The Daily Grind: What are acceptable barriers to experience the story in an MMO?
One of the things that strikes me with a certain degree of bemusement is how often various bits of story in Guild Wars 2 are locked behind things. If you’re not raiding, you’re locked out of the story there; if you weren’t playing when the first season of the Living World story played out, same deal. But then, those are pretty common lockouts, and there are important World of Warcraft stories you simply can’t access if you play now (because they’re not there any more). So perhaps it isn’t surprising.
No sooner do I think about that, though, than I think about what other sorts of lockouts you could design for story content. Some amount of story in MMOs is always locked behind invested time (you have to get up to the right level and so forth) and real-world money (you’ll never see the expansion stories for Final Fantasy XI if you never buy the expansions). But what other sorts of lockouts could you have? Where do you draw the line for what stories should be locked behind and what shouldn’t impede your ability to explore an MMO’s story? Let’s throw that question to you, readers. What are acceptable barriers to experience the story in an MMO? And are there any barriers you would like to see that just don’t show up very often?