While I was considering how to open this thread, I ran into this quote, which I’d like to share with you now:
“Writers should “get over themselves”, [Danuser] stated plainly. Instead of trying to saddle any single player with an epic destiny, the gameworld itself should provide a backdrop for collaborative heroism. Framing the narrative to promote teamwork, and creating narrative events that challenge the playerbase as a whole, allows for the epic tales writers crave.”
(Source: “Writing for MMOs: A GDC Perspective” - Kotaku )
(Sorry, you will have to google it. I am not allowed to have links in my posts)
I think Danuser was moving in the right direction when he said this. An MMO is a medium that every player will (and should) experience differently, but I think the epic tales have to go as well - or at least how WoW has realized them.
With that, let’s dive in.
Why do we play? A recap
A few months back, I required assistance to post this thing: https://us.battle.net/forums/en/wow/topic/20761646737?page=1
I maintain the most important piece of that thread was the framework section. It demonstrates:
- That a video game’s story is a statistically significant factor in motivation to play that game;
- That players identify with and mold their behavior to a role in an RPG, regardless of whether they chose the role or not (Mimesis effect);
- That people play video games in general to satisfy the psychological needs of competence, relatedness, and autonomy.
You can find the sources to the research I relied on in the link to the thread posted above.
The centrality of the role
The most important set of decisions you can make in the World of Warcraft is contained in the character selection screen. Here you choose how you will appear to yourself and others, and how you will play the game. You are defining, in part, your role in this vast world, and that is going to color how you are going to interact with it.
I say “in part” because Blizzard supplies part of that role for you. For example, Warlocks use fel magic, and fel magic is almost universally seen as a highly corrupting energy, often paired with gnarly things like stealing people’s souls and putting them in a bag. These facts supply context for the role you’re playing. Hence, as writers make story decisions, those decisions directly impact the roles that people are playing. For example: Undead were revealed in Before the Storm to be fragile to the point where the mere act of clapping imposed incremental damage to their body. I’m certain that undead warriors after that probably had questions as to how they could even survive combat.
The narrative therefore becomes even more important. As it changes, our protagonist changes.
Titanic: the MMO
I love the movie Titanic, particularly in the ingenious way they portray the character of Jack Dawson. You get this nobody who we get to like and follow. Then we hurtle that character through an absolute maelstrom of the carnage involved with the sinking of the famous ocean liner. You see people panicking as water crashes in through this giant glass dome, a poor Irish mother reading her children their last bedtime story, Febricio gets crushed by a smokestack, people freeze to death, etc.
But that was all raw carnage, and it starts to bleed together after a while. It shocks and horrifies us, but what really allows that emotional punch to land is when Jack dies. As we watch him sink into the black abyss, he really is representing those people, providing the audience with an emotional link to the tragedy they just witnessed.
….
… but what really allows that emotional punch to land is when Delaryn speaks to Sylvanas. As we watch the pain evident in her expressions, she really is representing those people, providing the audience with an emotional link to the tragedy they just witnessed.
Did I just praise the War of the Thorns or did I condemn it? I obviously love Titanic, so why am I upset now? It’s because I wouldn’t play Titanic: the MMO, and if I did, I certainly wouldn’t do it as a Third Class passenger with no chance of success. I don’t play video games to be the tragic victim. I play them for feelings of competence, relatedness, and autonomy - and the attempt at a grander narrative directly attacks those pillars. Specifically, they demoralized me and made me feel humiliated about my role, and had done so constantly in the past. That’s why I’m not subscribed as of right now, and while I would like to come back, I won’t until I feel like that situation is corrected.
Good Guys Win! Bad Guys Lose! ATVI Bears Prevail!
Despite my obvious and recorded biases, I think the Horde is dealing with a greater problem. That entire issue above of course appeared to serve a typical expansion bad-guy structure. The bad guy shows up and destroys something dear to you, then the scrappy protagonist has to pick themselves up and destroy the evil empire!
Good! Now, Alliance player, you get to be the good guy. Horde player, you get to be the bad guy.
Horde player 1: “I didn’t sign up for this! This was supposed to be the faction of underdogs who were trying to challenge the idea that they are mere monsters!”
Sorry, the narrative needs a bad guy. But Saurfang is going to redeem you, so you can he-
Horde player 2: “Hey wait a second. I WANT to be the bad guy. I even painted my car with the burning image of Teldrassil on it!”
Well, then I know you will enjoy overthrowing your warchief at the end of the expansion.
Tauren player: “Hey guys, um… my name’s Frank. Can I have something that helps to flesh out my role and make me want to play the game too?”
No - unless you count Baine. Now please sit down for the next nineteen years.
The Story Should be the Setting
A central narrative fails because it doesn’t give proper consideration for the fact that WoW’s “protagonists” are not Anduin, but a myriad of characters with conflicting motivations and goals. The video game protagonist is a sentinel, a kor’kron guard, a pirate from Stormwind, an ingenious goblin engineer, a bloodfang worgen, a proud tauren brave, etc. all at the same time. To make those people happy, changes in the story have to enrich those roles - not tear them down completely for shock value, not redefine them entirely because the story needs a bad guy, and not ignore them because they wouldn’t fit within the larger narrative. A larger, all-encompassing narrative, at least how Blizzard has expressed it though, just about requires that.
The way forward is to make the central story less impactful, and less important - have it sit in the background. Big things can still happen in the world, but there has to be respect for the different roles that players choose. I think the best way to accomplish this is to leverage what I feel Blizzard is best at: using questing to tell smaller stories about the world and the people living in it. Vanilla did this particularly well - but so did the opening salvo of MOP, where in that case, the faction war took a backseat for a while so that we could really learn about who the Pandaren were and how they lived. You were able to follow minor characters whose stories were able to begin, progress, and end.
Focusing in on smaller stories allows for those different roles to be defined and expressed without having to pigeonhole them into their use in the broader narrative. You can have one role fight bad guys, and you can have quests where you can choose to be those bad guys. You can use other quests to give us more of an idea of roles that the grand narrative doesn’t have time for.
The other thing I would add: stop destroying. Build. Don’t make a beloved character evil so that they can be killed in a raid. Make a new character in a smaller story and have them do evil things. Don’t demolish an entire race for shock value - show natural evolutions of their role to cope with the world around them through one or two quests, or even environmental changes. It doesn’t have to be resource intensive, but it should excite us and give us something to look forward to - rather than severing another link between the franchise and its fans.
If done correctly, this paradigm puts the focus back on where it should be:
creating and portraying a vast, interesting world filled with interesting people. Players can then fill in the rest with the quests they pick and the experiences they have, and feel good about who their character has become. So let’s set aside the epic narrative. Let’s make the world epic.