Syl, the MMO Gypsy, held forth last week on
the proper place for storytelling, and that MMOs aren't it. I was all set to disagree, but she's right on this one. But it's a matter of semantics. There's a difference between story, narrative, and lore. Stories that don't end are problems in other media, like television, where for the sake of making more money, producers drag out a story until it feels stretched as thin as a ship on the edge of a singularity. Stories necessarily come to an end, something that is detrimental to the persistent world of an MMO. Lore on the other hand, is something that can be discovered, something that determines the architecture of a city, the costume of a people, the music of a tavern, the gossip of an innkeeper.
An MMO should be steeped in lore, and scant on overarching story. Vanilla WoW felt perfect in that what was going on at endgame wasn't necessarily world shattering or saving. Sure there was some palace intrigue, but then you went off to kill the dragon in her lair, and that was that. Although there are some that say even that didn't work because the Dragon was still in the palace in Human form, poisoning the minds of the Regent and the Prince.
I could be wrong, maybe all those endgame raids and the quests leading up to them were epic in the sense of being World Changing Events—that didn't change the world at all. I liked the little "stories" in Dun Morogh and Elwynn Forest, back when I was
just an adventurer and
not a Hero. Get you some boar ribs and you'll teach me to cook stuff? Sure thing! Help a Juliet meet with her Romeo? No problem, sounds romantic. Blizzard painted themselves into a corner with all the epicness of WotLK and beyond, and I haven't really enjoyed since it just before Cataclysm. (Stopped playing long ago.)
I would much prefer a game where I am simply an adventurer that may help out the locals with a gang problem or a nasty ogre. GW2 does an OK job of this outside the personal story, though the first act is pretty good with the PC helping get friends out of trouble, winning a competition, or going on a spiritual journey. Only later when it turns all epic, and we defeat the BIG Dragon at the End of the World, does it get kind of flat. Tyria definitely has a sense of history though. Even if I never played the original Guild Wars, I can still see the effects of that history in the ruins of Ascalon and other areas of that world, much like Azeroth bears the scars of previous incarnations of the RTS Warcraft.
STO did pretty well, too I think. Even though my "stature" as a Starship Captain was a little higher in that universe, I still was only one of many. My superior officer gave me assignments, and I fulfilled them, much like Captains Kirk, Picard, et al. This may change a bit in the upper ranks, but I don't think it does. But talk about lore! STO is definitely steeped in it.
I think TSW does this, too, though YMMV. :) As you may know, most of the missions start out with cutscenes. Most of these though, offer a little background by way of conversation with an NPC without directly saying, "I need you to go kill 10 rats and bring back their tails." My favorite set-ups have been those where my character eavesdrops on a conversation and then acts to counter the intentions of the bad guys.
My lovely bride and I made it into Milosh's camp of Draculești last night in the Shadowy Forest. He mockingly greeted each of us with:
"Hah! At last the Chosen One is here. . . You aren't the first to come here seeking glory and riches, and you will not be the last."
TSW is full of reminders that the player character is simply an agent of their faction, one of many. I'm OK with that.