Looking For Story



By now, it is common knowledge that Star Wars: The Old Republic aims to make story the fourth pillar of the MMO genre. One of BioWare's key tools to achieve this is the multiplayer dialogue system. A blending of Mass Effect style conversations and traditional MMO group play, this system adds a new variable to how players choose where they want to go and who they want to bring with them. After talking with Jeff Cannata on our podcast, I decided to take a closer look at how this system will change how groups will play MMOs.
Grouping is a defining principal of the MMO genre; it makes the massively part meaningful. Over that past decade of MMO evolution, grouping changed dramatically. Early parties formed organically from player populations that encountered difficulties. Early games allowed players to group at their discretion, leaving much of the initial class composition up to personal preference. Players quickly realized that particular classes used skills that were far more beneficial than others and preferred group makeups emerged. This trend saw the creation of the holy trinity of tank, healer, and dps, and inspired future games to adopt a more structured role for their class designs. Today, almost every MMORPG uses some derivation of this style of play.



As games changed and refined themselves, the gamers playing them changed socially. Grouping requirements made pick up groups, or PUGs, common place. This in turn encouraged players to meet each other and helped them find like minded players to experience the game with. Finding these groups were as easy as posting LFG (looking for group) in chat and waiting for a response. And while many of today's players only play with friends or guildmates, at some point in time almost everyone starts with this simple step.

As players found homes in guilds and clans, PUGs developed a negative connotation for many gamers. Rolling the dice to see who you are going to spend the next thirty minutes or more with commonly results in incompatible players being thrust together. The reasons for this incompatibility range from personality to experience level, but a common end result is someone becoming inpatient or disgusted and leaving the group.

But this is old hat to MMO veterans, what is special about SWTOR?

Star Wars: The Old Republic is throwing an entirely new variable in the equation by adding a narrative focus to their Flashpoints. While gamers in the past butted heads over personality and playstyle, SWTOR players will also contend with interest in story. Do you want to wait and listen to each line of dialogue, read the subtitles and then skip the voice over, or do you want to skip it entirely? Do you make your conversation choices quickly or take a while to choose? Are you taking the story seriously or lightheartedly? How a player answers these questions will add a new depth to who they will enjoy grouping with and where they wish to play.



Many players who do enjoy game narrative read the accompanying subtitles then simply skip to the next line before the voice over work is completed. SWTOR does let players hit the spacebar to do this, but every player must agree to move on. If three people in your group wish to skip the dialogue but one does not, everyone must listen to the entirety. Though it doesn't sound like much time, the extra few seconds for each line of dialogue could mount over the course of a Flashpoint, leaving those who read ahead annoyed or agitated.

The same goes for when players make their personal dialogue choice. The Mass Effect style chat wheel is much easier to read than sorting through entire answers, but the abbreviated responses make some gamers pause while deciphering their desired choice. There is a timer in place to keep conversation moving, but players who decide quickly might not want to wait for others to take their time. Both of these examples are compounded greatly if any of the party members don't care about the story at all.



However, speed isn't the only stumbling block players may encounter regarding group play in a narrative. Many players will become interested or involved in the stories of The Old Republic and will want to experience them with a deep level immersion. These players may find it difficult to play a group Flashpoint with players who don't desire that serious of an approach to the story because they are constantly drawn out of the situation. This problem is compounded greatly when you include voice chat, something that is quickly dominating how players interact in MMOs.

The most interesting thing about this new dynamic is that it could affect players who are already in established guilds or groups. This narrative twist is not influenced by gameplay and players may find their traditional group divided by how they wish to approach a particular Flashpoint because of story. People who played together through multiple games may find tensions arising they never before encountered.



Players will inevitably find a way to play with like minded people and, if the multiplayer dialogue system becomes a factor, they will find a work around. It may be as simple as adding whether or not you care about story to your search parameters. It is possible that BioWare will find the holy grail and make it both enjoyable and a non-issue, but we could certainly see LFSG become a new main stay of our chat boxes.

Comments

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  • #54 Jimbe
    I think people who just want to skip the story and get ahead are looking at the wrong MMO.
    This game will have story, start to finish, everywhere.
  • #52 Siros
    Well so far Story has been something up to those which were willing to read though it made no difference in the task asked of the player. This however will hopefully change and therefor also the attitude of player towards story driven quests. I figure as soon as the first have played through an entire story there might be those which will skip more story for their twink but nonetheless I doubt there will be those which completely ignore story in their gameplay since it affects further quests/ available rewards.
  • #49 Jaswar
    im going for the story for sure. LF1M Trooper LFSG

    ya LFSG that works nice or NLFSG not looking for story group

  • #48 thisGuy
    It might just make finding a decent guild more important. I'd feel much better about my chances of finding cool people who actually like story through a guild. What might be nice is having the ability to make little informal mini-guilds. So if a group of people really like playing together, they can join a sort of shared chat channel and group and keep in touch. It would lack the structure and benefits of a real guild, but would allow like-minded players to keep in touch without having to pay the up-front costs for guild creation (if there are any, I really don't know).

    It may mean less PUGs, but I don't think it will mean less enjoyment. A heightened emphasis on community and finding other players who you like to play with might actually strengthen the game and give it more staying power, even if it doesn't get near WoW's mega-numbers. A strong game with a good community and 1 million players or so is better IMO.
  • #47 Daelda
    I have been concerned about this very issue for a while now - and it is one reason that I tend to solo a lot in MMOs. I enjoy having company, and I always find a good Guild - even before I buy the MMO I plan to play - but I enjoy the story. Because of this, I am often left feeling like I am holding up the group just because I *want* to read the quest text, and not just click "accept" and rush off. I see TOR's emphasis on Story only making this even more pronounced.

    This is not to say that Story will destroy PUGs, or that TOR will be a worse game because of this. In fact, because of TOR's emphasis on Story, it will tend to attract more players that have a similar approach to the game as I do. But for those MMO players that don't share the love of the Lore and the Story, I see TOR being a frustrating experience for them - at least at first.

    I *do* think that, over time, if BioWare hasn't already put in some sort of in-game mechanic to deal with this problem, players will come up with their own solutions. LFSG or LFNSG - perhaps even LFSG - VO (for those that want to listen to the complete VO and not just read the text). It will be interesting to see just how this issue is dealt with - either by BioWare, or by the Player Community.
  • #44 Gamewiz
    It's really simple to me... I'm playing this game for the story. I will group with people that feel the same as me, and if they don't, I will /kick or /leave. I'm not about to compromise my play experience (or theirs) by butting heads because they don't want to sit through the story while I do.
  • #46 Hewo
    Let's group up.
  • #53 Varnsta
    I'm in :D
  • #43 DarthSerious
    Group flashpoints are repeatable and the game is emphasizing choice that we see in single RPGs but now in mmos. Call it a twist on mmo quests or added realism of actually playing an rpg with choice that matters, but the point is for us to enjoy the overall impact of those decision whether we like it or not at that specific moment. ( it as if I enjoy the fact that I felt something, even though I maybe disappointed, but I felt something from our group so I should be glad that it made me feel something as a group which is also part of the realism-- it's like having a friend who always gets you into trouble and laughing about it after the fact or seeing the bright side of things)

    Some people like random weather effects because it is realistic, well the community is random and they now can also affect story. It should not be a problem when we begin to see the wisdom of this which adds to replay-ability and is a real example of the original dungeon and dragons pen and paper group experience brought to mmos.

    This has been said by the devs, but the issue is we are accustomed to player friendly questing of previous mmos which did not bring the original feel of RPGs into mmos. I will enjoy the variability of the questing done in swtor because that is how it is meant to be enjoyed and that's how it was done originally in RPGs. In fact single RPGs could not bring the real element of RPGs played with friends in games such as DnD, because they were single player and now that they are multiplayer they are more of an RPG, to me anyway. ;)

    It is a better RPG because we are in groups, so it's not just my story, it's our story. And that is the point they made as well. So we ride together or die together. Bad boys for life. Or something along those lines. :)
  • #42 Mrkizzy
    This article had many valid points. I can say after playing yet another MMO (Recent Expansion) I was forced into this situation. Many players rushed to hit the level cap. While I quested in ever area, honestly wondering what happened there and watching game cinmatics. When I hit level cap, instances were not only about GS but about everyone expected to know the fight. Do I really want to dive all that deep into lore? Well I am split. I want to know some, but not all back stories. I can read the book or google it. It would be interesting to know why an instance/fp is there. Why that boss is there and what is his role in the general story? I have been in PUG's where a person comes for one piece of loot and it dont drop and they leave. That stinks specially if there a tank or a healer. We all play for various reasons. But most can tell, your looking for tanks/healers more than any classes. So should they call the shots in instance/fp? Logic my say they are grouping faster so they probably have done the instance more than most. No one should feel pressured into making a decision or rushed because the group is in hurry. I can honestly say I have seen it all in raiding. (Disconnects, extended bio-breaks, mom called me to supper, work called) etc..... That all brought me frustration, but I may be the guy that holds the group cause I am reading the text. Interesting?!?!?!?!?!?!
  • #38 Dejarik
    It's clear from the official forums that people are heavily conditioned by WoW as to what to expect from an MMO and often want innovation and then complain when game design deviates from Blizzard's (or pre-CU SWG's) established "norm".

    That kind of conditioning is a diffcult thing to defeat, especially the notion that the fun only starts at level cap.

    I take some heart from the fact that most who have actually played the game found themselves changing their opinion on voiceover and cutscene.
  • #41 Mrkizzy
    Agreed...whenever a new MMO has come out. Its always been...well WOW does this or that. I dont think many have openly tried new games without the WOW references. I was recently beta-testing for an up-coming MMO. The general chat might as well have been a WOW server. Not once was anyone looking at the merit of game. Just insults on how the developer should have followed in Blizzards steps. You cant stop anyone from playing a game. But at least be fair the game and yourself by going into it with an open-mind.
  • #37 SithLordOfChaos
    Simple solution. Have a narrative ratio that appears with the players stats. A:B A being the number of dialogue sequences completed, B being any time the player has skipped something. So If during the course of my character's life I watches 3 sequences completly and skipped 20 when my character shows up on the PUG it will say SithLordofChaos Lvl 32 3/20

    Then the player can go. "Oh wow, he skips alot I don't want him in my party because I like to read the narrative."

    Anyone agree or have other ideas?
  • #40 Mavros
    Problem to that is to split up skips made on repeated quests, such as FP. I mean, I will surely read carefully every single line I find for the first time (I better do, as english is not my mother language), but I surely skip them next times.
  • #36 Fargon
    cool, thanks for that insight.
    Personally, I can see myself playing flashpoints and using the LFSG anotation.
    One of the bigest reasons for me being interested in this game IS the dialogue through voice, meaning I'm SICK and TIRED of reading blocks of text. I am likely only to roll one of each class type so wont be over 're-replaying flashpoints to an extent that i'l be bored of it, however towards level cap that way of thinking may ofcourse change.
    In that instance, i'm sure it would be about 6month-year into release and 'everyone' will know all the story paths and will 'probably' skip much of the dialogue and have choice they know they want - from experience.

    So for my fisrt to maybe fifth playthrough of a flashpoint I would listen. any more playthroughs of that particular flash point would mean a [spacebar] here or there.
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