2011-08-16 01:11:00
GDC Europe 2011 talk no.7

The best at least making MMO games more storylike by Ernest W.
Adams


qualities of a wellformed story
story must be coherent
players
consistancy is enforced by available

experience preservers credibility
wiht in the world
players derives entertainment form
few or no random or
repetitive events

the lord of the rins online played
it has a famous
story

thinks the game works very well generally

but
respawn the
problem will be always be there
NPC wants erverybody help - everybody runs
through zhe same quest
the universe is in trouble but the touble will
actually never happen
same person in different places because you are
espected to walk the storyline and never come back but you do. Bad
location
managment!
being in the boys scouts is not
storylike.



The players actions do not contribute to the
plot.
Personal groth is expressed in numbers.

expansions
usally
include massive world changes.
occur suddenly overnight
changes are not
the result of in-game player acctivities

examples for the
good:
second-life
minecraft
a tale of the dessert 5

"a tale of
the dessert" is more a social experiment than it is on
a
story

recommendations

use more modern settings reduces the impact
of bad role-playing
create a big world with a large story
it should also
narurally generate many small stories
the player must be under pressure not
the world but have powers
make changes permanent
dont use the heros
journey story structure
the story must end or be a soap opera
give every
player unique quests to do
use permanent death or no death at aall
death
has to be meaningfull
the setting should justify the population
size

his game idea
the blitz online
a visual presantation with many
words
spirit of the blitz
everybody has to be hero somehow because he
wants to survive
the basic idea is a virtual social community -
network
tea is the only buff
...

after all a great awesome
talk.

please donate to
the hogventure card game

Help to make it real. Great rewards are waiting
for you!