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As someone who has played
MMOs but isn't an MMO guy, sometimes it seems to
me that many of the individual elements of MMOs end up being less deep versions of
elements from other games. The story might be completely adjunct, the combat is kind of static compared to what you'd get in a game that's actually about
combat, and so on -- that they wouldn't hold up if they weren't in an MMO.
DE: I think, across the board of
the industry, you're going to see that changing. What we're seeing is
a game genre that has been very expensive, trying to do something that's so
big. For example, will the
helicopter flying in Grand Theft Auto
ever be as good as in the Apache [flight sim]? (laughs)
Right.
DE:
Right? Like, when you try to do more, your system gets less [capable]. Absolutely. But as the market grows, and one of the great things we've
seen is new MMOs very often are expanding the market. They are not
cannibalizing other games.
The market is much larger than we think it is. More people are come online,
and more people are playing these games, more people are interested in them. I
think what we'll actually start seeing is the bar rising in all of these
departments, because it only takes one game to come out and do great online
combat for people to say, "Oh, well, I'm not putting up with that
anymore."
That's how game design works.
DE:
Absolutely. Somebody's going to push the bar. And probably in the first
game, people are going to push the bar in very particular places to begin
with. Plus, it's always easier to say, "Hey, let's do that [existing thing]," than it is to say,
"Hey, let's create something out of whole cloth."
And because the genre is so young in its modern incarnation, a lot of things
are still being created from scratch. This means a lot of experiments, a lot
of bold pioneers who are going to go out and die in the wastelands.
There will be a few
people who are going to get really lucky and successful and say, "Hey,
look at this great thing we brought to the genre." And then everyone else
will try to do it, as well.
Internally is that how you guys are thinking about this game?
DE:
Oh, absolutely. Yeah, that's the goal, right? We want people to play this
game and say, "Wow! I never thought there would be story in an MMO, and
there is and I love it and I'm going to play this story forever." That's
the big exciting part, right?
Like we have all these classes, and all these classes have their own content, and
all this content connects together as you're playing through the different
classes. Now you're getting to see and understand different parts of the world
that you might have not understood previously.
So by the time you're playing the third class, you can say, "Oh, I
get that! That's because of such and such." And you feel smart and you
understand the mythos and the world. And hopefully, it will create something
that just amazes people and they've never even considered before.
And on the other side, for people who are like, "Wow, God, I really wanted
another BioWare game," they have just gotten a little slice of heaven.
Again, as you've noted,
the story in MMOs tends to be very segmented, and it doesn't feel like a thread
that your character is actually progressing through.
DE: Correct.
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Sorry for the non-sequitur, but: seriously?
I think Daniel addressed that idea with worlds within a greater galaxy. The story the player will be participating in will be significant to the player's particular experience. It's like mini KOTORs happening at the same time for each player. This idea is hugely ambitious and daunting, but it seems to be supported by the amount of work Daniel described the writers doing.
Depending on how this turns out I may finally be persuaded to be part of an MMO.
MMOs in general suffer from this. Why would you labor through legions of monsters to rescue the princess if, two seconds later, another player has to do the very same thing? It's redundant, and takes a lot of the "epic-ness" out of the game. I understand that MMO developers would need to create recyclable content else it wouldn't be cost effective - making a unique experience for essentially one player that can last for a year or more isn't cost effective when you have one million players to provide for, which is why they make the same experience reusable to the next player. It's not as noticeable if you only allowed each player to play through once, or if you forced the player to play alone (as with traditional CRPGs).
I think the problem will be somewhat alleviated with this approach of crafting a different story for each class, but the problem, in my opinion, won't be "fixed" until the big, risk-taking game companies look into intelligent randomly generated content mixed with unique authored story elements.