Not to be outdone by anyone,
those masters of storytelling I made reference to earlier, BioWare, are
set to bring the role of story within an MMOG to new heights of glory
with the highly anticipated Star Wars: The Old Republic. They stated on
numerous occasions that each class will have its own individual
storyline that will keep the player engrossed throughout their journey.
How they plan to accomplish this ambitious task remains to be seen in
full, but if anyone can pull such a feat off, BioWare is that company.
Despite my personal preference, game companies don't need to cater a
storyline to individual players. There are plenty of success stories
that confirm this, with World of Warcraft being chief among them.
Rather than focusing on storylines that revolve around individual
players, the majority of story within the game is centered upon the
various races and nations. Blizzard has taken more of a lore-centric
approach to their story telling and who can argue with almost 12
million subscribers?
The story telling in EverQuest II takes yet a different route in that
it attempts to combine the best of both worlds. Most of the lore and
story within the game involves the various capital cities, races, and
the gods of Norrath. The team at SOE has gone one step further though
by making the NPCs of various cities react to your presence in
different ways. This was highlighted best by an incident shortly after
the game went live.
My guild had been concentrating on completing tasks for the Freeport
Militia. At first, the guards would mock you at worst, or completely
ignore you at best. I'll never forget the first time I came tearing up
the ramp with my necromancer, ready to grab another task for them, and
the guards all snapped to attention as I went by. I had to stop and
turn back around to make sure I wasn't seeing things. Like the CoX
newspaper stories, it's a small thing, but it made a profound impact on
my relation with the game.
For me, story plays a very intricate role in my enjoyment or distaste
for a game. As technology advances, more companies are making an effort
to make you feel as though you really are important to the world and
have a distinct role to play. At the same time, there are plenty of
successful games that have felt no need to follow this trend. I want to
know where you fall on the scale. Does a personalized storyline matter
to you and if so, how much? If you think I'm just off my rocker, feel
free to let me know that too!
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