I had this thought appear in my head over my time playing multiple MMORPGs.
The narrative of being 'The Chosen One' in a multiplayer game seems flawed. How is my character The Chosen One when everybody else is also 'The Chosen One'?
Gif from Kung Pao: Enter The Fist
Every quest description after level 10
The quests descriptions in the early days of World of Warcraft and Runescape marked my character as an 'adventurer' or 'another soldier' looking for a task to complete. That was completely true and explained why there were others doing the same quest I would be doing.
I actually played Horde side but this image from Wowhead with the description seemed more apt.
The more updated versions of these games, when I last played them several years ago, seemed to quickly elevate my characters position from 'Soldier/Adventurer' to 'Hero' in the course of only a few zones/quests.
The transition seemed ridiculous and the title promotion felt silly as every other player was now also 'Brave Hero'.
Image from Pixars The Incredibles
My character was just somebody willing to do the work. Seeing the efforts of that work be recognized feels great, even if the quest giver mentions that the issues will arise again for other adventurers. It's a much better explanation of why the problem still exists as opposed to feeling like only 'The Chosen One' should complete the monotonous tasks. It just seems ridiculous that my character was destined to collect those '10 bear asses' as a prophecy foretold.
For me, seeing the nameless rank and file doing their job effectively, either in game or in movies/tv, always looks awesome. Those moments when the Storm Troopers are an actual threat, elite guards prove why they aren't to be messed with, when background workers create something relevant to the plot in peak time before a battle begins. Moments like those show why these groups are not a force to be reckoned with as opposed to just being fodder for a main character to throw around effortlessly. It's tough to have meaning though as rank and file are meant to be torn asunder to prove the characters strength and prowess, to set a standard on what people can expect now from 'The Chosen One' from now on.
I am fine with single player games that have the player filling 'The Chosen One' role, there is an expectation there of course and the player should feel leagues above everyone else. My main thing is using that same reason for multiplayer games. The world I'm playing in should already be established and iconic figures already set in place to deal with 'Prophecy', that way the player is unbound by any obligations.
"Why is the chosen one mining ore and crafting linens? Shouldn't he be fighting the big bad enemy with his other chosen companions?"
Events/raids are usually multi-staged events. Why not let the players take part on the frontline and have them be the backup/distraction for a change? It's not like there aren't iconic figures on the field as well!
Image from the World of Warcraft site
Siege of Orgrimmar is a good example of this idea/setting but ultimately the heroes falter or presence dwindles to give the players the opportunity to finish the job, though after the deed is done the heroes are quick to suddenly reappear and take credit/make the final call on the story.
Gif from Harry Potter:Chamber of Secrets
The Heroes entering the boss chamber to see the boss already beaten by the players
--Finishing Up---
The idea of being 'The One' is an easy writing narrative that is intended to make the players story, choices, and foes have an explanation but it loses much of its power when every other player is also 'The One'.
I like being in the rank and file category because they are often the unseen backbone to a larger story. Large events cannot be made without them staging the set up for 'The Chosen Ones' and there is a huge missed opportunity for the player narrative to fill that position..
Image found on Google from a game concept labeled 'Broquest'
Those are my thoughts that were constantly being brought up and I am glad to have finally posted them on a platform.
Thank you for reading!
This makes sense. There is a mismatch between the narrative of the story and how the game is actually played. You're right that not everybody can be "the one".
Back in the old days, Sonic, for example, was the main character and Tails was just his friend. A second player could participate. But you could take turns being Sonic.
I think with newer games, your character is persistent and personal. You aren't going to take turns being "the one".
Persistent and personal is an aspect that makes the most sense in the long run. As a 'Player' I am playing a game in a persistent world with others, whereas personal could be the characters, not the players, narrative in relation to the games story.
I am probably too expectant of a game to appease both sides of the player/character dichotomy.
Thanks for your feedback. Sonic 2 on the Sega Genesis was my favorite game as a youngster!