So like a lot of people, I gave FF14 a spin over this last summer, to mixed results. While there were a lot of elements I liked, ultimately it was not the game for me. One of the major issues that turned me off of it was that although the game puts a huge focus on telling its story, the way it tells that story… sucks.
Every Main Story Quest (14’s equivalent of campaign quests) ends with a cinematic or cutscene, even if that cutscene is only the NPC questgiver talking at your character while they both stand still in the same place you already were. It’s tedious, it’s frustrating, and it really highlights just how much of a non-entity your character actually is when their full suite of acting choices in these scenes is, “walk/run somewhere,” “idle combat pose,” and “smile and nod.” Over, and over, and over this happens, and it tears the veil away from the illusion that your character is an actual character with their own identity or agency. Instead, 10 minutes of listening to NPCs talk to each other while occasionally looking at you for a smile and a nod just emphasizes that you are utterly inconsequential to any of the events going on beyond being a gun for the real characters to point at whatever they’ve decided you need to be pointed at.
It sucks, it’s boring, it makes the story unbearable, and it made me finally put my finger on how WoW has been steadily moving down the same road ever since WoD.
While WoW has not gotten so egregious as to yank us out of controlling our character every time an NPC needs to exposit at us or to have 10 minutes of unskippable villain monologue in the middle of a raid encounter, it has been relying more and more heavily on cutscenes and in-game cinematics to advance its plot for the last several expansions now, and is running into the same basic problems. Our characters cease to be ours when a cutscene starts, and are reduced to a tiny suite of acting choices that typically amount to “walk/run somewhere,” “idle combat pose,” and “swing weapon.” And just the same as FF14, it highlights the fact that we are interchangable puppets in a story that’s happening at us, not one which we have an actual say in. Especially if our character’s personality is anything other than “generic hero.” I’m sure every one of us has had at least one moment where we’ve thought to ourselves, “That’s not what I’d do,” in response to our character’s actions in a cutscene by now.
Obviously it’s unreasonable to expect to have full control of our characters in cutscenes, and the nature of an MMO means that we can’t actually make decisions that change the outcome of any major storybeats anyway because that would instantly fracture the story into multiple AUs. But there has to be more we can do than, “move to our mark and idle until the real characters are done talking.”
To that end, I suggest adding a new feature of character customization: Personality Settings.
It’s not reasonable for the devs to create branching narratives for our characters, but creating a small suite of cutscene variations for us would go a long way to giving back some feeling of agency in our characters without bloating the story’s scope or the animation team’s workload.
Add a setting to the character UI where we select a broad personality type from a list with options like Defender, Aggressive, Sneaky, Joker, etc. Whenever we enter a cutscene, our character’s behavior in it is then determined by which personality they have selected.
Say the story of a cutscene is that our character and Good NPC go to encounter Evil NPC, but Evil NPC puts up a magic barrier, talks to Good NPC, grabs the MacGuffin, and escapes.
Characters who have chosen Defender position themselves between Good NPC and Bad NPC, weapons at the ready to defend Good NPC from attack. Characters who set Aggressive lunge forward to attack Bad NPC as soon as they arrive, but are rebuffed by the barrier, and throw out a few /rudes while Evil NPC gloats. Sneaky characters slink off to the side upon arrival, preemptively sneak over to the MacGuffin during the conversation, but are blasted away before they can grab it. And Jokers photobomb every camera angle change with /dance emotes.
Further down the line, these variations could grow even further. It was cool the first time we got to see our own characters walk into an in-game cutscene, but could you imagine the playerbase’s reaction the first time our characters have voice lines in a cutscene? Where upon walking with a faction leader into a meeting with the villain we get to actually talk and feel like we contributed to the direction of the scene?
Aggressive
PC and Leader enter the chamber to find Villain waiting for them. PC /roars and draws their weapons into (idle combat).
Villain: (chuckles) So, you decided to accept my invitation.
PC: I’ve decided to take your head this time, (insult determined by PC race).
Leader steps forward and raises a hand between PC and Villain. PC and Leader share a look, then PC relaxes to (idle, weapons drawn).
Leader (to Villain): We’re here to…
Diplomatic
PC and Leader enter the chamber to find Villain waiting for them. PC hangs behind Leader’s shoulder as they approach Villain.
Villain: (chuckles) So, you decided to accept my invitation.
Leader (angry): You have a lot of nerve to call us here, after what you pulled.
PC steps closer to Leader, whispering over their shoulder.
PC: (Leader), remember what we’re here for.
Leader closes their eyes and takes a breath.
Leader (to Villain): We’re here to…
Joker
PC and Leader enter the chamber to find Villain waiting for them. PC /yawns and looks around at the decor instead of Villain.
Villain: (chuckles) So, you decided to accept my invitation.
PC: Your curtains are hideous and I was promised snacks.
Villain: I could promise you much more than that.
Leader steps forward, clearing their throat.
Leader (to Villain): We’re here to…
It doesn’t have to be a lot, it doesn’t even have to be every cutscene, but even little moments of agency and characterization for PCs in these things would go a long way to re-immersing us in an avenue of story delivery that has been instead kicking us out of the moment by railroading our characters into impotent puppets more and more often with each new expansion.