP everyone seems to be expecting. Star Wars is so last century. I'm glad to see I'm not the only one who thinks this.
Still, whether its Star Wars (yawn) or Mass Effect, if Bioware can give us the rich story- and character-driven gameplay they are known for from the single player RPGs they've produced in an MMO (a genre that has been notably weak in those areas), that could be truly ground breaking. Anyway, the Normandy awaits...
Mass Effect is a truly incredible game. Its games like this that remind me what is most missing from MMORPGs: story, and the ability to interact with the world DIFFERENTLY from character to character.
As far as story is concerned, some MMOs dish out little tidbits here and there in the form of story arcs. Some games, such as Final Fantasy XI, have ongoing mission-based story arcs with cut scenes that I enjoyed. Unfortunately, in most MMORPGs, the story arcs tend to play second fiddle to levels and loot as the principle means of advancement. And the missions typically have only one way to complete them (in repetitive steps that only work in one proscribed order).
While the world can't truly change in an MMORPG, your character and the way the world reacts to you certainly can. Some of the really great aspects of Mass Effect include the ability to make decisions regarding your character's background. Ramifications of those decisions manifest themselves later. For example, my character was Earth-born and apparently ran with a gang before joining the military. Later, members of that gang decide to try to cajole him into doing them a favor. Decisions I make regarding my characters alignment (paragon vs. renegade) affect the ways in which I can complete a mission. Some fights can be even be bypassed entirely by charming or intimidating the adversary. This adds to replayability because, even though I already know the story, its still enjoyable playing through the game and seeing how things change when I do things differently.
Future MMORPGs need to incorporate more of that kind of evolution into their story arcs. We need missions that alter how subsequent missions will play depending on their outcome and the decisions you made. We need quests that have multiple solutions. Its not wasted content just because one character won't see everything: everyone is going to hit the level cap some day and roll an alt; there should be something other than a different set of skills and items to equip to differentiate our characters. We need something to give our characters more meaning and more uniqueness than an assortment of min-maxed statistics. Mass Effect (and a few other great RPGs in the past, such as Fallout) gives us that in spades.
The Mass Effect universe would make an excellent setting for a massively multiplayer RPG. With Bioware's story writing, the kind of evolving, personalized story arcs they are known for, and this rich backdrop for a setting, a Mass Effect MMO could only spell success. I sincerely hope they use this IP for their upcoming MMORPG instead of the Knights of the Old Republic IP everyone seems to be expecting. Star Wars is so last century. I'm glad to see I'm not the only one who thinks this.
Still, whether its Star Wars (yawn) or Mass Effect, if Bioware can give us the rich story- and character-driven gameplay they are known for from the single player RPGs they've produced in an MMO (a genre that has been notably weak in those areas), that could be truly ground breaking. Anyway, the Normandy awaits...
Tuesday, October 16, 2007
Stop Me If You've Heard This Before: EA Bioware Making a Star Wars MMO?
Industry analysts have been speculating for a while now that Bioware is making a Star Wars MMO, and now we have another. I'm personally hoping its not true. I'd love to sink my teeth into a Bioware-crafted MMORPG but couldn't care less about Star Wars.
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