As a former Dawngate player, want to comment on this piece:
The idea that players could influence the story was pretty misleading – at any “story match,” only ten players would legitimately get to fulfill the role of a summoner. In addition, story by vote or story by chance can often end with unsatisfying results (simply because of the random chance). Strong storytelling is deeply crafted.
Dawngate proved to me that player-driven stories CAN work, and work amazingly well.
Dawngate used a serial webcomic as it's storytelling (and promotions) vehicle. It had three-to-four interwoven plot lines and when a character hit a crossroads they put the decision to a player vote by using games played to decide (you make your pick, play games, and the more games and wins you get the more votes you contribute).
But the trick to it is, the player story choices never quite played out how you expected. There was a twist to how it came about.
When Zalgus and Raina had to choose between obeying the mission of their Queen to travel to Maridia as envoys, or to delay their arrival to investigate an attack on the abbey where their childhood friend Kindra lived, players chose to have them travel to the abbey.
Now, players already knew from Kindra's backstory in her profile what was going on: Kinda's backstory is that she slaughtered the sisters of her abbey and became a shadowy assassin. So what we expected of the Kindra story was that Zalgus and Raina catch Kindra in the act of slaughter.
What happened instead is this: Zalgus and Raina arrive at the abbey in the aftermath. Bodies are being burned on a pyre, the abbey is a wreck. They investigate, and Zalgus learns the truth of their childhood friend through clairvoyance magic but spares his sister (Raina) that knowledge. They find a little girl, traumatized and terrified, hidden behind some rubble.
This little girl, however, was a Shaper. The spirit of Terror had bound to her, taking the form of a large wave of ectoplasm.
The terrified little girl lashed out at Raina and Zalgus with tendrils of glowing slime, scattering everything around her. Raina, whose spirit was Preservation, called up shards of stained glass from a broken window and empowered them into a shield to defend themselves until the girl wore herself out and collapsed. They carried her out of the abbey to safety.
So instead of the expected story of Zalgus and Raina catching Kindra doing the atrocities we already knew she did, we got a new character introduced who would have been a playable shaper down the line, and a new Raina skin themed around that stained glass shield.
Player Choices brought about that story path. A new skin and a new character came about from our decisions, but with the way the writing was handled, it still felt engaging. Emotional investment of the readers was still a huge part of it. It was player choice that was ALSO deeply crafted.
What I am getting at is, you CAN have it both ways. Engaging the players directly in a compelling story to flesh out the gameplay was an amazing thing, and I'd love to see Riot pursue it.