Heres the survey:http://www.surveymonkey.com/s/RVC2LRC
Thanks in advance to anyone who manages to fill it out.
![:D](http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/biggrin.gif)
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@Caldenfor. Well thats precisely the problem at the moment. Theres a certainly popularity with the idea of focusing a lot more on players creating their own story, i will admit i personally love the idea, and less on the developer made story. The thing is you need, or so convention would have you believe, to first give some back-story to the player to spark their imagination. Whats the best way to get that story of that world to the player so they can "role-play" within the world?
Also an interesting thing is the fact that although the designers may like the idea of not "forcing" a story on a player what do the players themselves think? Look at WoW and the countless games that copy it, the majority of them are successful. At best they provide no encouragement for players to create their down story at worst they seem to discourage it. Espen Aarseth argues (in [font="Arial"]A Hollow World: World of Warcraft as Spatial Practice) that this almost "theme-park" design is why WoW is so popular. What I'm trying to get at is that in the end maybe the majority of players would rather have the story "forces" upon them than create their own story. [/font]
I have very rarely felt like a game was forcing story upon me (and I've played a dozen MMOs of different types), so I have difficulty seeing that as a major problem. What I want to see is players given more options to make choices _within_ the game world, not outside of it or meta to it.