This posting is a response to my recent exploration of SOE's new MMO FreeRealms. I couldn't help but notice that the quests in FreeRealms have highlighted to me just how painfully childish MMO quests are in theme and writing.
MMOs are famous for their quests which consist of vivisection and taxidermy of many fantastical beasts, and slaughtering dozens of foes for very childish reasons. FreeRealms really shows up so-called adult MMOs by asking the player to do the exact same things, for the exact same reasons.
Far from making their stories seem deeper, FreeRealms' quests shows just how dysfunctional and asinine a typical MMO quest can be. The writing intended for quick, tween-age consumption is the exact same as that for epic worlds with years of development and content creation under their belt.
I'll prove it to you. Guess which MMO uses the following quests?
B) I've got a real problem on my hands. I have a deadline looming for an order of lumber, and I'm running out of time. The wolves and bears north of here have chased my workers away from the bundles of wood that they've already chopped.
I've already talked to Deputy Rainer about clearing the animals, but I need someone to go collect the wood for me. If you could collect eight bundles of wood for me I might just make my deadline.
C) 'There's a terrible infestation of shrews to the east of here, beyond the Delving Fields, and they're burrowing deep into the soil and ruining the greenery! If you can find some of their burrows and close them up, that should keep the filthy little beasts from straying near to the town. It's your duty to help me with this, Bounder!'
D) "I don't quite trust you with the secret of how we shift our goods through the Warden's net. Instead, the Captain asked me to have you collect some ballast for our ship. She's coming in to port for a following tide departure, and we need to top off the ballast for the storm season."
"You need to collect the roundest stones from the ballast piles. They pack the best in our hold."
"Oh, and, well, watch out for the guards. They like to harass honest traders like ourselves. They'll want to 'inspect' you."
E) "... You're still here? Don't just stand there like a lump! Go get rid of those no-good Robgoblin Initiates! They're stealing from the camp, and that's just bad business! You know how to zap right?"
Your choices are: EQ2, FreeRealms, LOTRO, Vanguard, and WoW.
Full disclosure: I wrote one of those quests up there, though I'm a little ashamed of it now.
So let's look at these five quests. Taking them apart we have:
- A) Do someone else's job for them by killing worms infesting a garden.
- B) Do someone else's job for them by collecting lumber.
- C) Do someone else's job for them by stomping on mounds of dirt.
- D) Do someone else's job for them by collecting rocks.
- E) Do someone else's job for them by beating up minorities.
In all cases, quest writing consists of two things: doing someone's job for them, and performing a petty or ethically dubious task.
Seriously, collecting lumber? Finding rocks? Beating up ethnic groups? This is our best effort at telling fantasy stories? Are we really satisfied by spending hours in a world where no one has any personal responsibility, and our greatest impulses are presented in 512 characters and takes less then 10 minutes to complete?
The telling of stories is implicit to the act of creating entertainment. Stories may be simple, or complex, but no matter how they are told they stay with people for months and even years.
Many conversations with game players of all stripes yield memories of various games, and the stories I hear are detailed, explicit, and well-remembered - even after ten years or more.
For instance, I told a friend the storyline of the X-Wing/TIE Fighter games. It took about ten minutes and I spoke entirely from memory. Later, I checked to see if I remembered the storyline correctly, and was surprised to see I had gotten it correct. These are games I played over ten years ago, and yet the essential storyline for the game has stayed with me all these years.
This is an opportunity, and it saddens me to see storytelling cut in favor of bells and whistles that are actually best used to help tell your story! The computer game industry is poorly captained in this regard.
With poor storytelling, many games (and I would argue every MMO) sound like tin whistles in comparison to the orchestral music of the movie, book, and TV industries. Simply put, MMO quests sound exactly like something a ten year old would write. I should know - I had ten year old students once who very well could put out the writing complexity of an MMO quest.
So, why are we in this mess? MMO quests are markedly simplistic because "no one reads them anyway" and "too much text is daunting to the player."
But wait, is dialogue and text the only ways you tell a story?
In movies, for instance, dialogue is matched with visual action - environmental activity, motion, color, shapes. Poor storytelling in movies is typified by a "talking heads" scene. And yet, this is exactly how we tell every story in an MMO.
In MMOs, we have a figure standing ramrod stiff, spouting text that is often unconnected to the overall story of the game, the story of the world, the story even of the region the player is in. Rarely is the text in a similar voice as that of other texts the player encounters in the MMO, and rarely will the quest text be a part of the stories the player will later tell of his exploit in an MMO.
Games famous for their more adult storytelling, such as Half-Life, use much more of the game world, lighting, voices, and actions to tell their story. Far from asking you to kill ten rats, the basic story of the game and world are told in the principal goals given to the player, and the needs of the player in fulfilling these goals.
It is for this reason I advocate a re-thinking of how stories are told in MMOs. Eliminate text, eliminate stiff NPCs, engage the player in the action of the world and create fewer, richer quests that use this more active world. Create needs in players, and they will drive the story. A need is not "I need experience to level." A need is "I need to explore this dungeon to seek an item I need to craft a weapon of power to strike down the being causing the skies to go dark." The experience to level is a reward, not a purpose.
Take a page from television, or from movies. Heck, take a page from Bioshock if need be. More voice. More active NPCs. Less quests. I walk into a new region and instead of a christmas tree of stiff NPCs asking me to do murder on their behalf, I learn of a threat, and some clues to the solution. Make the story the gameplay. Make the player feel the need to engage the bad boss at the end of the dungeon for a single reason other than the massive sword he leaves behind when he dies (and strangely, does not use when he is alive!).
It is more than possible to build a quest with many sub-chapters and more than ten minutes of gameplay. Make the carrot of finishing a quest a goal of an entire playsession, rather than part of the minor rewards for playing the game. The same planning that goes into a massive dungeon space should go into telling one story for that same dungeon. And the quests attached to that story? Not 512 characters of throw-away dialogue that leads the player to a goal unconnected with the story.
Take away "kill ten rats", and tell a real story. If an MMO is not out to give the player a story, or if that story is matched by a game aimed at 'tweens and teens, then we can't start calling what we do art. We can't call it more than just spreadsheets and throw-away imagination.
(Answers to quiz above: A - EQ2, B - WoW, C - LOTRO, D - Vanguard, E - FreeRealms)




