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The Narrative Challenge of MMOs
So I saw a post recently in the GW2 tag about how the narrative of Guild Wars is more communal vs individualistic compared to other fantasy games and, while I did like a lot of what the post said, I think it gave GW too much credit. A lot of what GW2 does is a direct result of it being an MMO and this got me thinking about the narrative challenges inherit to that.
I didn’t want to hijack their post to write about it, so here we are.
First off, hi my name is Griffin North. If you know me at all, you probably are familiar with my GW2 fan comic, Tora Steals Things (over at ToraStealsThings.com) or you know me as that random person who wrote an essay several months back about the dying tumblr fandom of GW2 that ironically blew up.
What a lot of you probably don’t know about me is that I studied Game Design for two years and have a Diploma in it. Part of what I studied was in fact narrative in games so this is where most of my knowledge on the subject comes from, consider this my disclaimer and take it for what it is.
Narrative in MMOs
Narrative in videogames is a huge topic but today I really want to talk about MMOs in general. One of the problems I saw with the post that inspired this was a comparison between Guild Wars and several fantasy games that are single player.
The demands between a single player game vs an MMO for narrative are different!
If you want to make an earnest study of Guild Wars compared to other games, it’s best to stay in the same ballpark: look at what WoW or what FFXIV are doing! That’s how you find differences! Unfortunately, I haven’t played WoW since 2007 and I haven’t even touched FFXIV so I can’t personally dive into those differences myself.
For the purpose of this essay, you can consider this as a case study of how Guild Wars 2 specifically deals with the narrative challenge of MMOs here (and why this leads to it feeling more communal as a story), but if anyone reading has anything to contribute on how other MMOs handle this I’d love to hear it!
Let’s talk about the main challenge of writing a story for an MMO
Say some new story content drops in game: you get a letter saying to go talk to a certain NPC on the map to progress the story. So you go do that only to find that said NPC is talking to a whole crowd of other players doing the exact same thing. Even as you talk to the NPC and he delivers his lines like he’s only talking to you, you know that isn’t the case -you’re not stupid after all.
Like it or not, this moment breaks the immersion of the story for a player, and this is the heart of the main issue MMOs contend with:
How do you make a player feel like the main character amongst a sea of main characters?
Game Designers want you as a player to feel special but this is immensely easier to do in a single player game than a multiplayer game. In an MMORPG, they have to deliver story that makes your character special while contending with the fact that as soon as you’re released into the world you’ll meet several other special characters played by other people. It’s really hard to feel like the magic hero with the master sword if everyone you see is also a magic hero with the master sword - get it?
How does Guild Wars handle this?
Heavy Use of Instancing
I don’t know how common this is now but when I first played Guild Wars 2, one of the things I really noticed was their heavy use of instancing when delivering story beats compared to other MMOs I’d played at the time. It’s not an elegant solution, you literally get torn out of the normal game world to play your own instance of it and that’s jarring, but it’s effective in that it allows you to be the main character of that instance. Even if you bring along friends, so long as you own the instance, your character is the one that speaks and is shown in cutscenes. Fairly simple solution, that.
The narrative immersion only really starts to break once you’re back out in the normal PvE maps with other players, and honestly there’s only so much the game can do about that.
To deal with that they contextualize the other players to justify them being there.
Guild Wars 2 narrative contextually allows space for other important player characters to exist because so much of it is organized as a war effort, and this does make a huge difference. Because you’re at war, those other players do not have to be you, the commander, to be significant. They can be various other members of the pact for example -very shiny, glittery disasters with special weapons pact members, but pact members all the same.
Guild Wars is definitely not unique in this approach though, and I think that’s obvious. World of Warcraft has you as a member of one of two different alliances at war as the game’s basic premise. I wouldn’t be surprised if FFXIV has some sort of war in it as well. It’s the easiest way to justify why these other heroes are running around in your adventure: you’re the special one, and they’re all a bunch of soldiers.
Don’t get me wrong, this doesn’t fully solve the whole breaking immersion of having a crowd of people talking to a story NPC, but this is one of the ways games like this combat the “everyone is the hero” problem.
If you’re following so far, this is why, by design, MMOs can’t be too individualistic
A war effort is a common backdrop to these kind of games because it easily justifies the multitude of players in it, but this also inevitably means that the story is going to be more communal in nature. You don’t/can’t fight a war alone.
There’s one other thing that Guild Wars does though, that makes it feel less individualistic as a narrative...
The Main Character is Special Adjacent
What I mean by this is that the main character is rarely the one the story is actually about. They’re still special, yes, but they’re special adjacent as in they’re always beside the actual special character for the story. Think about player rage about Trahearne or Kormir taking player credit and you’ll know what I’m talking about here.
The reason they do this is because it’s really hard to tell a good story about a character who’s basically a blank slate - we can’t know how the player characterizes them personally or what they’re even named. Characterize the commander too much and you risk alienating parts of your audience who view their character differently. Giving them too much of a character arc leads to the same problem. The solution then, is to allow the player to be special in SOME way but have the focus be on a different character that they CAN characterize and have grow.
Usually you’re special in how you relate to that character: you’re Trahearne’s Commander, you’re Aurene’s Champion, you’re the Boss of the various characters in Dragon’s Watch, etc. This is why the player character, the commander, doesn’t have as much growth or characterization compared to the rest of the cast.
The main character is special adjacent so that you can have your fully customized mmo character and still be the main character basically. I wouldn’t be surprised if this is true of other MMOs as well.
And this is why games like this feel less individualistic
It’s by design of how MMOs work -that’s really my point here. I love the world of Guild Wars 2 and how much of it feels like we’re fighting to save the world from ourselves or fighting nature (I see some parallels to real world shit like climate change here), but I do think it’s communal nature has more to do with it being an MMO than any real strength of its narrative.
Anyway, that’s all I got.
Thanks for coming to my TED talk.
#gw2#Guild Wars 2#guild wars story#I could honestly say more on this topic but damn if this ain't long already#I hope this was an interesting read at least
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