[MUD-dev] Multi-protagonist stories.

Matt Mihaly the_logos at achaea.com
Wed Nov 21 21:11:07 New Zealand Daylight Time 2001

On Mon, 19 Nov 2001, Paul Schwanz wrote:
>> From: "Sellers, Mike" <msellers at origin.ea.com>
>> Yep, this is the canonical excuse for not telling meaningful
>> stories in games.  And IMO it's a piss-poor excuse.  All it means
>> is that we don't yet know *HOW* to tell stories in a
>> multi-protagonist, self-directed environment.
> Maybe you tell stories about communities instead of about
> individuals.

Well, yes, you do. That's how most of our stories work, for
instance. Forest-dwellers against an expanding city, or the Church
against the Chaos-worshippers, etc. You can't forget, however, that
communities can't do anything, as they are just ideas. Only
individuals can actually do things, and it's individuals, not
communities, that are paying your bills. As one of the Laws says
(paraphrased): Everyone wants to be the hero of their own stories.


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