In the realm of MMO gaming, every online
player strives to tell their
own personal story through their actions. Some stories revolve around
competition where players constantly strive to excel at their chosen
venue. Others focus on social interactions, fleshing out their online
experience with shared events that resonate within the
guild’s memories for years to come. Some players want to
imagine themselves as part of the tapestry of the game world itself,
picturing their character as a recognizable figure in the
world’s lore. Others commit themselves to simply discovering
every piece of the in-game content that they can find, feeding their
desire each time they open a new treasure chest or kill a novel mob.

However, the one element that every gamer craves is that moment where
they feel like a true hero to the world around them. Almost every gamer
wants to have that jaw-dropping, eye-popping moment where their
character stands in front of a world-shattering monster, laughs in its
face, engages in combat, and comes away victorious. They want to step
forward and
wake the Sleeper,
stomp
on Magtheridon, or go
fist-to-cuffs
with the Balrog
and lay a smack down of epic proportions. They want to have a feeling
that they are actually invested in their world, and through their
actions they’ve done something memorable. To some
degree, MMOs are the perfect medium for this sort of gameplay
experience. Gamers have the chance to play through fantastic worlds
that are created to propel them to heroism or villainy, and every
player can feel just as heroic or villainous – depending on
their playstyle – as the next person on their server.
However, in those games that are based off of established IPs, you run
into elements of the story that just don’t fit into an MMO.
Pre-existing heroes are already running around the world, races may
seem to strong to optimally balance for gameplay purposes, or any other
number of dilemmas. To use
Star
Wars Galaxies as an example,
it’s hard for a player to seriously think of themselves as a
hero or a villain when the strongest of these characters already exist:
Luke Skywalker, Han Solo, Darth Vader, and the Emperor.
Therefore, putting together a solid, yet MMO-friendly story should be
one of the top priorities for most original MMO studios. I asked our
panel of developers what their thoughts were on their own storytelling
situations.
“Many gamers are used to story being an afterthought,
something that exists only to appease role-players or fans of reading
lore,” Danuser said. “We've spent the last few
years changing that paradigm. Story is at the core of everything we do.
Our story drives the design of our gameplay, which in turn drives our
art, audio, and engineering. Everyone at 38 Studios is a storyteller,
regardless of the title on their business cards. Every system
we build, every piece of art we craft, and every line of code we write
is created for the purpose of bringing this IP to life and making it
something our players will always remember.”
“I may be biased, but I truly believe that you need that kind
of a commitment to your IP to really make it stand out in the
marketplace,” he continued. “Players will respond
to that love and attention to detail. Make a fun, polished game with
thought and heart, and success will take care of itself.”
The response from Funcom echoed Danuser’s sentiments. It
seems that backstory is the building block through which all good
things come.
“Building a world and making a game at the same time is
difficult,” Ellingsen responded. “A game is more
than just the game mechanics, it's also about the believability of the
universe where the game takes place, the characters you encounter, the
storyline you progress through and so on. Being original and creating a
believable universe while you're struggling with creating game
mechanics and making technology work can be difficult, especially if
you work with a small team who might have a few people working on
several elements in the game.”
“For Funcom it has always been very important to put a lot of
effort into building the game around the universe, instead of building
the universe around the game,” he continued. “We
spend a lot of time working on the backstory, the characters, the
environments and so on before we actually start the development
process. We're also blessed with a very talented team of designers lead
by Ragnar Tornquist, the creator of the Longest Journey games, and
there is certainly no end to his ability to create a believable,
original universe!”
On the other hand, Hi-Rez Studios has a different sort of mindset when
it comes to story.
“The storyline of
Global
Agenda has gone through numerous
revisions, each one getting closer and closer to the kind of world we
had envisioned,” Knaack commented. “Our
“game first” philosophy served as a destination for
where it needed to end up, while the world as it exists today was the
starting point. From there, it was a simple matter of
connecting the dots in the most interesting possible way, keeping the
timeline concise while leaving enough hooks for expansion of the
original concept.”
“That being said, the setting is important enough that Hi-Rez
Studios maintains a full time writer to bring the project together with
a coherent fictional context,” he concluded.
“We provide our community with an engaging back story to get
them into the game, but we also rely on our players and the groups they
create to provide the interesting narrative moving forward as they
cooperate and compete in our world.”
Too contrast the importance – or lack thereof – of
storyline, April Burba’s answer to this questions was
particularly enlightening. We’ll let her answer speak for
itself.
“I worked on both
City
of Heroes and
Tabula
Rasa and the
differences in the size and depth of the backstory were jarring.
City
of Heroes (before Villians) had a 300+ page story bible
where TR was
significantly less even including all the Logos symbols and their
meanings,” she said. “I'll let you take from that
what you will, however, I think it's important to understand that if
you are creating an MMO then you are creating a world for people to
spend an enormous amount of time in. Having an exceptionally deep
amount of lore for them to discover, play with and play through is not
a bad thing.”