RP: Storytelling Medium or Social Platform?
It is often said that characters make up the core of any story. But what is the significance of a character in online roleplay? In my experience, creating and exploring interesting characters and stories has often appeared not to be the point of roleplay in World of Warcraft. In this post, I will share my experiences and thoughts as to why this may be the case.
Upon joining a guild, a player character very rarely receives a proper story introduction. New characters often appear in the middle of a story and for no apparent reason, introducing themselves through brief interactions lacking dramatic tension, after which they decide to tag along with the group. The character enters the story almost in the same manner as the player joins the guild. This sort of lacklustre character introduction would be considered poor writing in any other storytelling medium.
Contrary to the tabletop role-playing experience in which a character backstory is often created through collaboration between the player and the DM and is incorporated into the plot, the player is typically expected to inject their characterâs backstory and motives into the story without assistance from the DM. This may result in forced backstory exposition on the part of the player without much payoff, or a near complete lack of backstory exploration, as it simply never becomes relevant; characters can spend months in each otherâs company without getting to know one another on any meaningful level. The roleplayer, whose character most likely lacks any direct connection with the plot, struggles to develop their character as the story progresses, and any development that does occur seems plastered onto the story in response to events that have little to do with the character.
In part, this apparent lack of player character relevance can be explained by the fact that in World of Warcraft, players come and go, and so too do their characters, often without explanation. A story which heavily focuses on its characters would effectively be maimed were it to suddenly lose one of them without explanation. On the other hand, a story which is not centred on its characters renders them replaceable. The challenges of a character-focused story can be overcome with a little care and effort, however, which is why I do not find this explanation satisfactory.
Ultimately, I believe roleplay in World of Warcraft is largely about living out personal fantasies in a social environment. It is not so much about creating flawed, interesting characters and seeing them develop, nor about collaboratively telling great stories, as it is pretending to be someone special, powerful and beautiful whilst spending time with friends online. The story does not matter so long as we can display the uniqueness, special powers and attractiveness of our virtual selves in the company of others.
In this view, role-playing in World of Warcraft (and by extension the Argent Archives with its emphasis on aesthetics and character art) has more in common with social media than literature; it is a platform on which we project idealised versions of ourselves that we would like others to see.
I am certain there must be examples of great character-focused storytelling on this server, but I have not seen much of it in recent years and have stopped role-playing altogether as a result. I am interested to hear what your experience has been.