I’ve written a little about authorial control on this blog, but never addressed how interactive storytelling can apply to the phenomenally popular, naturally static worlds of massively multiplayer online games. A blog post by Snipehunter on Dopass.com poses a question popular among players: How can MMO developers deliver control to players?
It’s impossible for a player to be immersed in a world where independent choice and exploration are untenable, writes Snipehunter, the alias of a game designer with experience on the MMO Auto Assault. To create the “illusion of reality,” MMOs need to give authorial control to the players.
The PvE aspects of World of Warcraft, Warhammer Online, and Auto Assault, Snipehunter takes note, are “basically a linear game… You’re guided, some might cynically say ‘by the nose,’ the whole way, with no encouragement (and in some cases active discouragement) to explore or make your own choices, along the way. For some players, I think, this amounts to having the game ‘happen to them’ instead of ‘making it happen.’”
In his blog post, Snipehunter reminisces on the more open world of Ultima Online. “I didn’t ask the game for a to-do list of chores,” he wrote.
“Instead, I decided for myself what my goals would me. ‘I’m going to get a boat’ or ‘I want to explore Avatar Isle’ were, in essence, the quests I wrote for myself. I went to that world specifically to be able to make those kinds of choices; to write my own experience as an adventurer in that world. I decided what my role and level of impact in the world was.”
Snipehunter said that this is the experience MMO players want when they ask for control. “Hand written quests and hand authored raids and events are a huge boon for MMOs,” he concluded. “They allow the skills of good writers and good designers to be leveraged to provide heroic experiences you can’t get in an open, true virtual world.”
As it stands, players can take the initiative to set up events like this, but there are no in-game tools to support the crowd of players looking for a role-playing experience. Interactive storytelling is about involving the player in the process of creating and populating a world, and Snipehunter’s idea, albeit simple, is a very good start.