After a recent experience I've come to the realization I may need to think about changing my tune a bit. I've been an avid MMORPG player for several years now. I like the concept of MMOs: a large, persistent game world where you create a character that's unique unto yourself and take part in adventures where you're a part of an intriguing plot along with your friends. It allows you to explore a detailed, rich world where you never know what you're going to discover and can lead to all sorts of experiences.
Unfortuantely, while you're off having those experiences, you could come back to familiar territory and find out there was a world-shaping event and YOU MISSED IT. This is the nut shot that MMOs have persistently given me; if I'm going to roleplay in the developer's story, then I damn well better be ready to dance to THEIR tempo, and they're playing Riverdance at triple speed, so hop to it! This is something I've said before, so I'll try to summarize my persistent gripe: MMO developers release content updates so fast that you have to play the game at breakneck pace if you want to roleplay within the overarching plotline and feel like you're actually significant. If you don't, things go on without you and you're left standing in line to be the latest person to kill off "a bunch of pixelated ones and zeros," as Yahtzee once put it.
This is a problem that I've found I don't run into when I'm involved in player-controlled roleplaying. The players set the pace, you get a sense of accomplishment and significance, and you can slow down or speed up as the players see fit. You don't wind up feeling rushed to get to a given location or to beat a certain bad guy; it -will- still be there when you're ready.
Now some may argue that you can't expect an entire world to revolve around just you. Okay, fair enough, but in the real world, you aren't persistently given the sense that you're actions are pivotal or vital to world-shaping, history-setting events. But that's exactly what you get in most MMOs. You're told that by completing this quest, you'll go down in history as the person who save a city from a plague or overthrew the tyrant necromancer terrorizing the valley. Immersion into that plotline through the eyes of your character is a big part of the fun of an RPG, but it gets shattered when you read the announcement that The Official Canon is that said necromancer was killed as of YESTERDAY...and you were planning on joining your guild to go through his tower to fight him TODAY. Now you're stuck fighting an evil magician that you know shouldn't even be there while 90% of the rest of the people who play the game have already stepped over his corpse and gone through the portal in his lair to explore the parallel dimension beyond.
So what's the solution here? Well as the title suggests, I think MMOs shouldn't have a plot. Actually, let me clarify; MMOs shouldn't have an OVERARCHING plot. Here's what I mean; having a rich, well-detailed setting and backstory to an MMO is great. It's useful for explaining why things are the way the players find them. It gives famous NPC's for the characters to encounter, locations for them to explore, and so forth. Good graphics, sound, game mechanics give players great tools to explore and interact with the world that's been created. And that's where development should STOP. The writers should be focusing on creating the background and should then let the PLAYERS come up with THEIR OWN STORIES. There's no way for writers to be able to predict all the possible permutations of characters that a player base can come up with, nor for a developing company to set a pace of plot progression that's good for every player. So they shouldn't even be TRYING. With such a huge number of players, if the company tries to play dungeon master, they're going to inevitably leave a large number of players in the dust.
If an MMO developer just created a big, open world with a backstory, NPCs to encounter and mechanics for the players to use, the players themselves can use their imaginations to come up with all sorts of stories. Player organizations, be they guilds, companies, cults, etc. will have great significance, especially if crafting mechanics are included and a mechanic is also included to allow building persistent/destructible player housing and guild/organization headquarters. Players can come up with their own plots and stories for why they would be allied with this or that NPC and why they'd either defend them in a dynamic event or try to attack them. Good emote and environmental interactions (i.e. sitting in chairs, laying down in beds, animations for eating and drinking, etc.) could add realism and quality of performance to the game. When expansion packs come out, they can add new places to explore, new NPC's to encounter, and so forth, and even back story to explain how this new area got opened up by the action of NPC's "off camera." This could eliminate the feeling for players that they were expected to be somewhere by a certain point.
I still think MMOs have a lot of potential and could be a great way to roleplay. But I'm seriously starting to believe it'll only happen if MMO developers follow the example of the makers of D&D: stop trying to be the dungeon master and just give the players the tools they need.
Unfortuantely, while you're off having those experiences, you could come back to familiar territory and find out there was a world-shaping event and YOU MISSED IT. This is the nut shot that MMOs have persistently given me; if I'm going to roleplay in the developer's story, then I damn well better be ready to dance to THEIR tempo, and they're playing Riverdance at triple speed, so hop to it! This is something I've said before, so I'll try to summarize my persistent gripe: MMO developers release content updates so fast that you have to play the game at breakneck pace if you want to roleplay within the overarching plotline and feel like you're actually significant. If you don't, things go on without you and you're left standing in line to be the latest person to kill off "a bunch of pixelated ones and zeros," as Yahtzee once put it.
This is a problem that I've found I don't run into when I'm involved in player-controlled roleplaying. The players set the pace, you get a sense of accomplishment and significance, and you can slow down or speed up as the players see fit. You don't wind up feeling rushed to get to a given location or to beat a certain bad guy; it -will- still be there when you're ready.
Now some may argue that you can't expect an entire world to revolve around just you. Okay, fair enough, but in the real world, you aren't persistently given the sense that you're actions are pivotal or vital to world-shaping, history-setting events. But that's exactly what you get in most MMOs. You're told that by completing this quest, you'll go down in history as the person who save a city from a plague or overthrew the tyrant necromancer terrorizing the valley. Immersion into that plotline through the eyes of your character is a big part of the fun of an RPG, but it gets shattered when you read the announcement that The Official Canon is that said necromancer was killed as of YESTERDAY...and you were planning on joining your guild to go through his tower to fight him TODAY. Now you're stuck fighting an evil magician that you know shouldn't even be there while 90% of the rest of the people who play the game have already stepped over his corpse and gone through the portal in his lair to explore the parallel dimension beyond.
So what's the solution here? Well as the title suggests, I think MMOs shouldn't have a plot. Actually, let me clarify; MMOs shouldn't have an OVERARCHING plot. Here's what I mean; having a rich, well-detailed setting and backstory to an MMO is great. It's useful for explaining why things are the way the players find them. It gives famous NPC's for the characters to encounter, locations for them to explore, and so forth. Good graphics, sound, game mechanics give players great tools to explore and interact with the world that's been created. And that's where development should STOP. The writers should be focusing on creating the background and should then let the PLAYERS come up with THEIR OWN STORIES. There's no way for writers to be able to predict all the possible permutations of characters that a player base can come up with, nor for a developing company to set a pace of plot progression that's good for every player. So they shouldn't even be TRYING. With such a huge number of players, if the company tries to play dungeon master, they're going to inevitably leave a large number of players in the dust.
If an MMO developer just created a big, open world with a backstory, NPCs to encounter and mechanics for the players to use, the players themselves can use their imaginations to come up with all sorts of stories. Player organizations, be they guilds, companies, cults, etc. will have great significance, especially if crafting mechanics are included and a mechanic is also included to allow building persistent/destructible player housing and guild/organization headquarters. Players can come up with their own plots and stories for why they would be allied with this or that NPC and why they'd either defend them in a dynamic event or try to attack them. Good emote and environmental interactions (i.e. sitting in chairs, laying down in beds, animations for eating and drinking, etc.) could add realism and quality of performance to the game. When expansion packs come out, they can add new places to explore, new NPC's to encounter, and so forth, and even back story to explain how this new area got opened up by the action of NPC's "off camera." This could eliminate the feeling for players that they were expected to be somewhere by a certain point.
I still think MMOs have a lot of potential and could be a great way to roleplay. But I'm seriously starting to believe it'll only happen if MMO developers follow the example of the makers of D&D: stop trying to be the dungeon master and just give the players the tools they need.