Pro·tag·o·nist (n.): The Main Hero in a Story June 8, 2007
Posted by Kendricke in Everquest 2, General Game Concepts.trackback
“A static hero is a public liability. Progress grows out of motion.” – Richard Byrd, Explorer
Hero. Champion. Principal. Leader. Stalwart. Defender. Adventurer.
When asked to describe how they see their character, most players of RPG’s tend to respond with words like those I’ve listed above. We want to be champions. We want to play adventurers. We want to feel like heroes.
The boxes and websites that sell these games to us market to that desire. Individuals or groups pose heroically, usually facing off against some villanous or epic monster. The implied idea is that this game will give you the opportunity to play a leading role in such an exciting story.
We buy the games. We load them up and we click start. We create our characters, often choosing some exotic humanoid race and selecting some strong or heroic sounding character class. We load up the game and within minutes we’re asked to perform a quest to help the local folks. Here we go! This is what we wanted! This is why we bought this game! Now, let’s get out there and…kill 10 badgers.
Now, I know I know I’ve sort of addressed this subject before, but I wanted to specifically talk about the “kill 10 rats” quests that a new player first sees (and the previous post was specifically geared toward guild writs in EQ2). The entire idea still grates on my nerves a bit.
I think back to when I was running Earthdawn and Mechwarrior and Shadowrun campaigns. I can’t recall the last time I made the players run their characters through anything even remotely referred to as a quest that involved them killing 10 of anything remotely mundane for the sake of helping a village out.
In my mind, aren’t there regular, mundane townsfolk available to kill these pests? Seriously, doesn’t anyone have a housecat available or perhaps a set of hunting dogs ready to chase down a few rats? If you were creating a pen-and-paper campaign setting, is this the type of activity you’d set up regularly to challenge your local band of “heroes”?
Honestly, can you just see it now if this were the norm in our most enduring works of fiction?
“Upon my word!” said Thorin, when Bilbo whispered to him to come out and join his friends, “Gandalf spoke true, as usual! A pretty fine burglar you make, it seems, when the time comes. I am sure we are all for ever at your service, whatever happens after this. But what comes next?”
Bilbo saw that the time had come to explain his idea, as far as he could; but he did not feel at all sure how the dwarves would take it.
“I feel we should exterminate all the deer here in this glen, to better provide the nearby folk with fur for winter’s clothing. And after, we should collect up 10 bundles of firewood for their cooking. And for the cooking, we should endevor to then kill 10 more deer, for we will have neglected to fully utilize the carcasses of the first deer we killed…”
Seriously, I cringe when I see 20 deer within view randomly roaming around. Even better, I love seeing 20 bears just meandering hither on yon, striding randomly over the hills and forests of the worlds we choose to live in online.
I often imagine some imaginary virtual DNR agents going absolutely crazy when they see such massive populations of bears out roaming the countryside. Seriously, at the density you see bears in most games these days, one would think that they’re damn near destroying their own fragile virtual ecosystems.
Speaking of which, why do we accept such populations as normal? I’ve gone camping hundreds of times throughout my life, sometimes in some pretty brutal conditions. I actually live IN Minnesota, and have spent more hours outdoors than most computer geeks my age could probably comprehend. I’ve yet to see an actual living bear, and only on a handful of occasions have I seen tracks at all.
Now, I’ll grant you that within my industrialized society, bears are far more scarce than they were a century or two ago, yet I bet even then you’d be hard pressed to find any accounts of large packs of wild bears wandering the countryside in groups of 20 or more…
Even if they were, why are adventurers being hired to take down bears? Are these magic bears? Are these bears inherently evil? Are these bears wearing armor? Seriously, I realize that our characters are supposed to be stronger than the average inhabitant of the worlds we live in, but doesn’t the bar seem a tad low on that “average” when we receive quests that include mundane animals, anyway?
In other words, why are we hunting snakes and rats and bats and deer and bears in the first damn place!? Shall we then follow that up by heroically planting the spring wheat and courageously milking the cows before breakfast?
I’m going to write a book based on the daily “adventures” of my MMO characters sometime. On page 20, you can read about how mighty Kendricke was tasked with killing deer in the local glen. On page 130, you can follow the adventures of Kendricke as he tracks down some deer for the local authorities. On page 647, you can turn the pages to see Kendricke mercilessly slaying some deer in the hinterlands. On page 1,132, Kendricke is finally hunting some deer…
I understand that MMO’s have to have some reference points for players. I also appreciate that only so many different creature models can be put into MMO’s to begin with, and that there’s not a lot of room for “fluff” creatures. I can appreciate that writing unique quests takes a lot of work to both design and test.
And really, it’s irrelevant to me. Because I want to play a protaganist online. I want to be a hero. I want to adventure. I want to perform tasks in-game that virtual bards will want to sing about.
What bard wants to sing around running mail? Or hunting rats? Or stalking deer?
I say leave the extermination to the local sherrifs and huntsmen. I want to be a champion. I want to play an adventurer. I want to feel like a hero.
Though it seems counter to most current designs, I’d prefer less population and quests, in favor of making the remaining population and questing more engaging and exciting. I want less quantity if it means more quality.
I realize this can lead to a real issue of competition within most games. However, using creative instancing and quest triggers, I think you could very well shift a game’s focus from “grinding” and “camps” toward engaging storytelling.
I think that in many ways, the MMO’s today are too far removed from their roots around the dinner table. I often wonder if too many game designers are thinking more like software developers and less like pen-and-paper Gamemasters. I realize that these are different beasts we’re talking about here, but the ultimate goal for both should still remain the same: tell a compelling, epic story, and allow the player to participate in the formation of that story.
How many MMO’s live up to that simple desire? When’s the last time you felt as though your character was a protaganist, and not merely part of the supporting cast?
When’s the last time you felt as if your character was a hero?
There’s something missing that you have to remember when you talk of killing the 10 rat quests. That simple, mundane quest is there not to annoy us or because the designers simply don’t have the creativity to come up with something else, but instead to teach us the game. We have that task because we enter this game and have no clue (even if we’re seasoned MMOGers) how to play just yet. Sure, most of us could pick it up with a less mundane and over-simplified quest, but we’re not who’s targeted with this quest.
What we need is choices. We need to not all be shoved into a single bucket of entry-level gameplay. We need more engaging quests for those of us who either don’t want something so mundane or (my wife fits in here) just simply don’t want to kill stuff.
We need good starting tutorials (that we can bypass if we so desire) which teach us the lay of the land and then let us have choices of starter-quest types.
What I find amusing about this is I wonder how many of you who complain about the KTR quest grind your way through alts? Isn’t grinding just an archaic extension of the KTR quest? You’re not doing it to engage in the game, you’re doing it to level…
There’s “kill 10 rats in the barn” and “kill 10 rodents of unusual size down by the bog because they managed to kill some livestock yesterday and then mauled Bob something fierce when he went to take a look”.
Virtually identical quests. Vastly different approaches from a storyline perspective.
As far as “grinding” for alternates, I have some other ideas that I think could (A) improve replayability and (B) add depth to the game overall. Of course, that’s for another entry.
To be honest those both look like the same quest to me. 99% of the quests I accept I don’t bother taking the time to read why I’m told what I’m being told. I’m so dissapointed with the lack of GOOD story and roleplaying in these games that I simply am there to get the quest and hope it’s semi interesting when I’m out doing it.
I recently created a character in SWG just to give it another shot (thanks to MMMOGIG for making me want to play again.. don’t know if that’s a good or bad thing yet, more on that on my blog) and found myself ACTUALLY READING the quests. i didn’t on the first couple, but quickly found myself wanting to know what I was actually doing. I did this because the quests weren’t actually that mundane nor were they telling me to just kill 10 rats. I had a chain quest within 15 minutes of starting a character. A chain that only involved killing to get to where I was going until about the 3rd leg!
It’s all in the presentation.
Think back to your dinner table days. In your mind, pull out the 10 sided dice, and unfold the ole’ GM screen. Make sure to have your handy case of Mountain Dew nearby and a few hefty sourcebooks to make sure you have all the facts you need nearby.
Now, tell the story…
There’s an old rule in writing: “Don’t tell me…Show Me!” If you tell players “you need to kill 10 rats”, you’re not showing them a problem. If you even tell players “there are these giant rats that attacked our children and then Bob tried to stop them”, you’re still telling them – not showing them.
You want to engage players in a storyline, stop telling them and show them. Keep the passages short. Keep the reading to a minimum. MMO’s are a visual medium, use that to advance the story.
The bottom line is that we want to feel heroic. Even if we’re out there killing rats, we want to feel as if this is something that helps out – not that it’s just a chore. I’d be thrilled to see a game that gave much more involved, challenging quests which advanced stories…than more games which were proud of how “many” quests they have.
When I see a marketing tag line on a features list for a new upcoming release that excitedly talks about “500 new quests” coming, the first thing I start to wonder is how many of those quests are quick, one stop quests that involve killing X number of Y; how many involve running from A to B and back again; and how many are some manner of collection or tradeskilling “quest”.
Include tasks or jobs or work orders if you want, but I assert that a quest by any other name is going to smell just as stale if the requisite back-end work isn’t put into it.
I would further submit that the first company that figures out how to make players feel heroic from the first log-in on up through to the end game will have found a virtual license to print money.
How are “kill 10 rats” quest designed…
http://www.thenoobcomic.com/daily/strip163.html
[...] it’s even deeper than that. I see a lot of complaining that quests aren’t complex enough. People are tired of being asked to kill ten [...]