Episodic content has become a video game console mainstay in the current generation.

Is there a place for it in MMORPGs?

One game genre that hasnt received much of an episodic treatment is the MMORPG.

The expansions endgame contentbesides the promise of future story chaptersis a bit on the slim side, though.

Chapter X: Anarchy in Paradise is the expansions first story-based episode/chapter, which was released in early February.

Was Chapter X worth the wait?

Oh, and a hint of planets turning into dust.

We didnt see this dust, mind you.

But hey, we heard about it.

Ad content continues below

So what was the issue?

How will each drive the plot forward?

Furthermore, how will the players actions drive the plot forward?

This last bit is integral for excellent video game storytelling.

Were not there when it happens.

We dont even see it happening on-screen.

We just hear NPCs chatting about it.

Thats a failure of storytelling 101 right there.

Ever heard the phrase show, not tell?

Plot advancements should be shown in some manner.

Or better yet, experienced directly by the player.

Another requirement of episodic content is one thats rather simple, but easy to overlook.

Each episode must hold its own value and teach or reveal something new to the player and/or viewer.

TV writers achieve this by withholding pivotal information until a later episode or by slowly revealing interesting backstory.

Video game writers can do this in the same fashion.

InSWTORs Anarchy in Paradise, we get nothing of the sort.

Compelling story shouldnt depend on player class to begin with.

That said, overall, Anarchy in Paradise was rather disappointing.

In fact, I would argue the opposite.

BioWare had/has some great opportunities here.

Episodic content can add a lot to an MMORPG if created well.

Each episode also has to build up from the original game/expansion.

As it stands, the chapters (so far at least) give explorers absolutely nothing new to do.

New story also became available through short single-player scenarios.

This worked well since it gave players something new to experience story-wise and exploration-wise.

Thats a good balance for an MMORPG.

The content also came quick enough as to encourage players to not lose their focus.

One huge risk in releasing episodic content in an MMORPG is releasing content too slowly.

MMORPG gamers need to become and stay invested in their games of choice.

This, coincidentally, is also why endgame content is so important.

Any episodic content should add more endgame content to the game.MoPs Isle of Thunder accomplished this goal perfectly.

Laura Hardgrave is a staff writer.