Franchise408 wrote: »I am on record of saying that group dungeons / trials should not have storylines.
Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.
I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.
If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.
WhyMustItBe wrote: »Araneae6537 wrote: »...snippy...
I fear thou art a rock in a turbulent tide my dear.
Franchise408 wrote: »I am on record of saying that group dungeons / trials should not have storylines.
Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.
I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.
If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.
As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.
Franchise408 wrote: »I am on record of saying that group dungeons / trials should not have storylines.
Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.
I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.
If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.
As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.
Newer dungeons are kind of 'front-loaded' in general. I will go into a dungeon myself and talk to the quest giver NPC at my own pace before queuing.
Franchise408 wrote: »Franchise408 wrote: »I am on record of saying that group dungeons / trials should not have storylines.
Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.
I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.
If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.
As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.
The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.
MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.
So I stick to my position: Group content is not the place for storylines.
Franchise408 wrote: »Franchise408 wrote: »I am on record of saying that group dungeons / trials should not have storylines.
Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.
I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.
If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.
As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.
The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.
MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.
So I stick to my position: Group content is not the place for storylines.
Every major MMORPG title I have played has a story for their raids and other group content. I am talking about the largest MMORPGs out there. WoW, FF14, even SWTOR which is no longer a major title. Then many of the lesser MMORPGs such as Neverwinter had stories in their group content. The bosses are all tied together by that story vs just having a bunch of random bosses and trash mobs that have nothing to do with each other.
Examples as there are far to many raids to try to mention here. Each example is just a small excerpt of the story description.
WoW - Trial of Valor - Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. ( and more)
FF14 - The Royal City of Rabanastre - Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire's warmachina. Etc.
SWTOR - Buried deep in the icy mountains of Belsavis, a prison housing an ancient and deadly entity has been uncovered. Both the Republic and the Empire understand the threat that the prison poses, et.
Of course I left out ESO as that should be fairly clear.
Again, the largest (one was a one-time among the largest) of the recent MMORPGs out there outside of MMORPG. Even the 4-man group content in these games has a story. How much of that story is interactable varies from game to game but then again ESO has invested much more into their storytelling than any of those games as they refine them all the way to voicing vs reading script.
I expect we have played very different games.
Franchise408 wrote: »Franchise408 wrote: »Franchise408 wrote: »I am on record of saying that group dungeons / trials should not have storylines.
Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.
I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.
If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.
As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.
The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.
MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.
So I stick to my position: Group content is not the place for storylines.
Every major MMORPG title I have played has a story for their raids and other group content. I am talking about the largest MMORPGs out there. WoW, FF14, even SWTOR which is no longer a major title. Then many of the lesser MMORPGs such as Neverwinter had stories in their group content. The bosses are all tied together by that story vs just having a bunch of random bosses and trash mobs that have nothing to do with each other.
Examples as there are far to many raids to try to mention here. Each example is just a small excerpt of the story description.
WoW - Trial of Valor - Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. ( and more)
FF14 - The Royal City of Rabanastre - Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire's warmachina. Etc.
SWTOR - Buried deep in the icy mountains of Belsavis, a prison housing an ancient and deadly entity has been uncovered. Both the Republic and the Empire understand the threat that the prison poses, et.
Of course I left out ESO as that should be fairly clear.
Again, the largest (one was a one-time among the largest) of the recent MMORPGs out there outside of MMORPG. Even the 4-man group content in these games has a story. How much of that story is interactable varies from game to game but then again ESO has invested much more into their storytelling than any of those games as they refine them all the way to voicing vs reading script.
I expect we have played very different games.
My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.
WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.
Franchise408 wrote: »
My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.
WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.
Franchise408 wrote: »
My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.
WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.
So you don't play MMOs because there are stories in the dungeons...?
But, the stories are optional - apart from picking up the quest if you want to - you can just ignore them.
So if you can just ignore them then why does it matter to you if a story exists?
I started with MUDs and then Ultima , Asheron' Call and so on - they have all had stories or an over-arching plot - you cant write a RPG without one. If you do write a game without one it's Counterstrike isn't it? And then it's a multi-player game but it's never a MMORPG which is what EQ was and what ESO is surely?