
A shout rings out amongst the court, and the King rises from his throne. “All hail the Champion who has slain the dragon that plagued our lands. Let all the people rejoice!”. The celebrations last about thirty seconds, before the king returns to his throne. You approach, seeking a task from your liege : “Ah young knight, a terrible dragon plagues our lands and your king requires you defeat it.”
We’ve all experienced this in some form or other. Whether queueing up waiting for quest-related mobs to respawn, or watching a procession of players blithely turn in the same quest all in a row, the concept of narrative and story telling within MMOs has become stuck in something of a rut. If you don’t believe me, let me ask this : how many times do you find yourself looking for the same lost equipment as other players. Today a zeppelin lies crashed in the marshes, and it will still be there 6 months from now. A whole group of games rely more on your suspension of disbelief than they do on designing a narrative process that makes sense in the context of thousands of players.

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