After drinking the sweet, salty tears of Quake fans who don't like Quake Champions per its abilities (can tears be sweet AND salty?), I looked at the website, and I noticed something that I found quite gratifying, in an admittedly silly way. Namely the lore blurbs for the characters of Nyx and Scalebearer. For reference, here's Nyx's:
Ages have passed since the peaceable Melem learned to harness the Fathom Orb, imbuing themselves with a trace of its baleful energy to enable ?Ghost Walk??a momentary phase-shift into another dimension. Even when they were sieged by hulking, chitinous marauders, the Ghost Walk saved them as it had many times before. Then, the unthinkable: One of the attackers returned and breached the Orb. With no alternative, the Melem broke their inviolable law and sent their most skilled assassin to the Fathom Orb, not knowing whether she would survive, let alone how she might return.
And here's Scalebearer's:
As a warlord of the marauding Greiss, he conquered countless worlds, plundering technology to strengthen his armies. But defeat by a reclusive, phase-shifting race led to his exile. Obsessed with vengeance, he discovered their power source: an ancient shrine with a seething sphere of liquid within. When at last he slaughtered its guardians and entered, the sphere consumed him?and he vanished. He awoke in a bizarre, brutal realm, transformed by arcane energy. Now he seeks a way back, to regain his command and wield his newfound might.
I probably shouldn't have to point this out, but in case you missed it, we can assume that the Greiss are the beings that attacked the Malem, that it was Scalebearer that stole the orb, and Nyx was sent after him. If you're really paying attention, you might notice that the Malem, being outwardly human, is a similar principle to Doom with the people of Argent D'Nur and whatnot (another id game).
I'm using this as an example, because I feel it's an example of worldbuilding that goes the extra mile. It's one thing to write a short bio for a character in something like a MOBA or a hero shooter, another to actually have those bios connect, and give insight into a larger world. It's something that games like League of Legends and Overwatch do quite well, that even if I don't play them, the lore is interesting enough and accessible (since it's so readily available) that I can become fairly invested in it. Still, while I'm sure people can name other examples, it seems that few such games actually do bother, even though I'd argue that even if lore is completely separate from gameplay in these cases, being able to invest in characters/setting without story is still a net positive from a creative and commercial standpoint. Yet few MOBAs bother with anything bar an excuse plot and short bios, and as far as hero shooters go, there's Paladins for instance, a game that hasn't bothered to explain who these 'paladins' are, or why they're fighting. Even The "Meet the X" shorts of Team Fortress 2 give plenty of characterization, if not worldbuilding, and from what I understand, the latter has been provided for with comics and whatnot.
But, that's just me. So, the question I put to everyone is:
a) Is investing in lore/characterization in multiplayer-only games a good investment of resources?
b) Is it something that you personally appreciate from a creative and/or gaming standpoint?
...actually, that's two questions. ;p
Ages have passed since the peaceable Melem learned to harness the Fathom Orb, imbuing themselves with a trace of its baleful energy to enable ?Ghost Walk??a momentary phase-shift into another dimension. Even when they were sieged by hulking, chitinous marauders, the Ghost Walk saved them as it had many times before. Then, the unthinkable: One of the attackers returned and breached the Orb. With no alternative, the Melem broke their inviolable law and sent their most skilled assassin to the Fathom Orb, not knowing whether she would survive, let alone how she might return.
And here's Scalebearer's:
As a warlord of the marauding Greiss, he conquered countless worlds, plundering technology to strengthen his armies. But defeat by a reclusive, phase-shifting race led to his exile. Obsessed with vengeance, he discovered their power source: an ancient shrine with a seething sphere of liquid within. When at last he slaughtered its guardians and entered, the sphere consumed him?and he vanished. He awoke in a bizarre, brutal realm, transformed by arcane energy. Now he seeks a way back, to regain his command and wield his newfound might.
I probably shouldn't have to point this out, but in case you missed it, we can assume that the Greiss are the beings that attacked the Malem, that it was Scalebearer that stole the orb, and Nyx was sent after him. If you're really paying attention, you might notice that the Malem, being outwardly human, is a similar principle to Doom with the people of Argent D'Nur and whatnot (another id game).
I'm using this as an example, because I feel it's an example of worldbuilding that goes the extra mile. It's one thing to write a short bio for a character in something like a MOBA or a hero shooter, another to actually have those bios connect, and give insight into a larger world. It's something that games like League of Legends and Overwatch do quite well, that even if I don't play them, the lore is interesting enough and accessible (since it's so readily available) that I can become fairly invested in it. Still, while I'm sure people can name other examples, it seems that few such games actually do bother, even though I'd argue that even if lore is completely separate from gameplay in these cases, being able to invest in characters/setting without story is still a net positive from a creative and commercial standpoint. Yet few MOBAs bother with anything bar an excuse plot and short bios, and as far as hero shooters go, there's Paladins for instance, a game that hasn't bothered to explain who these 'paladins' are, or why they're fighting. Even The "Meet the X" shorts of Team Fortress 2 give plenty of characterization, if not worldbuilding, and from what I understand, the latter has been provided for with comics and whatnot.
But, that's just me. So, the question I put to everyone is:
a) Is investing in lore/characterization in multiplayer-only games a good investment of resources?
b) Is it something that you personally appreciate from a creative and/or gaming standpoint?
...actually, that's two questions. ;p