I think the point that a lot of the Trahearne supporters are trying to hit on is how we think we should be the grand hero in all of this, and we should be crowned King of Tyria. I may not speak for everyone else but im glad im not, im happy to be another cog in the wheel of the machine that saves the world. I never cared for MMOs that makes it out that you’re the only person ever that can do what the other tens of thousands of players are doing, that just dumb.
This is one of the most easily counterable arguments in the world.
Your argument is that I can’t be the hero of a story which from my perspective I am the only one acting in because other player’s who are the only actors in their stories , which is the same story I am now reenacting without their presence, before me. I already showed why your logic doesn’t work.
While it is true that if this story were real there is only 1 dragon that could be slain, however from there is a problem. Each person who does the quest slays the dragon and from that player’s perspective they are the only one who not only slays that dragon but is the only person who could have possibly slain that dragon, all the other people who are taking on the same quest and all the dragons laying devastation to the land are outside the perception and interaction of the player and effectively do not exist for the player. The only thing that matters is how the single player interacts with the game world, and not how the 10,000 other people interact with the game world.
When the player is given the quest, when they perform and complete the quest the player is told that this is the only dragon laying waste to the land, that they are the only person who can slay the dragon and save the land, etc. It doesn’t matter that the same NPC gives the same quest to each of the 10k players, what matters is how the quest itself is structured and how it makes the player feel. Also relevant is what the player sees and experiences when performing this quest. In the MMOs of the past, it wasn’t feasible to make seperate instanced zones for players to play out the quest in so every person who wished to finish that quest would have to get inline to wait their turn to kill that specific dragon when it respawned. Where was no doubt in the player’s mind that not only was their involvement in the world unnecessary but also that the threat itself wasn’t really a big deal since there was this huge mob of people who were already in place to stop any threat the moment it appeared. But that wasn’t by design, those quest creators didn’t make quests for the purpose of making the player feel unnecessary or unimportant. Any feelings of that type that the player had were against the wishes of the quest designer and caused solely by technical limitations that prevented the quest designer from being able to fully realize the quest and storyline that they wanted the player to experience.
Only now that MMO designers are able to create individual instances for players to experience a quest by themselves are quest designers able to implement the quest as they meant it to be experienced. That is the quest designer really does want the player to feel like the hero, like the only person who could possibly slay the dragon and save the land from this dragon which is definitely laying waste to the countryside because there aren’t a mob of people waiting to kill it the instant it spawns. And they are able to do this by giving the player a personal instance where they are the only actor. We have seen these sorts of quests in WoW (beginning with WotLK and much more heavily in Cataclysm), in KOTOR where according to the writers the player really is the hero of the story and is the only hero of the story which in the case of the Jedi character is supposed to make the player feel like their character is Luke Skywalker or Anakin, and even in GW 2. If you follow the actual storyline of the GW2 quest, you will see that the player really is meant to feel like the hero, is meant to perceive themselves as the hero and that this was all the intention of the various quest designers.