Journal Journal: Narration in MMOGs
The reason narrative/lore is so important in a MMOG is because of the persistance of the world, and a need to give the players a reason to actually want to exist there. Quake is fun and all, but I certainly wouldn't want to live there.
Devs do many things to provide the players with a reason to play, ranging from monthly updates as part of an overarching story (AC1, AC2) to extremely involved backstory and lore (EQ, SB, DAoC). But these methods mostly all involve interaction between the game and the player only. What about interactions between players themselves? How do you encourage that as part of the games narrative, and is there even a reason to do so?
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*mutter*
*mutter more*
note to self, make sure to correct tags when posting this on site.
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The problem with player driven narrative is that it usually involves player-vs-player (PvP) interaction to make it meaningful. What good is it for guild A to be enemies with guild B if they cannot do anything with their eminity? PvP narrative is never static. Players change, guilds come and go, and the game changes all affect how people interact in and out of game. (cont'd)
Oops, time to go home early!