Tenmar said:
The thing about story is that in game development the plot or story is meant to be a starting motivation for the player and that is true in most mmo's.
WoW encouraged players to fight and help rebuild their position after the damage of Archimonde and Arthas. Tabla rasa was the fight to prevent the human race from going extinct by being part of their army. City of heroes wanted players to be heroes solving crime in the city.
The problem is always with end game, while there is story there the one thing they always lack is resolution. Sure you kill the big guy but he will be back next week thereby nullifying your achievement or at the very least putting your story at the end making the story at that point have no point.
If anything story is always just one of many hooks to try and catch the players interest if the gameplay doesn't work or if their friends are all playing.
This is kind of my feeling. But, there's another issue on top of that.
There's a distinction between a "macro" story, and a "micro" story. The macro story is "the big deal in the world, the big bads and the good guys doing battle on a galactic scale"; the micro story is "why does this individual character give a damn.
Maybe Bioware will surprise the hell out of me, but it doesn't seem possible to do much to give the macro story to the players, nor to make the micro story any more engaging than WoW's paltry attempt.
Let me explain. If the macro story is in the hands of the players (big world events are actually being decided by player actions, our actions can impact the universe permanently), then it's either (a) a constant shift (a la Tabula Rasa) where the "story" is just about "who owns planet x at time y", or (b) is going to be a first-to-the-finish type of thing, where only the first players to accomplish some goal get to have the "story" and everyone else gets dragged along for it. Imagine if the first raid to beat the Lich King permanently killed him, and set the next plotline in motion. Would you be pissed if you missed out on content because of that?
It seems to me that either they have to have the storyline be static (essentially, nothing gets permanently changed, everything gets reset after you leave so the next person can have a go), or they have to really stick it to anyone who isn't one of the first to do something. What'd be really cool, of course, is if they were on-top of it enough to make it that you can permanently change things, which alters without removing content for everyone else. So, a Sith sneaks into a Republic ship to kill the crew and set it to blow. The next Republic person's quest is to disarm the bomb.
But, even that isn't "story", it's just slight alterations. I have no idea how they intend to have story, especially if they want to give any kind of player control to what happens.
They could essentially do phasing (which is what Blizzard did a lot in Icecrown), but that's unmitigated crap, so I'll assume they're not that stupid. If they are that stupid (and they could be), it'll end up as a single-player game you pay a subscription to. But that wouldn't make sense given what I've seen.