By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SvennoJ said:
MMORPS like Everquest are all about story through game play. However that's making your own story with little control from the author of the game. Not a way to convey a story and predetermined to ruin any attempts to tell a story like most sandbox games. Death Stranding does a good job at turning you into a Mule through game play. It's heavy on the story telling like all Kojima games, yet the open world part tells its own story of connection and working together.

Thank you for your interesting examples. Some I get more than others. I don't play MMORPGs, so Everquest being all about the story is a bit lost on me. How is it different in how you interact with it than say any typical hack and slash action game where your method of interaction is combat and your contribution to the story is who you fight and/or kill? Is it your choice of whom to fight and with whom and at what point of the game? If it is your choices (e.g. compared to DMCV that provides no such options) that make it your unique story, one has to ask about how meaningful those choices are. And does not the majority of people walk away from MMORPGs with roughly the same story experienced?

Perhaps I think about this in a wrong way. I think if somebody really role-plays with his own charakter and comes across other charakters, online becomes a huge tool for storytelling through gameplay. Like getting to know those fictional charakters and their backstories that are wholly unique to the player you happen to encounter. Can online chat informed through the aesthetics and lore of the presented game world be considered a gameplay mechanic. I think so, which really goes to show how diverse this subject can get.

But I would really be curious about your further explanations of story through gameplay in MMORPGs since I don't really know anything about them.