Friday, April 22, 2016

Linear stories in MMORPGs

Exploration vs Linearity

 I like to think I was there when Massively Multiplayer Online Role Playing Games (MMORPG) was born. I was in high school when Ragnarok online (the first one) did a promotional event at my school. I thought it was a huge deal. A video game world online that anyone can play.



 I was hooked. I wanted to be part of this milestone in gaming. Even if it was still pay to play. Thankfully I didn't succumb to game addiction like some of my friends did. 

 Ever since then I played a myriad of other MMORPGs. A few stood out because of quality also because of nostalgia. There was World of Warcraft, Rose Online, Wakfu, Dragon's Nest, Tera, DC Universe Online. Suffice to say, I like my MMOs free to play.

 But here's my main topic. Why are there so much linearity in MMORPGs lately? Back in Ragnarok Online the only linearity I found was when it came to what job class I wanted to get. The quests were mostly item crafting for equipment you wanted. But more and more lately, when I start off a character they automatically have the "unique" responsibility of doing a main quest to save the world.

 I don't get it. Why thrust a narrative immediately towards a new player? Can they not decide for themselves what role they want to partake in this world? Is there no other call to greatness available?

 I can understand that most times the main narrative is meant to help the players get to know the world they play in. But I think mixing that in with an epic narrative narrows the experience for the player. I think it would be better if the player had the option to learn about their world through NPC interaction or by exploring their environments. NPCs should be there to show players what they can choose to do and what they should do.

 Getting a quest immediately so you can learn to do things gets really boring and repetitive to players who just want to set out in to the new world. Then it just becomes more of a grind where you have to kill a certain number of monsters or get a certain number of drops to continue on and on  until you're sick of the damn game.

  
 One thing I loved in Ragnarok Online's exploration was that monsters had a unique item in each of them. Some more than others. I loved getting a monster card after killing so many of them. They were a collector's drug. I didn't mind the grinding because it felt like I was spinning the slots every time I did. Not to say it wasn't repetitive and got boring after a while. But I think that's where the magic lies. Not knowing what you'll get and the slight chance for awesome treasure. 

                                           






 There was no need to grab these treasures unless someone wanted a trade for them. I found this mechanic absolutely fun and satisfying. I wish more games had this. This may be part that I love card art. :))

But my main point is: Are the linear narratives helping or hurting your experience in MMORPGs? 

Also what other mechanics can we add to MMORPGs that make the repetitive quests more enjoyable?

Let's start a conversation in comments section. Looking forward to it. See you again soon.

No comments:

Post a Comment