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  • The Soapbox: A case for player-generated content (or why MMO story is complete and utter bollocks)

    by 
    Jef Reahard
    Jef Reahard
    04.12.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I read with great interest Ragnar Tornquist's recent blog posting concerning story in The Secret World. After I got over the initial impulse to roll my eyes at yet another developer jumping on the BioWare-induced story, story, story bandwagon, I found that Tornquist had a couple of interesting points to make. Unfortunately, he also missed an opportunity to strike a blow in favor of player-generated story content. While this is totally unsurprising coming from a man who has built his career on interactive storytelling prowess, it was nonetheless disappointing on several levels. Yes, yes, I know, Tornquist is a wunderkind developer, you'd have his babies, and who am I to question his almighty design wisdom? Regardless, I am questioning portions of this particular blog piece, because MMOs are an exceedingly inadequate vehicle for storytelling of the kind that developers are espousing lately. That's not to say massively multiplayer titles shouldn't have a narrative component, though. Join me after the cut to find out why MMO makers ought to stick to systems and math and leave the storytelling to the folks who do it best.