There’s a rather touchy topic running on the Uru Live forums regarding the quality (or lack thereof) of the story in Uru. The conversation has, for the last 12 pages, ranged mostly over the lack of story resolution or consequence in the single-player game, and has more recently begun moving into a conversation about Prologue and the merits of its story, as well as its method of story telling.
It is my opinion that MMOs, by design, cannot support the same game play experience that a single-player game provides. SP games almost universally feature you as the star character, off to perform some feat of rescue or somesuch, at the end of which you get a big reward, a happy credit scroll, and a feeling of real personal accomplishment, which you can take and share with the millions of other personally accomplished people who have done the exact same thing.
MMOs operate on a different wavelength… typically, players are not the heros, or if they are, they’re only one of a great many. The uniqueness of one’s experiences in an MMO are defined not by being the hero in the same game as everyone else, but by being a contributor in a larger world. In the case of Uru, where the content is designed to be driven by a strong central storyline, it’s virtually impossible to provide the same sort of experience as the Myst series did… where you alone are the only person who can help Atrus and his family by setting right some unspecified number of wrongs. The reason for this, clearly, is because you aren’t you alone… you’re you amongst a whole scad of other folks. At that point the novelty of being the personal hero sort of wears off for me, because if I’m in this world with all these other people, and they’re all accomplishing the same incredible feats as me (saving Atrus, retrieving a lost Book, banishing Sirrus’ spider-brain to an inky black nothingness, whatever), my actions have less meaning than they would if the same situation were provided as the plot for a SP game. In SP games, if I don’t do it, nobody else will… but in an MMO, if there’s a monstrous beast descending on a village from a nearby mountain, if I don’t go save them, someone else will undoubtedly be along in a minute to help them out. Instancing that sort of experience in an MMO so that everyone can defeat the dragon and be the hero of the town seems to sort of demean the importance of it.
The same is true in Uru, although the circumstances are somewhat different. To borrow an example of an event from Prologue, Phil Henderson’s return was something that was experienced by one person… this happened to be Zardoz. He spoke with Phil and as a result Phil returned to D’ni and started into a bit of a spat with the DRC. If everyone had been able to meet and speak with Phil in Eder Kemo, it simply wouldn’t have made any sort of consistent sense. After Phil’s return, he wasn’t going to be re-appearing in Eder Kemo every night for a repeat performance in case you missed it. It would have destroyed the story’s continuity, which is rather important in a persistent online world, where events have a lasting impact. Additionally, to continue the example with Phil, only a few people were in the City that day when he fell in the Guild Hall. Enabling everyone to experience that at their leisure whenever they chose would again destroy the continuity of the story. Some things must, by necessity of the story, happen only once. If you miss it, you miss it. Now, there are varying levels of this phenomenon, and I think only the most extreme was ever explored in Prologue because of technical limitations on what Cyan could work with while attempting to continue their bug fixing. When you have a small(ish) stage, you have to make do with the props (barricades, scripted events, whatever) you have on hand, because the audience is already filing in, and you don’t have time to build more set pieces.
More subtle examples of lasting impacts on the game world through one-time events would, I imagine, include things such as Ahnonay in its originally-intended format. Imagine being the first group of explorers to see Kadish’s Age for what it actually was, and what sort of storytelling possibilities could arise from that revelation. The DRC’s reactions alone would have been interesting to see, and the discovery of the fourth sphere would have been another gem, I’m sure. But these discoveries can only happen once, when it comes to storytelling continuity. Since Ahnonay would most likely have been a privately-instanced Age like all the rest, other explorers could make that discovery for themselves, but the story, by that time, would have moved on to a new track that took that discovery into account.
The challenge behind story development in MMOs is to create a story that will involve as many people as possible, but without drawing everyone into the same repeatable situation for them to resolve on their own, seemingly independent of the passage of time in the game world. For these reasons, I think a lot of Uru’s story would have been and probably will again be more passive than the Myst series (most notably the more recent releases), dealing more with unveiling ancient D’ni histories and their relationships with newly-opened areas than finding Yeesha’s lost pair of Bahro toenail clippers. Not to say that quests like that (okay, hopefully not too much like that…) will never be a part of Uru… the existence of the Journey is evidence against that right away. While its delivery and purpose was, I think, altered and in some ways convoluted in the effort to turn it into a whole game’s worth of SP content, it’s been part of Uru since the Ubiru testing days, with the culmination located in a private Age, presumably where some repeatable event was to have taken place… something that everyone could get through, experience, and relate with without risking some sort of freakish timeline distortion by letting newcomers 2 years on trigger something (like Phil coming out of the Journey Door) that simply wouldn’t make sense now that the story of that character has moved on.
I have no problem with instancing areas like the Ages, where puzzle solving and story development can take place on a more personal, direct, and often more repeatable level, as has been the case with the Journey story arc for the past 2+ years. However, I don’t think it’s appropriate or even terribly realistic to expect the entire game to conform to that mold of story telling. If it did, there would be no point putting it online, since everything could be accomplished individually and at any time you wanted. By taking a game world and placing it in an online persistent environment, you are by default handing over a certain level of control over repeatability of gameplay. Persistence means that things you do stay done, and this is most vitally important in the public areas like the Cavern itself… private Ages can get away with the concept of being reset and replayed because they aren’t a shared space, but even so, discoveries made in private Ages that are communicated into shared spaces (such as Zardoz’s encounter with Phil) can become one-off events that push the games plot ever onward.
To wind this around to Phoenix, since I’ve tagged this entry in that category, I’ve been spending a bit of what very little free and idle time I have trying to come up with concepts for how to develop areas that can be shared communally, but reflect into instanced, private regions, missions, events, etc. without excluding the possibility of a one-off event. Sometimes you need a one-off to push things along, and the less new actual content you have, the more often you need these one-offs to keep things going in the existing material. I would actually anticipate that the sheer volume and rapidity of one-off events in Prologue was disproportionate to the number of one-offs that would take place in a fully operational Live environment, simply because it was the easiest and cheapest way to progress the story at the time.
Anyway, back to Phoenix… my plan at the moment is to provide, at launch, a really vast area of the capital city for players to live in, play in, and explore. Oddly enough, the game is planned as a sci-fi/space sort of game, but initially, there probably won’t be much space-related stuff to do. Most of it will be centered around the city and its single current connection to space at the time of launch, the not-quite-finished space station. Over the first few months to a year, the game world will gradually expand to include the station and surrounding regions of space, all the way out to and including pretty much the whole 3-planet star system. The only way this sort of progression is possible is to provide one-off events, like the grand opening of the space elevator attached to the space station, coupled with communally-driven story elements… just as a for instance, as more players join and begin filling the city and skies of the game, new colonies will need to be founded, which provides unique opportunities to those interested which only come around every so often. While this background story is taking place, a lot of the more personal things will mostly center around simply living in this new world… hopefully nothing as doldrum as level grinding in mines and such, but taking contract jobs, running goods, even stuff on the level of private investigating or corporate espionage or just outright theft (Firefly… *ahem*). Nothing that would very often affect the game’s primary plotline, but lots of stuff that can be done and doled out to a LOT of players repeatedly without losing too much of the novelty. Every now and then, throwing a curve ball into the game in the form of a one-off event (like running into an alien craft and the potential consequences of that player’s actions in that encounter) would help to push the main plot forward, but overall, most of the relevant gameplay time in Phoenix would be driven by either communal projects (gathering materials for a construction project, for instance) or private activities (executing a hit on an NPC maybe). If you happen to get caught up in a one-off, huzzah for you, but one-offs won’t be the only way of participating.
Similarly, as I mentioned, the frequency of one-offs in Prologue was largely due to the need for a storytelling method that was content-light and heavy on involvement to draw players in during the ramp-up period while simultaneously trying to prevent the rampant distribution of new content while bugs were being addressed in the stuff we already had. Once the content moves into Live to support the gameplay, I would expect the regularity of one-off advancements to drop, but not cease. However, I would also not expect such a shift overnight… working on an MMO with a team of less than 30 is insane any day of the week, and right now it’s Cyan’s standard operating procedure.