From my standpoint, having played a lot of Multi User Dungeons based on the Wheel of Time story and theme, there is a loss of dynamic forward movement when the player is relegated to an unnecessary role. M.U.D.S. are similar to MMOs in many ways, except they have no graphics being based on text and incorporating imagination and player interaction into the overall enjoyment of the game versus audiovisual support.
The reason most characters are major, important characters in an MMO or a video game is based on the same line of reasoning that most authors make the protagonist's decisions important to the world and other characters.
Would you, for example, have fun playing a game as an Aes Sedai where you sat around drinking tea waiting for the Tower split to be resolved or would you rather take on a role more similar to Egwene, Moiraine or Verin? My guess, is that there is more fun to be had if you had the choice to inhabit a role closer to a major character than a minor, unnamed Aes Sedai/Ashaman/Warder/Whitecloak/etc. Would you make an innkeeper, waiting around for your country to be destroyed and be satisfied with this role after the story has reduced your country to a minor role?
Even the "Lord of the Rings Online" MMO, has the players characters being heroes similar to the Rangers and great adventurers alluded to in the story - the story itself mentioned these mighty people in the background, so even if they are not Frodo, there is enough background lore to convince a player that they are an important member of the storyline, even if they aren't part of the main cast.
The creators of these WoT M.U.D.s have greater insight into the difficulties with adopting the theme and making the game fun than I do, but I'm hoping that whatever happens, interactivity and fun are core elements in their design decision; these are different concerns than what an author telling a linear story needs to contend with.
The reason most characters are major, important characters in an MMO or a video game is based on the same line of reasoning that most authors make the protagonist's decisions important to the world and other characters.
Would you, for example, have fun playing a game as an Aes Sedai where you sat around drinking tea waiting for the Tower split to be resolved or would you rather take on a role more similar to Egwene, Moiraine or Verin? My guess, is that there is more fun to be had if you had the choice to inhabit a role closer to a major character than a minor, unnamed Aes Sedai/Ashaman/Warder/Whitecloak/etc. Would you make an innkeeper, waiting around for your country to be destroyed and be satisfied with this role after the story has reduced your country to a minor role?
Even the "Lord of the Rings Online" MMO, has the players characters being heroes similar to the Rangers and great adventurers alluded to in the story - the story itself mentioned these mighty people in the background, so even if they are not Frodo, there is enough background lore to convince a player that they are an important member of the storyline, even if they aren't part of the main cast.
The creators of these WoT M.U.D.s have greater insight into the difficulties with adopting the theme and making the game fun than I do, but I'm hoping that whatever happens, interactivity and fun are core elements in their design decision; these are different concerns than what an author telling a linear story needs to contend with.
I agree. For the MMO, it's a must.
For the single player RPG, an Elder Scrolls-like game that leaves tons of freedom to the player to do what he wants would be better, IMO. For that too the "main storyline" would quickly become a big down point, as forcibly if it unfolds in the background the player's game would feel ... un-epic and pointless. What is that super powerful sister with tons of found angreal and ter'angreal doing in Shienar kicking BA and Shadowspawn butts when the real action is in, say, Tear with Rand facing Be'lal?
If they want this to feel RJ-like (rich worldbuilding and details, true to channelling, the cultures etc.) and offer people something the series itself doesn't and can't (IMO, that would be the experience of living in RJ's world... the way you want), the first thing they ought to do is to get rid of the main story and main players, either by changing the timeline, or setting the game in an if-world where events unfold differently. The series has too much climactic/epic stuff going to develop a good RPG in that timeline, IMHO. Not fun to fight minor foes when the big ones are dealt with by NPC elsewhere, and not much fun to explore a world when tons of villagers have left their homes and became refugees either! Not terribly fun to live as an AS in the WT after the split - it all limits too much the possibilities, for a RPG. You don't want to offer a series of sideshows, you want the game the player decides to play, and the character he decides to create, to feel like the most important character in the game, not be constantly overshadowed by "big events" elsewhere.
This message last edited by DomA on 09/03/2010 at 10:03:06 PM
Videogame
04/03/2010 08:15:22 PM
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Impending fail
05/03/2010 07:58:49 PM
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fans should be ignored
06/03/2010 10:25:02 AM
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But who else is going to buy it?
08/03/2010 04:31:15 PM
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Re: But who else is going to buy it?
08/03/2010 05:01:20 PM
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Re: But who else is going to buy it?
08/03/2010 05:26:35 PM
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Re: But who else is going to buy it?
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Are they going to set it in the present? Why can't they set it during the Trolloc Wars?
09/03/2010 04:54:41 AM
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Re: Are they going to set it in the present? Why can't they set it during the Trolloc Wars?
09/03/2010 03:57:17 PM
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Re: Are they going to set it in the present? Why can't they set it during the Trolloc Wars?
09/03/2010 09:34:07 PM
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