You know what The Great Summoner Retcon reminds me of?
There's a common pitfall that newbie Dungeon Masters fall into in games like Dungeons and Dragons.
It starts with the best of intentions. The DM is excited about the game. He has an epic story he wants to tell. He spends months creating his gameworld and preparing plot threads for the players to follow. Cities and countries and people-groups are invented out of whole cloth. A cast of NPCs emerges, each with their own backstory and motivations. The DM prepares the plot meticulously, forgetting nothing, segueing one twist seamlessly into the next, making sure every detail comes together into one glorious narrative tapestry. When his preparations are finished, the campaign is a work of art, a brilliant story for the characters to experience.
The first night of the campaign, the DM sets out drinks and snacks for everyone. The players arrive one by one. Everyone sits down at the table, and the story begins. On the road into town, the party meets the mysterious young man who is secretly heir to the throne. Little do the players know they'll be helping him reclaim his kingdom in just a few levels!
And then one of the player characters decides this NPC isn't giving him the respect he deserves, picks a fight with him, and kills him right there on the side of the road.
All is lost. All the DM's careful planning collapses into ruin. In hair-tearing frustration, the DM flees to an online message board and asks "How can I keep my players from messing up my story?"
If the DMs he consults are wise, they will say "Stop trying to make it your story. Your game is not about you or the NPCs you create; it is about the player characters. Keep the focus on them, let them drive the story, and the game will be fun."
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I have an enormous amount of respect for Riot because of the difficult tasks they set for themselves and regularly succeed at. The Player Behavior team doesn't just ban all the flamers--they are committed to reforming some of the most toxic gamers on the Internet. The team that redid Summoner's Rift didn't just make a gorgeous new map, they optimized it until it would run as well or better than the old one, even with all the new details they added in. New champions that Riot designs aren't just fun to play, they're fun to play against. Any of these teams could have settled for "good enough", and at most companies that would have been just fine, but Riot consistently sets very high goals for themselves and achieves them. That's just how they roll, and that's what made me a fan of this company.
Why is it imperative that a 5v5 game is deeply connected to our characters? -- RiotOpheli
That's why I'm disappointed in the Narrative team. With quotes like the above, they are declining to tackle the tough problem of creating a meaningful narrative within the context of a MOBA. The Narrative team seems to believe that creating a meaningful narrative adjacent to a MOBA is good enough.
Creating an evolving story in a competitive game is an incredibly tough problem. (See this Extra Credits episode that examines why this is difficult.) I am sympathetic to the challenges Riot faces. But the path they're pursuing now won't work because it excludes the one special thing games bring to storytelling: player choice.
Different forms of storytelling have different strengths; this is why converting a successful book into a movie doesn't always work. The stories games tell are special because their outcome is not predetermined. They demand that the player decide moment-to-moment what happens next, and they succeed most powerfully when the player looks back on them and says "This is my story. The decision as to what kind of story would be told was mine, and I am satisfied with my decision."
This was the strength and downfall of the Mass Effect series. BioWare empowered player choice in a way that no-one had ever seen before, with countless small but meaningful choices accumulating across hundreds of hours of play, allowing each player to create a narrative tailored to them personally, rich and hearty with unforgettable moments and characters. And when it was revealed in the end that those choices did **not **matter nearly as much as people expected they would, the players revolted.
So when Riot's Narrative team embarks on a venture to build a story for this game in a way that's completely divorced from player choice, I am disappoint. They will produce some quality material, I am sure--Azir's story was quite interesting--but it will never be as good as it could have been, because they're leaving out the ingredient that makes games special. They're putting out content like a movie studio (writing stories in isolation, marketing them with teasers, and releasing them when they're done) rather than a Dungeon Master (collaborating with players and weaving their ideas and choices into the storyline).
It's a huge challenge, but if they abandon their current course, I believe Riot can create something special. The MOBA field is not barren of multiplayer storytelling ideas! Dawngate treats every game played as a vote for one choice or another in a massively multiplayer Choose Your Own Adventure game. League Factions writes new lore every month guided by tournaments on Summoner's Rift. It can be done, and I so want Riot to try. Please don't let me down!
