World traveler: “gated content”

I return again on the fancy term “gated content” to focus more on some concepts that were misunderstood.

It’s already frustrating not being able to convince the few who care to read what I write. Even more frustrating when I discover that not only I didn’t convince anyone, but that what I wrote was also completely misunderstood and that I’m being criticized for things that I didn’t even thought. In particular because I put a lot of effort trying to explain what I mean in the most clear and direct way. Receiving critics is always good, it’s less good when what I write is misrepresented. There’s no worse failure for me than that.

In these two articles I associated the definition of “gated content” to the “endgame” and the “world traveler” concepts. To understand things better you could also use this reference (tripartite model).

1- There is no “endgame” in this model because the idea of “gated content” erases a “before” and “after” in the flow of the game. What your character does and the different gameplay patterns he can have access to are defined by a personal choice. Your own preference. Not impositions. Not obligatory passages.

One of the steps to reach that goal is about removing “level mechanics” in favor of a skill system. The purpose here, as it is widely known, is to reduce the power differential, but, in particular, to remove the bad habit of using levels to decide the content that you can access and the content that is out of reach. With a skill based system there may be still a significant power differential between a newbie and a veteran, but it is at least possible for people to group together without the game mechanics getting in the way, crippling the experience you gain, limiting the loot you can use and not allowing you to be in certain places. The gap is narrower and more natural. The game doesn’t put artificial barriers between you and your friends. This is the part that should be more familiar of the idea.

The other part involves the content in the game. “Gated content” means that there are “contemporary” realities. The “world traveler”, aka the player, can switch between these realities following his own preference. While in other games you move from solo to groups and to raids, in my idea I separate the direct ties and make all those “contemporary”. As your character is created you can decide, for example, to solo, to group, to PvP or to raid. Do only one of them, do only those you care about or all together. It’s your choice. The game doesn’t force on you a pattern, nor it cripples your character because you didn’t do a specific thing.

2- I’ve been accused of being willingly to remove the story component from mmorpgs and since this cannot be more FAR from the reality, here some precisations in that direction.
Quoting myself again:

I NEVER wrote that the stories should be removed. This cannot be more false since it’s NOT what I think.

The point is that a mmorpg shouldn’t be about just ONE story with a start and an end, because simply that’s not what a mmorpg should do.

Story elements CAN and SHOULD be integrated in that “world traveler” model, aka the “gated content“.

EACH WORLD, or sub-world can have its story. The character IS YOU. You don’t need other characters to experience more stories, and those stories in those worlds CAN and SHOULD “end”. But not the game and not your character.

Each “gated” world, each reality, correspond to a different story that you can live. A different character that you can become.

The “game”, as the overall structure that supports and contains all these worlds/realities, never ends. The NeverEnding Story. The real ideal behind these games. It’s over only when there aren’t anymore ideas, when there aren’t anymore players who want to hear and be part of fantastic stories.

Instead the stories you can experience within each of these worlds WILL and SHOULD end. They can be linear and represent finite story lines. Maybe where to return one day when something new happens that destabilizes the temporary calm you achieved in a previous mission. When the designers of the game decide to move that particular story onward. You step in the gate and become once again that hero in that world. Like when you went back to Britannia with each new chapter of Ultima.

In WoW you cannot go in the Deadmines or Gnomeragon with a level 10 character. When the flying isle of Naxxaraxxwhatthefuck will be released with the next patch you won’t be able to see it and play there if you aren’t already part of a selected group.

Imho it make sense when your devs puts months of work to release a new zone to let it being experienced by as many players as possible. Instead of cockblocking it behind severe accessibility barriers.

With the model I’m describing you can. There are no barriers separating you from your friends. Everything in the game is offered. And it’s you to determine your experience by making your choice. You could just PvP, just soloing, just raid if it’s what appeals you. But it’s your own choice and all the other possibilities would be always open to you in the case you decide to try something else.

The “gated content” is a model used to actualize the possibility of contemporary realities.

The player “travels between worlds”. A world traveler.

You can travel to a world and become a knight, travel to another and become an adventurer, and then a merchant, an hunter, a member of a revolutionary movement that is trying to overthrow a regime, a partisan, a diplomat, a crusader, a paladin, a jester, a doctor, an exiled, a “stranger in a strange land”, a demon from another world, a spy, a noble, a soldier taking part on a large siege, a thief, a treasure hunter, an explorer, an archeologist, a wayfarer, a beggar, a mage in search of knowledge, a sailor, a pirate, a revered king, a fugitive, an outcast. A predator or the prey.

A level 50 character or a level 1. All these things at once.

No, you don’t “shapeshifts”. But the dwellers of these worlds can see and treat you in many different ways. They can have many different points of view and offer many different perspectives. In some worlds your powers don’t work, and in others they are much stronger.

These realities preserve their linearity if it’s needed. In the case of the world where you are part of the revolutionary movement maybe you cannot just start the revolution as you put your foot in that world. You’ll have to first organize things and all the rest that the story is setting for you. They can then be independent from each other or intertwined. For example you could need a special key to reach some place that can only be obtained from another dimension.

Such is the multiverse.

But the most important element is that there are no “you need to be this tall to enter” accessibility barriers.

If you want an even simpler definition think about a game as an aggregator of multiple, possible stories. That is my sandbox ideal. The early Ultima RPGs had already a beginning and an end, but in between they aggregated many different stories, characters and situations that you could discover, learn about and interact.

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