MMORPG Lore

* See also Canon and STORY
* See also Rapture Timeline
* See also Expanded_Lore_Canon
* See also Novel
"Lore" is all the Facts and Traditions about a particular subject that have been accumulated over time through education or experience.
For BioShock's Rapture, there is more than a little Lore, even when so much was left Vague within the game.
--- --- --- --- ---
(( NOTE - I ( If anyone was to make THIS MMORPG ) would Attempt To maintain as much 'Canon' as possible from the original 'GOOD' Rapture games - BS1/BS2/MD, and even borrow what's useful/interesting/logical from the 'BAD' - those BaSx/SitS appendages. ))
The MMORPG is set about a Year from the events of BS2 and Minervas Den.
The MMORPG Game Company would need to control and direct the Rapture World Lore, starting very early ( well ahead of time in the development ) so that gaffs and contradictions are less likely ( from a lack of it all being defined ). It would be desirable to avoid any/all Rework -- to avoid the Levine-ish cluster-fluck of WASTING huge amounts of time and effort (and $$$) on constant redirection/redesign of the story/assets ( "Measure Twice, Cut Once" - which would be the MMORPG's Motto/Paradyme ).
* A serious effort to get logically/intelligently 'Locked Down' - so as to not let it mutate later 'for lazy convenience' ( "Oops how do we fit this in now ???????" ). 
* VERY Early 'opening up' the process to Players for Input in defining the Game World Lore - The Player_Created_Asset_Collaboration_System Community to start building the database outlining the Missing History ( all the stuff left SO VAGUE in the Solo games ). That is ALOT of necessarily cohesive information, which needs to be decided upon to setup the MMORPG game world situation/setting. Various Contradictions need resolution and clarification/elaboration. This work of definition would then include Extrapolating everything to then base the MMORPG's further detailed Storylines upon.
Much of that would have to be subjected to Discussion to assess and decide so to create the consistency and completeness of the story design. A Process would first be needed to comprehensively identify all the issues. (( How Consensus can be achieved will possibly be a difficult Task )).
There would need to be some designated 'Company' employees to be 'key' in doing review and making final decisions ( which then affect further Lore definitions ). It is best to get such things decided EARLY, rather than have to change them later at much more effort and disturbance. When gaps are later found, they can be filled in, but again better to get it done right soonest (for cohesiveness).
Many-Many small details ( created by Players ) can later be formulated following the defined outlines. 
Much of the game-presented story can be the 'perceptions' of certain characters -- which may not be quite true ( so much of the Solo games 'evidence' was like this ), so flexibility can be allowed for that type of Asset. NOTE - THERE WOULD BE FAR MORE 'perceptions' and opinions existing ( about what actually happened in Rapture ) than what the game writers eventually limited themselves to ( Vague was easier for them ), and to facilitate their 'rather forced' game plot 'Twist'.
BTW, These games never actually had an Authoritative Narration, other than ONLY what the Player saw with their own eyes AT THAT MOMENT ( NOT all those opinionated Audio Diaries or the lies from Atlas/Sofia_Lamb ). The events that led to what was 'actually seen' was hardly determinable/solid. Even what the Player 'Saw' is potentially warped ( By ADAM or Conditioning ... )
PROBLEM ISSUE : With a LONG/DETAILED/ACCESSIBLE Player-involved early process to 'decide' the MMORPG 'Lore' - It would be disclosing all the many Lore details (SPOILER), which might be better hidden from the Players til they Play the game and get to have the fun of discovering all the many interesting things 'In the Game'. ( Unfortunately, there is no real way around this, with the massive Player involvement in the developed game content. )
Intertwined Details - a EARLY need to find/determine/decide the critical story 'FACTS" on which other story definitions then depend.
--- --- ---
SPECULATION ? "We No Need No Speculation" ( google "Treasure of The Sierra Madre" ) : 
Yes, we do, if you want BioShock Rapture to reach its full potential ( fixing the Solo games plots/settings which were biased/Vague/contrived/illogical ). I add reason/logic/cohesion to the original scattered facts and vague statements ( which required speculation for the often Scatalogical 'clues', anyway ). In-Game, we only got bits/views of Rapture in just a few limited vignettes - and that is AFTER things have already become a mess.
How would Rapture be BEFORE ever have grown/operated (for more than a decade) for us to see its shadowy remnants in the games ??? This isn't supposed to be that absurd Fantasy that Infinite BS unfortunately degenerated into. BioShock Rapture was Sci-Fi, its setting based on the world of the late 1940s -- Largely the same as what America had existed at that time. Ryan tossed out the ruinous socialism, but what was left was largely the same base society/technological setting.
-
"Hey man, Like that's your opinion ..." -- The Dude goes to Rapture. Movie : "The Big Lubowski".
--- --- ---
Having seen the murderous Communists for himself ( and Ryan knew of them murdering millions ), Ryan had no doubt that the 'RED' ANTMEN would soon likely be destroying the Surface World. Older generations of real people in OUR World understood what this threat meant. Younger generations (the typical gameplayers) may not understand much at all, and so the story's use of it ( a motivation to Rapturites ) may be not understood or discounted by many Players.
Much of Rapture's Society and People would likewise not be well understood by many Players.
--- --- ---
--- --- --- --- ---
.
.