5/01/2010

EVE Online's poor narrative

Every MMO is special in its own way and the most successful titles deserve respect for what they have achieved. When we look at the history of MMORPG in general, more often than not something new is added to an existing formula, meaning that none is completely unique by itself, and this in turn shows that all of them are subject to comparison with each other. When I first decided to write about EVE Online, my intention was to document the growth of my character in New Eden in a respectful manner. In other words, I didn’t want to criticize game mechanics or make comparisons with other MMO. But I couldn’t help but notice how flimsy EVE’s storytelling was even though it excelled in other areas.


No, Alitura, you do not understand my anger at all.

The ability to convey a convincing, or at the very least a plausible story is a key factor in raising interest. When I began the Sisters of EVE epic arc, I had high expectations, and rightly so. This game only has one epic arc for each faction: How could they possibly screw up when there are seven (including Sisters of EVE for newbies) ‘epic arcs?’ To be honest, CCP’s inability to weave decent story could be devastating if it wants new subscribers, and especially women, to join New Eden.

I’ve played World of Warcraft since open beta, and since I know no one will ever make objections on my blog, I will make brief comments on what Blizzard has done right. Blizzard Entertainment has an executive, vice president Chris Metzen, whose job is to write and monitor the storyline among many others. There are epic quest chains in WoW which are not only numerous but fun. Back in the old days, gamers had a blast revealing Onyxia, finding her twin brother and bringing him down as well. Then there was Ahn’Qiraj, followed by Naxxramas. Those were epic. There are novels that penetrate the entire timeline, a number of them about its heroes, and an ever expanding line of comics which also acts as a window to future changes in the game.


Completing a fifty-step epic quest, players are met with this. Some scripts are botched with typing errors (i.e. agent tells you to investigate a ‘personnel facility’ and in the next sentence iterates ‘personal facility’), while others have no tangible connection with a previous mission. What perplexes me is CCP’s intention behind this vulgarity. Could it be that they just wanted another arc simply because competitors were coming up with quest chains? It’s impossible to put a finger on the narrative which begins like a sci-fi mystery. Rogue drones are out there posing a serious threat. I’m suddenly thrown off track when an agent forces me to deliver a doll to the parents of a pilot I killed, ditching the story below pulp fiction. Then there’s some secret society from whence a troublemaker hails from, but it doesn’t really explain if he’s got anything to do with the rogue drones that are out there. Very impressive stuff, CCP, really. Thanks for wasting my time.

There is a clear distinction between plot and narrative. The plot isn’t fantastic for sure, but the narrative is just terrible. Despite CCP’s conspicuous inexperience in storytelling, EVE managed to grow owing much to the sandbox system. The formula was already proven by Ultima Online many years ago. Sandbox playground filled with community-intensive activities, skilled based advancement, heavy emphasis on wanton PvP, and a player-driven market are exactly the same. However, UO’s Britannia was already as colorful as it could get thanks to the decades-old franchise. Even then it had decent writers. Why can’t CCP do it right?


EVE needs dedicated professional authors to work on the lore, a long overdue homework, and upcoming expansions. To be fair, take a look at what Bioware has achieved. Dragon Age: Origins and Mass Effect series are solid evidence that shows when a developer wants to tell a compelling story, it does so in a mind blowing way. I’m sure their next MMO, Star Wars: The Old Republic will send shockwaves across the industry for many reasons, one of the biggest being its forte in narrative. Take yet another example, but this time on the opposite pole: Players are quick to lose interest in Korean MMORPG not simply because of the grinding, but due to the nonexistence of a feasible storyline.

Hire competent writers for your own sake, CCP! Outsourcing “The Burning Life” failed but that doesn’t mean fiction work should be given up entirely. Getting players involved in fan fiction is all right, but there needs to be a canon backbone for an immersive experience. I can see so much potential untapped here, in the power of storytelling. Humans are born with it and we always want more, even if what we are served with right now is crap. Personally, I would start by giving each faction identifiable heroes. A small tip, if you will.

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