Players of most massively multiplayer online role-playing games today usually aren't faced with any great variety of missions that really impact your character or how you play. The most you're faced with is what kind of reward you'll get or, at most, which of the two factions you'll support against the other. It doesn't really have any effect on you in the grand scheme of things and you'll probably forget about the whole thing in a month or so. Instead of that static, boring type of storytelling, NCsoft wanted to create a more immersive story with Tabula Rasa, one that the players could interact with, where their actions could have long reaching consequences. NCsoft calls this form of story-telling interaction the ethical parable and it is one of the hallmarks of a Richard Garriott game.