Should MMOs Stop Telling Us We're Unique?

Written by: (Twitter @winterinformal - ) | July 11, 2012 4:00 am

29 Comments

I have a friend who loves RPGs but hates MMORPGs. According to him, he’d rather be the all-conquering hero, the singular badass who takes on the world – with possible help from NPC party members – rather than just one of a million players gathered in a quest hub all doing the same thing.

Recently, I’ve been giving more credence to his viewpoint. It especially dawned upon me just how silly the whole thing is when I was playing The Lord of the Rings Online a couple years ago. If you recall, Elrond sent a small party of nine on the Quest of Mount Doom, saying “The number must be few, since your hope is in speed and secrecy.”

So, when the paths south of Rivendell were first opened, what did I find? A few hundred Men, Elves, Dwarves, and Hobbits following in the path of the Fellowship, tramping through Eregion, Moria, and points beyond. If that doesn’t alert Sauron and Saruman that something’s up, nothing will.

mmorpg     Cast Of Thousands

I don’t blame Turbine for this questionable attack on the lore; it was simply how it had to be in an MMO. But it’s gotten to the point that when an NPC tells me that “I’m the only one” that can save them or “If you and your friends don’t stop the Big Evil,” they’ll all be doomed, I just shrug my shoulders and go, “Yeah, whatever.”

These days, fighting something large and dangerous in an MMO doesn’t register to me as especially heroic. It might be challenging and fun, but I know that, when I go back to the NPC, I’ll get some text – which I may or may not read – some bit of treasure, and then I’ll do it all again a few days later.

I think it’s that MMOs have been leading us on for over a decade and we’re just now starting to see through their deceptions. It’s equally possible that I’m just thinking about all this too much, but if so, that’s only because it’s seemingly been more obvious as the years roll on.

The “Hero Approach” makes sense in a single-player RPG, where you really are the lone hero, out to save the world. But does it make as much sense in an MMO, where there are thousands or millions of other potential heroes? Should an NPC really care so much that you – yes, you – are seeing to their needs, rather than the other 289 people milling about within five feet of him?

mmorpg     Cast Of Thousands

Consider the alternative, “realistic” situation. If there really were a fantasy world with a few thousand uber-powerful knights, wizards, assassins, etc., for hire, you’d be just another face in the crowd, a talented but unremarkable wanna-be hero.

Would that suit player’s needs? Such an approach would seem to be incompatible with the “personal story” trend in games these days and with the notion of players wanting to feel important in general. But it would also be more keeping in line with what MMOs actually are. You’re not the big hero, no matter how much the game might try to convince you that you are.

Some MMOs, like EVE Online, do eschew storylines, for the most part. And upcoming games like PlanetSide 2 seem to be even less interested with you being any kind of “big hero” – you’re just another grunt, another cog in the grand war machine. You might rise up to a position of power in EVE or be considered a great soldier in PS2, but neither game tries to tell you that you’re the greatest. Other players might, if you’re impressive enough, but the game doesn’t.

mmorpg     Cast Of Thousands

Maybe more MMORPGs should take that approach and realize they can’t really deliver that thrill of being unique and amazing like a single-player RPG can. Which feels more heroic: beating a raid boss for the umpteenth time and having an NPC tell you how great you are (again) or doing something unique and impressive even if there’s no one there to congratulate you for it?

Is it better for MMOs to continue to make you think you’re unique or should they just give up on that pretense and acknowledge that you’re just one of many heroes – better than some and worse than others, but not truly unique or different?

Because, at the end of the day, you really aren’t. But do we want to admit that?

Should MMOs Stop Telling Us We're Unique?

  • http://twitter.com/Glarth_ Glarth

    *Enters deepholme* “we are all counting on you.”
    *Take 4 steps and as someone else spawns into the zone* “we are all counting on you”
    Well aperently they gave up on me pretty quick for the next guy.

    • http://twitter.com/EdwardvanRaak Edward van Raak

      A perfect example how developers should NOT do it. 

      Personal story quests like you see in GW2 make you feel unique yet are instanced, so you never see other people doing the same thing DIRECTLY. Same thing applies with WoW and phasing. As long as you don’t see people doing the same thing, it shouldn’t be a problem. 

      Dynamic events in GW2 don’t make you feel unique, you just share a goal with people around you. I think we will see this more and more in future MMO’s. 

      Both GW2 and WoW have the problem that they still have static quests that could break your immersion. But this is a common problem because you can never create “unique” content made for only 1% of the players. You will always share content with other people in a Themepark MMO. 

      • http://www.facebook.com/mert.matthews.3 Mert Matthews

        I disagree with the idea of as long as you don’t see others, it is ok. Even when player doesn’t see others for that quest he still knows that there are million others who have done it and also millions out there getting that treatment. I think we need to understand that MMO’s are not single player RPG’s so therefore developers have to decide wether they want players to be immersed and make their own ways or make them the way where million other people goes too while being called the chosen one (Personally when i hear you are the chosen one etc.. my grade for that game reduces by %30)

        The game that i have played which handled it worst due indecisiveness is arx fatalis where you start as amnesiac prisoner and treated as noone then by the middle of the game you learn that you are the Guardian, man who can defeat hundreds of men in single combat, the man who can master magic faster than anybody. The moment i heard that i just alt+f4′d 

        • http://profile.yahoo.com/EWPWUW3Q2BGQHYUUQZURBUNOEY Julian

          I want to be a mercenary. Tell me what to do, let me do it my way, then pay me, give me recognition points depending on how hard was the mission or even a title or trait (for doing it in a special way or on extreme difficulty) and shut the hell up. Or let me enlist in an army and kick butt in World Battles/Events with similar returns and even a rank maybe for being MVP or sth that unlocks special quests. Thx bye!

    • Old Ben

      I have a feeling that was deliberate; it reminded me of Leslie Nielsen in “Airplane!” going into the cabin and saying “good luck, we’re all counting on you” again and again (even after the plane was safely on the ground).

      It actually felt like the game was making fun of itself, and made the cheesy drama of some quests easier to swallow.

      GW2 open-world NPC chatter is full of those things. For example, when you finish helping the farmer right at the start of the human area, he says (in a very theatrical way) “I thank you! My cows thank you! Everyone who eats beef and drinks milk thanks you!”. They’re poking fun at the way games treat players as heroes for basically sitting in front of a screen and clicking some buttons. 

      Unfortunately, the personal stories actually take themselves seriously. 

  • http://www.facebook.com/people/John-Sardella/1422784105 John Sardella

    Great article. I always loved being a part of something big rather than being the big potato himself. So maybe that’s why I love MMO’s so much.

  • MMO_Doubter

    What MMOs need – rather than solo (or even group) stories are WORLD stories which are advanced by accomplishments by the entire server or faction. Something along the lines of WoW’s AQ gate opening – though more exciting and less grindy.

    • http://profile.yahoo.com/7MPGC5FCQJZGFKICKCMALR3AYY Eric

      For once I believe Doubter has a good point :p

      It’s almost kind of arrogant wanting to go into an mmo with everyone telling you your the special one knowing full well that there’s potentially a million others out there getting the exact same treatment. I don’t wanna be told I’m special by every NPC in the game because I killed 10 rats for them, I wanna feel special because I killed 10 rats for a NPC and now their basement isn’t littered with them anymore. 

      Maybe a weak example, but it kinda gets to the point that, I skip quest text anyways. If the story tells me I’m special, I don’t hear it, but if the world actually is effected by what I do, now that I see, and its pretty cool.

      An example might be something like Rift’s zone-wide events. I really love the fact that I can contribute to the grand scheme of things without being the one who was there to deal the final blow to the boss mob. If an event pops and I’m the only one at whatever wardstone, I find it very rewarding to sit back and defend that stone from wave after wave on invasion forces while going out and maybe chipping away at that nearby Rift when there’s a break in the action. The NPC’s don’t thank me or anything, but the feeling of ‘this place woulda fallen without me’ is pretty fun for me, not because some NPC told me I did something special, but because I genuinely feel like my actions had a positive effect on the world.

    • Jado Cast

      +1.

  • DoctorOverlord

    I think one factor is the setting and IP.   For example, MMOs like City of Heroes/Champions make little sense with thousands of superheroes running around when no comic book has ever portrayed a setting like that (except in parodies).

    On the other hand, it would make sense in a Warhammer MMO where there are thousands of Space Marines in the galaxy.   Your character may be one of many but they are still an elite, insanely powerful, super-soldier fighting against foes that will destroy all Humanity if you lose.

    It’s possible for an online game give a sense of importance even if they are just one warrior in an army but only on a personal level.     Making the character’s story personal and the choices have impact gives a sense that you are directing their journey.   

    Server-wide recognition is another thing but people have always found ways to that in MMOs whether it’s through PvP, crafting or simply running an active and noteworthy guild.   And perhaps that is a good thing because it offers a variety of ways which the developers could never forsee.   We have seen guilds run in-game contests and events for example, perhaps we will see social networking start playing a role as players strive for recognition in their community.

    In a multiplayer environment it really is up to the players to figure out how to gain recognition in their community if that is what they want, it simply isn’t something the game can easily provide.
    (As I write this I think about TERA’s political system and wonder how that is working)

    • http://twitter.com/HarmonBlues Harmon

      DCUO directly addresses the issue this article proposes. It shows you an intro video of a large portion of the population being given superpowers. You become like an enlisted soldier in the army following the orders and the cause of leaders like Batman. The Secret World seems to do that as well.

      Both these games seem to have the attitude of “Hey, we get that you have super-powers and that’s cool, but so does everyone else. So get over it and get fighting”.

      • DoctorOverlord

        I think Secret World did a much better job but they had an original IP with a setting that could fit the idea of thousands of people joining a fight against the supernatural.  

        DCUO’s storyline was a strained rationale at best.   They gave it a good try but comic books have always been about a few iconic characters.    Ignoring that fundamental aspect takes away from the comic book experience.  And claiming your character can stand  beside (or toe-to-toe) with the likes of Superman or Wonder Woman cheapens the portrayal of those iconic characters.  

        Some standard MMO tropes just don’t fit into certain IP or settings.  It’s like mashing healing classes into the superhero genre, you never see one of the Xmen or Justice League spamming heals in a fight.    As I said DCUO gave it a good try, they allowed people to switch roles and tried to make the trinity work.  But in the end, I think some genres require a completely different approach from traditional MMO mechanics and design to keep them true to their source.  

        The upcoming Marvel game where you unlock and play the iconic heroes sounds like it will offer something closer to an experience of a comic book hero rather than turning superheroes into part of an army.    It might not exactly be what some gamers consider to be an MMO but that kind of evolution is what is making the online gaming market so interesting.

  • http://www.facebook.com/people/Willi-Enderle/1668850948 Willi Enderle

    I have a better title:
    MMOs should stop telling us they´re unique

    Only very few are different enough to call themself “unique”

    • Jado Cast

      I would replace unique with “special”.

  • Randall_Wolfcry

    I understand the idea of making players feel important, but I’ve never seen it pulled off successfully in an MMO. As much as it tells me I’m “The One”, it’s never convincing enough with all the other people running around. Especially when someone else is party leader for a while and they get the main role in the cinematics.

    I wouldn’t mind them finding a better gimmick than you are “The One” for future MMOs. I don’t know what the alternative would be, but perhaps the loremasters who get paid to think up stories could think up a new story for once?

  • Caio Negri

    Player driven MMOs tend to be a hostile environment for new and casual players. After all, what is the point of playing a game casualy if  its full potential is only avaliable for hardcore players? 
    I´ve played MMOs whith really high death penalty and unforgiving pvp, and the best players were the ones dictating the story and controlling the economy, but ultimately those ones who do not take part in this would eventually stop playing the game and the community would die.

    What im saying is: although it is an interesting idea, making that into a profiteable game is really hard, if not impossible.

    • Randall_Wolfcry

       They don’t need to make it player driven. They should just stop making the dialogue revolve around your character being unique. You can just have the same stuff going on, but you’re just someone helping it all out. Like in Guild Wars 2, I think they probably have the same “You are the one” kind of storyline, but since they have the heroes of the 5 races (Logan, Zojja, etc.) they don’t really need to do that. The NPCs can be the heroes and you can be someone helping them out.

      Regardless of the storyline, any game is going to have infamous players that pull off certain stunts or achievements. Maybe someone who thought up a unique build or someone who wins a lot of PvP tournaments.

      As far as what i got from this article, it’s about the storyline having a “The One” message that doesn’t make much sense in context of the actual gameplay.

  • Old Ben

    There are (at least) two issues here. One is whether or not games should treat you (your character) as someone unique. The other is how they should go about doing that.

    In my opinion, yes, games (especially MMORPGs) should give you the opportunity to feel that you are unique. That’s one of the main differences between an RPG and an “adventure” game. In the latter you’re just following a story, in the former you’re shaping your own story, as freely as the game world allows. Note that by “unique” I don’t just mean “become the great hero”. If everyone becomes “the great hero”, they’re not actually becoming unique. 

    Then there’s the path to uniqueness (or even the path to greatness). The worst thing a game can do is what GW2 does with its personal stories: Start treating you as “the great hero” (or at least as a VIP within the game world) right at the start, before you’ve achieved anything. A basic principle of heroic narratives is that the hero can only achieve that status after rebounding from failure or loss. The trailer “Siege of Neverwinter – Part 2″ is a great example of this. Girl sees her world collapse around her and is powerless to stop it. Years later, after gaining experience, she faces the same enemy again, and (presumably) defeats the ghosts from her past. The stupid shot of a dragon at the end spoils it, but it’s still a great example of a heroic narrative condensed into 90 seconds.

    Some people seem to confuse “being the great hero” with “participating in epic events”, or at least assume that both are inseparable, which simply isn’t true. A good example of a game that gets it right (conceptually, at least) is… WoW. Specifically, the Death Knight opening missions, where players are treated just as one of many, but are given a chance to witness and even participate in the epic battle at the end. That makes them “special” but not unique. They were there, they knew what it was like, but they’re not hailed by all NPCs as having won the battle on their own. In fact, they’re booed and get rotten fruit thrown at them, and feel that they must overcome their past. Sadly then they have to go play WoW, but that’s another issue.

    Then there’s instancing & phasing. Those are basically mechanisms to wrap single-player content and inject it into an MMO. It might be a necessity when trying to tell the story, but it’s still an ugly hack in a multi-player game with a (supposedly) consistent and persistent world.

    For example, in GW2, it’s like having split personality. NPCs treat you in completely different ways depending on whether you’re inside a personal story instance or in the main game world. 

    In The Secret World, it’s as if the game forgets it’s an MMO whenever you go into a mission instance. Other players (even the ones in your party) disappear, with no explanation, and only reappear when you finish that part of the quest.

    In WoW, phasing makes players (and parts of the game world) visible or invisible based on whether or not they’re in the same “quest stage” as you. In a way it’s not as jarring as the other approaches, but can lead to a lot of confusion when you try to interact with players in different phases.

    Ideally, MMOs should avoid any of those things. If a player’s actions are supposed to change the world, then they should actually change the world, for everyone, at least temporarily (and there should be a realistic mechanism – either automated or player-triggered – to change them back). This is what GW2 does with some of its big world events, and hopefully future games will follow that lead and do it even better. IMO, this is the biggest conceptual change to happen in MMORPG design since… well, ever.

    Another good thing with this approach is that it creates plenty of opportunities for large scale multi-player “epic achievements”, where the world is changed not by the actions of a single player but by the actions of a large group, possibly over a long period of time. There are examples of this in older games (ex., the “war effort” leading to the opening of the gates of Ahn’Qiraj or the taking of the isle of Quel’Danas, in WoW). Despite being repetitive and completely irreversible (bad implementation), those were world changes that every player could see, participate in and feel proud of (good concept). They were also very, very slow. GW2 suffers from the opposite problem (world states change too quickly), but maybe that was just accelerated in the beta weekends for testing purposes.

    So, to sum it up: Uniqueness is a good thing (I’d say an essential thing) in RPGs, but it shouldn’t be confused with greatness, just as greatness should not be confused with participation in epic events. MMORPGs should be designed as consistent worlds where players can share experiences and not feel like they’re constantly being pulled into their own “private realities”. If the story requires isolating players, then that story is probably best saved for a different (single-player) game. 

    • Jado Cast

      Very well said sir. I couldn’t agree more and this is also why I thought Kotor and elder scrolls the MMO was and is a bad idea. It could be done, but not with the same essence of the single RPG heroic story for the protagonist. This is also why I like sandbox games. You can feel unique but the story is usually not a heroic tale full of instances with schizophrenic personal story telling. . It’s too bad elder scrolls couldn’t be the first AAA sandbox.

  • http://www.facebook.com/people/Jason-Quinn/504633100 Jason Quinn

    In WoW, your raid group was THE group to kill the lich king. But outside the instance everyone has done it and that is usually overlooked even though it’s a huge immersion breaker.

  • jgelling

    This is where WoW always got it right: sure, you got more and more powerful as you leveled up, but they never pretended you were a special snowflake. You were part of an army, a faction, and it was always apparent you were just a soldier in those armies.

    SWTOR handled did this about as wrong as you can get: they made the entire game soloable in every way, they gave you your own special story that has you as Master of the Universe, then at level 50 the game all but says you won, game over. You beat the bad game, you’re a super Darth or Master or Director of Intelligence, and after giving you a complete ending they ask you to go kill some more rats – it makes no sense.

    • Old Ben

      > This is where WoW always got it right

      I wouldn’t say “always”. In fact, most of WoW’s longer quest lines treat you as “the special one” who makes the world’s story advance. And that’s become even worse with newer expansions. The starting quests for the goblins and worgen clearly have you saving your entire race, the Twilight Highlands quests have you uniting the clans on your own, and so on.

      But they do get things right, occasionally (Death Knight starting area, opening of the gates of Ahn’Qiraj, etc.), where you’re just one of many. You’re still “special” because you’re participating in an epic event, but you’re not “the one”.

      Part of the problem comes with games trying to tell a traditional (chronological) story in a world meant to stay basically in the same state for a long time, since it wouldn’t make any sense to create content that only one player could do, and was then unavailable for anyone coming after him.

      GW2′s approach is to make a lot of separate “local stories” meant to be experienced in both directions. You can drive away the bandits and repair the water pipes, but the bandits can come back and destroy them later, so other players can drive them away like you did. The area can go through four or five different states, in either direction (or, with some events, in a circle). That “player-influenced world state cycle” allows for a more realistic approach to a consistent MMO world. 

      Unfortunately the personal stories in GW2 are still basically taking place in a separate reality, and have a Swiss Emmental plot (i.e., cheesy and full of holes). Even if they had been written by better storytellers (who understood the concept of a heroic narrative, etc.), they probably still wouldn’t have fit in very well. MMORPGs require a very different, almost “multi-directional” type of writing, that traditional authors aren’t used to.

  • http://www.facebook.com/mert.matthews.3 Mert Matthews

    I have recently played through fallout 3 new vegas after playing the said games such as skyrim, mass effect 2, wow etc. In fallout NV you are not called the big hero untill you deserve it, hell even after blazing through 3 enemy encampments where base says “We sent our best they never returned so don’t even come close” and after you bring the heads or messages of your succes they still respond as anybody with some dignity and personality would respond, thanks for your help and here is your reward. Before that you were just another wastelander who was doomed to die in their eyes untill i read this article i completely forgot how those games treated players. So what was the effect? I was immersed in the game and NPC’s respect or mock what player did not because he is “The chosen one” just because he did that with no visible obligations.

    Since the situation has been explained in the article in games where everybody is a special snowflake i am not going to give examples of that.

    From that observation my conclusion is, it is best for the game, players immersion if NPC’s treat player fairly and like actual people not like hordes of damsels in distress by that i mean only respecting the player after they accomplished something unique and hard because when you start giving praises for everything it only serves to reduce the value of the praise untill then my suggestion is completely ignoring NPC’s until they treat you with respect after what you actually accomplished and if possible if the said accomplishment wasn’t scripted (By that i mean completing the main quest should  be praised a little but if that person completed in hardest difficulty that only a few can complete then that guy deserves the said treatment) 

  • pc11

    In the beggining there were single player RPGs. Then the internet allow us to have MMORPGs and in the beggining you were not THE hero in these games, just one in many. Recognition came from playing with others and making a name for yourself.
    Then developers noticed the casual player wasnt enjoying the MMO because they played by themselves and had no recognition from other players or the game. So, in the name of more sub money, personal story and YOU ARE THE HERO was put into MMOs to please the casual player.

    Story over.

  • Kagitaar

    Just to add my 2c, I do feel that being the ‘chosen one’ in an MMO is weird and much prefer the nobody to special forces approach.

  • http://twitter.com/MrSunrock Sunrock

    Yes. It’s stupid when every one is the “chosen one”. It would be allot better if every one starts out and a “no one” and then you have the chance to climb to becoming the “chosen one” through the end game.

    • MMO_Doubter

       All that would mean is that each server has hundreds of ‘chosen ones’ instead of thousands.

      • http://twitter.com/MrSunrock Sunrock

         Depends how hardcore you make it…

  • Lynx Raven Raide

    I have to say, the only MMO where I felt like I as a character achieved something was Guild Wars. Yeah, I know everyone else went through the storyline, but that’s the thing, there was a storyline to progress through. Most others I have played (including WoW) felt disjointed, like there was no cohesion, you just progressed from one area to the next without an over-arching storyline to connect the areas. I can see ArenaNet following the same path as GW1 with GW2′s personal storyline, which is good, cause most MMOs these days make you feel like you are playing a class, not a character

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