Story as Reward
“We don’t play MMOs for a story!”
This is something I’ve heard more than once, but it never quite rings true. After all, stories are the engine behind all RPGs — can you imagine a Dungeons & Dragons without a story? Fallout? Chrono Trigger? Final Fantasy? Without a story, these games are simply elaborate combat simulators — something I feel a segment of the MMO playerbase has accepted as standard in their games. After all, who reads the quest text? Just go collect your ten foozles, kill your ten rats, and chase numbers, baby!
Except that even in MMOs, story is not dead — it’s just in remission. Quest text boxes are one of the worst inventions of the modern MMO, because they’ve trained us to dismiss any story as irrelevant, because the quests are quick, the background story easily skippable, and there are approximately a hundred thousand of them in each game we play. If I had a nickel for every time I heard a gamer promise that with THIS character, he or she was going to read ALL the quest text and really experience the lore of the game, then I could retire and make my own MMO.
But although the quest text box may have caused great harm to MMO storytelling, we’re starting to see a revival of desire and design that’s bringing us back to one of the true roots of RPGs. Guild Wars 2, Cataclysm, The Secret World, The Old Republic, even Final Fantasy XIV — these games are placing a higher emphasis on storytelling than we’ve seen lately, and a lot of it’s taking place outside of the dreaded quest text box. I, for one, am nothing short of delighted to see an effort made in this area. I don’t want to be playing mere combat simulators; I want context, a hero’s journey, plot twists and real connections with the game world.
I took a class on teaching principles a few years back, and we spent a lot of time learning how storytelling is an invaluable tool for communicating, keeping an audience’s interests and teaching an important point. Storytelling is one of the most universal of human activities — throughout all time, we have told and listened to stories, and while the medium has grown to include TV and books and computers, we’re still doing the same thing they did around campfires in antiquity. Story captivates, it involves, it stimulates the imagination. MMOs are notorious for dimming the imaginative part of the brain when you’re engaging in huge long grinds, so I think it’s worthwhile to fight back against this trend.
The way I look at it is that in most games I’ve ever played, story is part of the intangible reward of the game. The better you are at a game, the more time you put in, the more story you’re fed as a result. Just like loot, XP and titles, story is an important reward, all the more so because you’ve put in effort to access it. Let’s look at two ways devs use story as a reward:
1. Structured Story
In this scheme, the devs are the storytellers and we are the audience — an audience who actively participates in the story, but still. By accomplishing tasks in the game and achieving certain milestones, we are treated to new chapters of our saga and the tale of the world and people around us.
If you ever played an adventure game — you know, the “collect items, combine them in silly ways to solve puzzles” games — then you know how important story is as a reward. I mean, story IS the reward in those games. It’s certainly not the fun of trying to solve puzzles or pixel-hunting for hidden items. You tackle the obstacles of tricky conversations and puzzles in order to advance the story and see where it’s going. Story becomes a powerful motivator as a result, which is why those games placed such a great emphasis on an interesting and memorable yarn.
2. Tools Given to Make a Story
Alternatively, devs can reward players with tools to make their own stories. Now, I’m probably not going to get Minecraft no matter how many of my friends and fellow bloggers love on this game, mostly because I don’t have time for a potential addiction, and because while I see potential, I’m not really feeling tempted. Still, the Minecraft mania serves to illustrate just how much players love — and have missed — the ability to mold the world around them, to use tools to make their own story, and to be given freedom (within a grander structure) to forge their own path.
Likewise, MMOs can contain tools that players use to make their own stories. We see this a lot in LOTRO, because there are a lot of places, items and player abilities (such as emotes and the music system) that allow roleplayers and even solitary adventurers from customizing their game experience and tell a new story that wasn’t created by a dev team somewhere else.
If you’ve ever seen kids play, most of the time what they’re really doing is telling a story with their toys. Two cars racing for the prize; a dollhouse where a family lives and interacts; opposing armies of action figures at war with the fate of the world in the balance. As much as kids love being told stories, they want the tools to make them as well — and I don’t think this desire goes away for adults.
Anyway, stories are important, even if there’s a movement to diminish or abolish them. Some things are worth fighting for, and stories in MMOs are definitely one of those things.
- Posted in: General

+1 here, I like the idea of the story as the reward
I totally agree that story is important and I also agree with your take on quests. They are a lousy way to tell a story because players are conditioned to skip through them as quickly as possible in order to gain exp as fast as possible.
Personally, I’d like to see more overarching stories conveyed through cut scenes or large, epic obvious quests rather than through micro quests that I end up mindlessly running through.
Kind of follow Gordon up there on the epic scenes, but one thing that’s really missing is the possibility to make a difference by making a choice within the quest. I mean, we are given the choice to either accept the quest or abandon it, but there are no other options available. Also a chain of quests could be arranged so that you could make a choice in the middle of it for another kind of chain, making the overlapping quests even more possible.
IMO the sheer amount of quests available in the current MMO’s is one culprit of this skipping of quest text: the quests and chains are not compelling and interesting enough to keep the player pursuing the ‘grand finale’ and the clutter of other quests just makes it even more difficult to continue the story.
There are a couple of great examples of good chains in WotLK, especially in Grizzly Hills and Zul’Drak areas, for which I have abandoned other quests completely to be able to see the end of the chain. That’s the way they should be done, but with possibilities to make a choice whether to do this or take that route.
C out
I read quest text (really!) but then, I solo for the most part, and I’m a literary-minded person. I enjoy the process of reading, so the ‘wall of text’ argument doesn’t phase me.
The one time I don’t read the quest test is in the rare event of being grouped. Who wants to hold up the whole group? Not me. So I sadly skip through the text and wonder what I missed.
That’s the beauty of forced cut-scenes in “structured-story” MMOs. Everyone *has* to watch them. If MMOs allow you to skip cut-scenes, players who’re rabid for more xp will be pressuring others to skip them too and pretty soon we’ll have blog posts about how cut-scenes are a waste of time since no one watches them.
Of course the other difference is that usually cut-scenes are saved for ‘major’ quests. If every butcher who needed you to kill the rats in his basement came with a game-flow disrupting cut-scene, that wouldn’t be all that cool, either.
So yeah, you just can’t please me either way. LOL!
I think the epic series in LoTRO does story well. The short Gandalf voice over at the beginning of instances sets the stage without requiring a long read or breaking up the action too much.
I agree with Copra, when there are so many “make work” reading the quest text just gets annoying.
That’s one of the things I love about WoW and LotRO, at least some of the quests are programmed in such a way that they drag you into the story kicking and screaming.
LotRO’s cut scenes and instanced story areas helps a bunch. The Death Knight starter area in WoW also was a mind blowing set of quests since the world actually changed around the player as they progressed. Even old school WoW and the Darrowshire quests were pretty fascinating, and a lot of those quests involved scripted NPC’s that brought the story to life.
Sadly with network considerations and just the time it takes, having a game full of quests like these could be a technical nightmare. And for folks who just want to blast past everything strictly for the loot it’s also pointless (for them I suggest the loot pinata). Hopefully as technology progresses, questing can involve more scripted story telling as well as gripping story lines in text boxes.
This is why roleplayers are so passionate about what they do, much to the derision of most of the gaming population.
Roleplaying is all about creating your own character’s story.
Tangentially, JRPGs and even many Western single player RPGs dole out the story as rewards for success at the “game”. Eastern RPG stories tend to be heavily scripted and directed by the devs, while Western ones flirt with letting players have a little more autonomy, but in the end, they both tend to be directed experiences.
Minecraft absolutely is riding the wave of “freedom in gaming” sentiment that has been sorely lacking in many high profile releases of late. It’s no mistake that it’s popular; it’s scratching an itch that few other games value.
What interests me most is when devs play in the middle ground. Like Copra, I like when player choice makes a difference in the story. That makes a dev’s job harder, though, which is why we don’t see much of it. Pity, but understandable.
It also doesn’t help that each quest text is fleeting and ephemeral – you can read the text while you have the quest but once you hand it in you usually have nothing to remind you of it. (Yes, you can go read it on an external website, but that is literally taking you out of the game.)
I’d like to see more tools built into a game to assist building stories. Not just the execution of them, but the recalling and the telling and the re-telling of stories.