Following on from yesterday's post, where I took a thousand words to explain how I wished I could keep to the point once in a while, today I thought I might try a five-finger excercise on that very theme. There's a topic going around, kicked off by Aywren but generally following in the slipstream of Final Fantasy XIV's growing success, concerning the necessity or even advisablity of hanging mmorpg gameplay on the hook of a strong, linear narrative.
Naithan sums up the situation perfectly in the title of his post on the problem (if problem is what it is): "FFXIV May as Well Not Be an MMO". Couldn't have put it better.
Of course, FFXIV isn't just an mmorpg, it's an instalment in a long-running series of JRPGs. It's a hybrid.
And it's not the first. A decade ago (what, has it been that long already?) all the attention was on an upcoming mmorpg set in the Star Wars universe, Star Wars: the Old Republic. Produced by BioWare, a developer famous for story-driven, single-player and co-op RPGs, what we were being promised was a collation of two forms: the massively-multiple theme park mmo experience of World of Warcraft underpinned by the nuanced storytelling associated with games like Baldur's Gate and Mass Effect.
Much was made of the "Fourth Pillar", the term BioWare liked to use for Story. Anyone remember what the other three pillars were? I didn't. I had to go look it up and it wasn't easy to find.
"Traditionally, massively multiplayer online games have been about three basic gameplay pillars - combat, exploration and character progression", said "BioWare boss Ray Muzyka" in an interview with Eurogamer back in 2008. (Yes, it really was that long ago). His contention seemed to be that until then mmorpgs hadn't bothered telling stories, but that was okay because now BioWare were around to make things right.
I suspect that plenty of writers who'd been making a living putting words in the mouths of NPCs for the previous ten years might have looked at that interview a little askance. I'm pretty sure Blizzard and SOE thought they'd been telling stories set in their imagined worlds and I'm damn sure Turbine did in the one they'd leased from the Tolkein estate. That was kind of the point, wasn't it?
BioWare were widely seen to be riding in to battle against an enemy that didn't exist but time has proved them right about one thing: story has become that fourth pillar, at least in the minds of some players and developers.
In the early years of the genre, narrative and story were gameplay elements but they weren't the focus of the experience. I played the EverQuest titles for years without ever having more than a vague idea what the overarching story was. But I always knew there was one.
Because those games attempted to replicate the experience of being in and of a world not as the "one, true hero", just someone who saw things happening around them and joined in as best they could, story was everywhere. Not just the personal stories of the players themselves, as touted by the advocates of the sandbox, but crafted stories, written by writers and given to NPC actors to tell.
The quests told stories, the incidental, ambient dialog told stories, the books and the statues and the ruins told stories. The worlds told stories and they were as real as stories ever are, which is as real as real gets. And you never heard them all.
You heard fragments, sections, pieces. You heard rumors and legends and myths. You puzzled and figured and discussed and out of all of that came stories with frayed edges and loose ends, tales to tell over camps and at guild meets, stories to argue and maybe even duel over.
Then along came the serious writers, the adults in the room, ready to tidy up the toys and put them neatly back in their boxes. A story has to have a beginning, a middle and an end. It has to have a hero and a moral. It has to follow the rules.
Why did it happen? I have a theory. The games, the genre itself, began with explorers. Explorers are the ones who go out and make the maps. Explorers, though, don't stay behind to hammer in the signposts or manage the map concession in the town square.
There's always been a tension, a competition, between the four archetypes, the Explorer, the Socialiser, the Killer and the Achiever. The people who tell you where to go are the achievers and the importance of story in mmorpgs grows alongside their ascendency. Almost by definition, the one archetype that has to come out on top is the Achiever.
And so it was. Achievers gained their ascendency, in the games and in the studios, years ago. Almost all the mmorpgs we play now are box-tickers, first and last. Everything must be codified, accounted for and scored, including exploration, socialising and killing. All those boxes have to be ticked.
And that's just what the current incarnation of Story in mmorpgs does. It ticks boxes. The new, big, important stories are unified and linear. They may contain many digressions and sub-plots but like those in a novel they all serve the central narrative. You start at page one and you read to the end. Every page turned, evey cut scene watched, is a box ticked.
Stories, of course, are infinitely more than box-ticking excercises. In a good story, the characters become friends, their actions, memories. Stories become us. We're made of stories.
There's nothing wrong with a good story, of course there's not. There's everything right with one. I love a good story. I'm not saying I want the stories in morpgs to be not good. That would be crazy. I'm not saying I don't want mmorpgs to have stories in them. That would be crazier still.
But there's a place for these particular kinds of finished, complete, linear stories. From everything I've seen so far I'm not convinced that mmorpgs can, let alone should, be that place.
Mmorpgs are places where stories happen, of course they are. That's the whole point of an mmorpg: it's a place where anything can happen. It's a world, or it can be. Stories belong in mmorpgs as they belong everywhere. But stories can't be mmorpgs. Mmorpgs can't be stories.
To bind the mmorpg form to the yoke of narrative is to set hard restraints on its limitless capacity to change. A linear narrative is a corridor passing countless doors that will never be opened, a train on a track that arrows straight to the horizon. It's a wasted opportunity.
We already have so many ways to tell those kinds of stories. Mmorpgs offer a chance to tell the old stories in new ways, maybe even to tell new stories in ways that have never been seen before. For a while that seemed like it might happen but the signs and portents aren't good. Mmorpgs are being assimilated in the old narrative tradition, when they should be in the vanguard of something new, something non-linear, fragmented, chaotic, alive.
It maybe already be too late. The damage may already have been done. Story sells, or so it seems. And, of course, it's the winners who get tell the stories.
Their stories, not ours.


























