Post by JustVine on 2025-07-07 04:30:10
Well that 'daunting trickle down storytelling' is actually exactly WHY I am a lot more in favor of player expression lead narrative design. Everyone comes from an at least slightly different life perspective if not drastically different. The more modular and flexible the story telling elements, the more likely different responses are going to frame entirely different personal narratives. Set up a really good node system with some PvX like Elite Dangerous dose and you get MOUNTAINS, maybe PLANETS worth of... not really 'fanfiction' but player written stories set in the world given of their own personal narrative. Seriously if you are at least a little into sci fi E.D. and Eve Online have a ton of dedicated people who just go wild with stuff.
That was originally why I thought Ashes was going to be a great rp game. I no longer think that is the case and they have done a lot to alienate that part of the supporter base, but hey 'it's still a work in progress' I guess.
That being said I do like really strong narratives. There is a reason FFXI remains my favorite MMO. The stories there are about really well defined characters and they explore the narrative and morale themes that made the worldbuild what it is fairly well without getting in your face or making you feel like you did something 'ultra super special'. You just 'happened to be the right adventurer at the right time'. My personal experience of the games story is way different than any one else I got to know in game and that is largely since I started quite late, but also because I'm a Windurstian and I really wanted Summoner to be my main job. In order to get that class unlocked I had to do some fairly high level things at low level because it was sort of intended as an 'expansion' class for people who already played the game to the level cap at the time. So I actually did have to rely on other people and the whole experience of gaining my summons afterwards really painted my initial journey.
Ultimately though I think the real reason why the narratives that the game gives you are really important and deserve to be written well is that they kind of allow the player base to come up with their own consensus. When you have a pre-written character with a pre-written journey you kind of are 'telling the players what behaviors are acceptable'. When you have npc's and the player is whatever they want to be within the world build you gave them, you are SHOWING them what behaviors are POSSIBLE but the player base consensus kind of 'decides what behaviors are acceptable'. That's the type of cooperative story telling and community building that I expect from mmos and it is something I felt Chatgpt didn't really dig in to but thought you might appreciate me pointing it out.
To bring this back to the topic of the thread here though, ultimately 'design hell' is people kind of twisting narratives on their head and distorting the meaning of the message of the author or vice versa and the author distorting the player experience to an exacting predetermined thing rather than adding to their own inner narrative.
If you need a good example of a really 'loose' way of going about world building as a game dev that maximizes player freedom I highly recommend looking into Elite Dangerous a bit more. It's not the best story telling and the core 'world' story line kinda sucks sometimes, but they serve as a good case study of how an average games story can be great depending on how much effort the players themselves put in.
That was originally why I thought Ashes was going to be a great rp game. I no longer think that is the case and they have done a lot to alienate that part of the supporter base, but hey 'it's still a work in progress' I guess.
That being said I do like really strong narratives. There is a reason FFXI remains my favorite MMO. The stories there are about really well defined characters and they explore the narrative and morale themes that made the worldbuild what it is fairly well without getting in your face or making you feel like you did something 'ultra super special'. You just 'happened to be the right adventurer at the right time'. My personal experience of the games story is way different than any one else I got to know in game and that is largely since I started quite late, but also because I'm a Windurstian and I really wanted Summoner to be my main job. In order to get that class unlocked I had to do some fairly high level things at low level because it was sort of intended as an 'expansion' class for people who already played the game to the level cap at the time. So I actually did have to rely on other people and the whole experience of gaining my summons afterwards really painted my initial journey.
Ultimately though I think the real reason why the narratives that the game gives you are really important and deserve to be written well is that they kind of allow the player base to come up with their own consensus. When you have a pre-written character with a pre-written journey you kind of are 'telling the players what behaviors are acceptable'. When you have npc's and the player is whatever they want to be within the world build you gave them, you are SHOWING them what behaviors are POSSIBLE but the player base consensus kind of 'decides what behaviors are acceptable'. That's the type of cooperative story telling and community building that I expect from mmos and it is something I felt Chatgpt didn't really dig in to but thought you might appreciate me pointing it out.
To bring this back to the topic of the thread here though, ultimately 'design hell' is people kind of twisting narratives on their head and distorting the meaning of the message of the author or vice versa and the author distorting the player experience to an exacting predetermined thing rather than adding to their own inner narrative.
If you need a good example of a really 'loose' way of going about world building as a game dev that maximizes player freedom I highly recommend looking into Elite Dangerous a bit more. It's not the best story telling and the core 'world' story line kinda sucks sometimes, but they serve as a good case study of how an average games story can be great depending on how much effort the players themselves put in.
https://youtube.com/watch?v=p8DVCxYD_28