|Session Name||Making MMOGs More Storylike|
|Company Name(s)||International Hobo|
|Track / Format||Game Design|
Persistent worlds are great places to play but poor places to be a hero, because in most of them the player cannot permanently change the world. In this lecture I will show how the design of current games harms the story-like feel of the experience, and what we can to do allow all the players to play a more meaningful role in the plot. I'll also describe a high concept for one such game.