Arbitrium – Free Will

“I think, therefore I’m virtuous”.

The thought started from a derailed discussion about “what is a virtual world”.


Raph was on this (the definition of virtual world) recently.

Virtual worlds are implemented by a computer (or network of computers) that simulates an environment. Some — but not all — the entities in this environment act under the direct control of individual people. Because several such people can affect the same environment simultaneously, the world is said to shared or multi-user. The environment continues to exist and to develop internally (at least to some degree) even when there are no people interacting with it; this means it is persistent.

The quote is from Richard Barttle, though. But I agree. The core concept is the persistence. The “objectivity” of some parts and the depth and variety of interactions, where these interactions don’t happen linearly but in a systemic relationship (elements within a set, so where each can be potentially linked with everything else instead of elements one after the other, where each element is only linked to the previous and the next).

There’s no precise definition of a virtual world, but the more there is “persitence”, variety of interactions and systemic complexity, the more you go closer to a legitimate virtual world.

These definitions come right from sociology since a virtual world is exactly a complex system.

“Virtual world” and “sandbox” are synonymous to an extent.

Put in another way: if the author dies, the world continues on its own. This is another interesting definition. If we assume that god is dead we can think of reality as a virtual world :)


Now you would wonder what’s the logic sense that brings to that last line, because there is none. The truth is that I was quickly writing while chasing multiple thoughts spawning all at once and I jumped at that odd conclusion without explaining how I landed on it.

The original thought was that the “objectivity” of the game is exactly what Raph defines as “the server is authoritative”. The keyword and premise for a virtual world, from my point of view, is the persistence, but this persistence is then actualized in different forms and these forms could bring to quite different definitions of “virtual world”, where the original element that joins all of them is exactly that persistence actualized in those different forms.

For example let’s take three hypothetical virtual worlds: a mmorpg, Oblivion and the Middle Earth. All three could be loosely defined “virtual worlds”.

(1) In a mmorpg there’s a continuity set by “what happens”, you log out and the world continues to exist without you. Its existence is actually independent from the single character. It’s a “world” as it has an identity that “emerges” from the level of the single player.

(2) Oblivion is often defined as a sandbox. It is “single player” but it can be considered as a virtual world. It allows you to be who you want, shape your character the way you like and interact with the world with a degree of freedom. Hopefully, observing it react and adapt. This last part is actualized with the levelled lists that spawn mobs and loot to your approriate level, a feature that wasn’t really well accepted by the players but that is still an attempt to “allocate freedom” and make the game world “react and adapt”. This is the “western” idea we have of RPGs, the player choice, the possibility to create your character the way you like, pursuing different goals and attitudes. The persistence here is in the world. The “context”. The strict history, geography and culture of the world where you are immersed. That world is objective and the interaction is between your subjectivity and the impact you have on that objective world.

(3) Finally there’s the Middle Earth. Tolkien shaped a virtual world with its own history, cultures, myths, languages and so on. The detail and depth of this world is staggering and it’s what transforms it in a virtual world. Tolkien is dead, but the Middle Earth is still alive. Virtual worlds outlive their creators.

That’s the first step. Now let’s go back at the standard idea of persistence so that I can reach the other core point: the free will.

The persistence of the character in a mmorpg, or the idea of the “objectivity” I quoted above, mean that things happen on a server and not on the client. This ultimately brings to the fact that if you log out (cease to exist) the virtual world continues without you. In a single player game the world is dependent on you. If you aren’t there, it doesn’t continue on its own in the background. But in a mmorpg the virtual world continues to exist in its own persistence. The core concept here is that you may log in another day and possibly find a different situation: the world has changed. Whether you are there or not.

This specific idea of persistence underlines a weakness in the current mmorpgs: the world never really changes. The truth is that the players have little to no impact on the world. They don’t have real choices, they don’t really exist. It is not a virtual world.

My idea is that the concept of a virtual world is *tightly connected* to the possibility for the players “to create content”. Which doesn’t mean that they repleace the content designers of the game creating quests and new zones (or rules). It just means that they should have an impact on the world, the players should become the subject and focus of the game, where the world can be shaped by their hands and choices. The persistence would become real and the virtual world would actively change, becoming the emergent product of the actions and choices of the players. Only in this case someone logging in after a long time would be able to find a world that truly changed, that truly evolved toward something else. A world with a true persistence and that truly puts the players at the center of the experience.

The “emergence” here represent a jump of quality of a whole medium. We don’t have anymore a set, objective game with goals strictly defined and pre-planned patterns to discover. Instead we have a game, as a virtual world, that is open to the interpretation.

Give a look at these slides that I keep reusing (still from Raph). Some old quotes:

– We talk so much about emergent gameplay, non-linear storytelling, or about player-entered content. They’re all ways of increasing the possibility space, making self-refreshing puzzles.

– We also often discuss the desire for games to be art – for them to be puzzles with more than one right answer, puzzles that lend themselves to interpretation.

– That may be the best definition of when something ceases to be craft and when it turns into art – the point at which it becomes subject to interpretation.

– Games will never be mature as long as the designers create them with complete answers to their own puzzles in mind.

The “interpretation” here is the keyword. The possibility for the players to define their own patterns, create their own characters, manipulate the game objects the way they like with the possibility to recombine them and define their own personal patterns. There’s a degree of “immersion” in all these concepts but I think this definition of “interpretation” doesn’t grasps the real value of this discovery.

Raph did a good work to isolate that concept but I believe that his definition doesn’t fully discloses its actual value. It’s not a sole matter of interpretation. It’s instead about a larger, broader concept: Arbitrium – Free Will.

In a world with strictly codified patterns that you are forced to follow and “embody”, there’s no “free will”. There is no responsibility, no guilt, no merit. There aren’t true choices, there isn’t a subjectivity. You are just forced in a pre-planned path and need to accept it for what it is. The lesson is imposed. The learning process forced into a precise direction. In a world without “free will” there’s always a “third power”, a god, that is responsible for everything. There aren’t other “players” into the system. The world is already set, it has a start and an end right from the first instant it was created and all the elements within this world can exclusively follow a set program on which they have no control nor responsibility. Passive executors who can only observe. There is no judgement, no moral, no facets, but just imposed rules that must remain undiscussed. A fixed state that cannot change in any way. An authoritarian regime. One thought.

My belief is that the ideal of a virtual world goes against this enrooted model to implant not just different, possible interpolations (the interpretations), but the true core that is missing: the “free will”. The possibility for the players to self-determine within the virtual world, the possibility of choice. This goes beyond a superficial personalization but opens up the potential of a complex system where the choices you make bring to actual consequences and the game world reacting and adapting to what you do. To what you are. Your “free will”. This is what misses to a true virtual world and the ideal to reach. The final myth to pursue.

Now, if you connect all the dots, if you gather all the pieces of the puzzle, you can clearly see the conclusion. The true aim and nature of a virtual world: the emancipation from its creators.

The persistence becomes the state for a virtual world to “continue to exist”. Its future will be determined by the emergent behaviours. The possibility for the players to truly react and impact the world where they are going to “exist”. The possibility for them to see the true, concrete result of their choices. The possibility for this world to outlive its creators, to constitute a form of persistence that becomes concrete and that is truly affected by the actions of the “players”.

The reunion of the three concepts of persistence:
– The world is persistent because it can change, react, adapt, be transformed. (history)
– The world is persistent because it gives the players the possibility to determine themselves. (free will)
– The world is persistent because it is emancipated from its creators and acquires a life and emergence on its own. (maturity)

And, maybe, we’ll move from virtual worlds to “virtuous” worlds.

The social fabric

This is a loose reply to an article written by Heamish about “The social experience”. Not a direct critics but just some thoughts that sprang from reading it.

Games are about learning but saying that learning is about getting the reward is a total mistake.

Game design, in particular “good” game design, has the duty to help the player to learn, to educate. Mark my words: NOT TO SELECT.

Many people have this absurdly wrong and wicked idea that learning is about getting evaluated. This is terribly wrong and the first reason why the school is in such a wrecked status and why our societies are filled with hate. We learn everything as division and further selections. Always as distiction between “us and them”. Aways between friends and enemies, included and excluded.

The evaluation should come from within. Not from the outside. Originally “education” meant the discovery of oneself. Not shoving in an empty, valueless mind the imposed categories and dictates of a culture.

I always despised and will continue to despise and attack when “learning” becomes a process of selection. I know that this has been a reality of the human evolution, but I just don’t accept as something that I justify and second. I just don’t as I don’t justify murder, even if the murder has also been part of our evolution and history. So we learnt something. Between the things I’ve learnt is that I despise every process of selection that is aimed to exclude, emarginate and create reasons of hate.

In a lesser extent we already have all these situations in these games and have to relate to. About the social fabric, these games should help to connect, facilitate these patterns, create the context for these situations to exist. But not simply create artificial rewards that would just divide between people who are included and people who are excluded. Not external “divine” interventions.

The reward is the consequence of learning, not its justification. (but in our culture we are already saying that “drugs” are the best route)

This is why my own concrete ideas on these aspects have been about criticizing the artificial dependence on other players, that I find unjustified, to create what I define “truly communal patterns” that are instead coherent with the goal. That promote the integration instead of the separation between groups.

We have already plenty of examples of “communal processes” with egoistical goals. Personal rewards are always egoistical goals, like experience bonuses, achievements, epic loot. These are never truly communal objectives. They are just cooperation enforced through egoistical goals. I had already a quick confrontation with Raph about these points and again these are patterns that belong to our culture. But they aren’t patterns that I would promote and reward. They aren’t patterns that I consider fun. Even if they exist, the game shouldn’t educate the players about them, as the game should never facilitate the players to fight one against the other for a piece of loot. As the game shouldn’t facilitate the segregation and the exclusion of players in two groups. Creating tension and attrition between them.

Artificial dependences aren’t fun. Having crafting recipes that make you dependent on other crafting professions aren’t fun. At least till this process isn’t facilitated and made accessible through other structures. If this doesn’t happen it becomes another barrier, not an occasion for the socialization. The same about forced grouping leading to sitting in one place flagged /lfg for hours or the requirement to get included into large raids to progress in the game (when that progression is the sole purpose of the game: what it is “teaching”). Killing a dragon to get your fat loot is again a communal process (you need “x” other players) forced through an egoistical drive (I need the fat loot for my own power growth). Limiting the game only to these patterns is a serious mistake that I’ll never stop to criticize.

There ARE other examples of truly communal goals but these aren’t as easy to identify and are always pushed in the background, always overlooked. They never become the true focus and driving force of the game. Never its priority.

Think if you are ruling an outpost in a open PvP game. It depend on you, you’ll have to hold and defend it from enemy attacks. The NPCs in the outpost are your own, they go work and gather resources for you, pay maintenance costs. You are responsible for this layer of the game, called to gather people, organize the activities, defend your territories. This creates with the game the strongest bond you can imagine. This creates a social fabric because it’s the context that creates the situation. You are together with other players facing a situation that involves everyone. And where everyone relies on the other. This is also why PvP is the best route to achieve these goals. Where the true, till now undiscovered, potential is. What it could become.

Eve-Online already did some on this, albeit on a different genre. The players work together, administrate their properties and territories, they patrol and defend, they organize together, they interact, they create stories, tensions. All within the context of the game. Adding to its depth. Even when you are hauling resources from one point of the galaxy to the other, you still have “fun” because that part acquires a meaning within a greater frame where everything is connected and has a consequence. Because you are together with other players in “truly communal patterns”. Where Eve-Online “failed” is in making these activities the activities of the great majority of the players. Making them more easily accessible instead of something out of reach and demanding an high price of admission (because of the accessibility barriers).

The game should offer patterns to connect the players, but as part of the fabric of the game world, and not through artificial rewards to push them in a specific direction. The socialization and communal activities should be facilitated, but not imposed or justified through Out Of Character design purposes. This social fabric should be the focus of the game, not its drift toward the reward. Its center and not its perimeter.

The real point is that these games should move directly away from that “risk Vs reward” mechanic. Away from granting more experience points to groups instead of solo players. Away from Out Of Character (I mean: “external”) design interventions to drag the players around. And instead moving the collaboration at the true core of the gameplay and objective of the game. To make the transition as natural ans justified as possible. Coherent.

Game design should always move coordinated with the players, not against them, not imposing trends, not fighting habits. If an habit exist it is justified and if it is a “bad habit” it’s because there’s something responsible that should be directly fixed. If the players fight against their own fun, something is wrong in the design. Not in their behaviour. If the players show anti-social behaviours and don’t form bonds naturally (assuming that they would like to), it means that they bumped against an accessibility barrier or that they were steered elsewhere.

The iceberg

What if everything we believed till today was false?

Any good solo class attracts tons of players in any game.

There are a few interesting discussions on the forums and even on TerraNova questioning the role of other players in a mmorpg.

The theme is rather complex and wide and I don’t want to try to analyze it now. But I believe there are some “emergent” traits in the discussion that I tried to bring up as well along these last weeks in EVERYTHING I wrote. From the navel-gazing theories during the Christmas (after Raph’s posts) to the concrete proposals that I added as the natural consequence of those reasonings. I believe it’s also something that every player can feel directly when playing a game.

I always considered one article Lum wrote (or the more recent version) as one basic principle and core value of this genre (and reused it many times) and here I’m not negating it, but I still consider these “doubts” as something that has some value. If understood correctly. In fact my worry about the discussion on TerraNova and on the other forums (where the discussion is continuously chunked and derailed, making it hard to delve) is that those “symtoms” aren’t interpreted correctly. Because that’s the whole point.

Personally I went through a transition and many of my ideas changed in the last year, in a concrete way. But at the same time the basic principles I had are still there, they are only seen in perspective.

This is why I don’t feel surprised if TerraNova reveals that the majority of the players spend the majority of their time playing alone or that “The average guild member collaborates (in quests, etc.) with only 11% of his/her guildmates for more than 10 minutes over the same month”, nor I believe that WoW is showing “exceptional” (meaning “unusual” here) trends. This is instead something I recognize and I believe is widespread, probably even beyond the conclusions on that site. In fact I believe that those conclusions are completely wrong.

Different games show different trends? Are you sure? Take a game like Eve-Online. It’s the exact opposite of WoW and its social fabric and corporations/guilds structure is what makes it truly unique. We could safely postulate that this game would show completely different trends overall, especially about the behavious in the guilds. But are we absolutely sure, again? I’m not. I believe that, from the perspective of this discussion and the conclusions and traits I consider relevant, they would be identic. In fact I believe that both would mirror a graph I already used. Yes, the association between hardcore/casuals and collaborative/solo is deliberate.

The “emergent” level of these games mirrors exactly the model of the “iceberg”. The part visible above the water is only a minimal part of the whole. There’s a HUGE, yet hidden, mass that we systematically forget and remove of any relevancy. We make assumptions on a superficial level that surely makes sense and is valid (like Lum’s article) but it isn’t so absolute and univocal as we assume.

In “game design” this blindness would be a Total Disaster (actually this is false (*), but I don’t want to make things too complicated). If we must strive to design “better” games, also in the commercial sense, we cannot just aim at the visible part of the iceberg. This is foul, inadmissible. It’s “Brad McQuaid”.

All these consideration, if we have some “intellectual honesty”, seem to contradict the theory that the value of these games is in the “community”. The community seems instead a backdrop at best. Just the fluff at the end of the journey to try to retain the subscriptions even when the game is clearly “over”. That “endgame” that, incidentally, most players (me included) seem to criticize.

So how we put all these pieces together? Is there a connection? Yes, I believe there is, I also believe that all these “revelations” aren’t contradictory with the basic principles they seem to negate (Lum again). That’s the interpretation that I find lacking on TerraNova or on the forums where this discussion is partially tackled. I believe that all these pieces go together and I don’t think the overall scheme is extremely complicated.

The answer is simple: we are at the beginning. They keywords are those that I keep reusing. Accessibility and permeable barriers. The new mass-market or new mmorpg players are starting a journey. Till today the accessibility barriers were immense and this type of audience was simply precluded. A mmorpg was “catass by definition”. We didn’t have “casual players” or, in this context, “audacious explorers”, because the design didn’t have any place for them. All these things are changing now and this genre is slowly learning from its mistakes. It is opening up in new directions, in particular thanks to WoW and all the work it did toward the accessibility.

So I don’t find surprising that the large majority of the players are still “learning the ropes”. Nor I’m surprised if even WoW still exhibits PLENTY of accessibility barriers despite all the work it did in that direction. Again, we are only at the beginning. We have only seen some timid attempts (and, still, they paid back hugely already).

I believe, coherently with all I wrote in the past, that the hidden part of the iceberg is what matters. But not in the sense that we have to consider it, yet trying to dissimulate this interest. I believe instead that we should work to make that side EMERGE. So not trying to simply “second” it. But understanding its needs and behaviours. Giving it legitimacy and revolutioning the design if the conclusions are asking that.

This is why in my practical ideas I recently focused on the “permeable barriers” (between the servers, the classes, the alignment and the play-styles) and why I used my tripartite design scheme as a “gateway”, where the players are encouraged to discover all the parts that the game has to offer in a natural, progressive way (I also wrote about this more specifically here). Without impositions or mandatory requirements. Without the design strongarming a specialization. And even without the players PRETENDING from the game what they learnt to expect from every other mmorpg they played.

Again all these ideas are only a few possible solutions that I imagined and that I consider valuable. There are surely more and better ones. What is important is about acknowledging all these core points and arrive at the correct conclusions. Those conclusions that I criticize, since I seem to have a point of view that doesn’t seem welcomed.

(*) False why: because, at a basic level, a designer doesn’t need to be omniscient to create a good game.

Stirring waters

So I was going to comment Tigole’s “defence” on the forums and why I think it’s just PR fluff. But Lum chimed in. And when it happens things go in another direction and change perspective.

The point is that this time I completely disagree because he goes just with the demagoguery to explain that “what people want” is stupid. Okay, we already knew that.

Demagogy is built through commonplaces. Here are some:

You mean MMO players resent any development time and effort put into a playstyle they don’t personally engage in? O RLY?

False. Noone argues with the development till the game is felt as satisfying. Noone complained that Blizzard was developing raid content till the players began to crush against that wall to discover that the game continued in that direction. With or without them.

Noone cares much if there are (more) options available in the game. In fact most people would be glad. If I’m at level 10 and Blizzard announces they are working on a dungeon for level 50s, I’m happy. Because eventually I’ll get there. If Eve-Online devs decide to build superHUGE capital ships that I will never even remotely hope to fly, I’m happy. Because it creates the context of the world. It gives it scope.

People complain when they meet a signpost that BLATANTLY says: “Go that way”. They try and they find a wall they cannot pass. And they start to see their friends with better luck that manage to “get promoted” and join the “fun stuff”. Returning with sparkling loot and laughing at you while you kill your worms to grind the faction. Which is the only option you have left: Go in a corner and feel ashamed of your condition. Enjoy being oucast from that community that you slowly started to enjoy and integrate with through 60 levels. At that point some jump the fence to reach greener pastures, while some bite the dust and are left with the crumbs.

This is WoW’s endgame and this is what the players complain about. It’s not for the demagogic commonplace about “development time and effort put into a playstyle they don’t personally engage in”. It’s about those patterns becoming mandatory and inaccessible. The community moves onward while selecting who can go and who is left behind. And who could eventually join later and who is out for good.

Another commonplace:

You have a player base composed mostly of people for whom this is their first MMO, and definitely the first MMO they’ve reached the endgame in. They want more stuff. They want more stuff like they already played.

They absolutely do not want different stuff. They want stuff like they liked.

False again. The great majority of the players would appreciate some variation in the gameplay.

I’d gladly mix in my playtime some PvP, casual PvE and raid content. But this is EXACTLY what WoW is negating. Because Lum, as everyone else, you are missing the point. It’s again not the availability of options. It’s not about the variance.

It’s instead THE LACK OF THEM.

WoW’s endgame isn’t a scenario where many doors suddenly open to offer you a whole slew of options to choose from. IT’S THE EXACT CONTRARY. These doors shut in your face. Those door that become mandatory become also more and more SELECTIVE.

The game SHRINKS. Till the point that it is so tight that you cannot breath. Till the point where it chokes the fun. Till the point that people start to complain.

WoW’s raiding isn’t criticized because it’s another of the many options available. But because it is the only one and, in particular, because it’s the one THE GAME REWARDS THE MOST.

If the games offer feedback through rewards. If the games are patterns of learning and the feedback is used as a guide. Think about it. Where the game is pointing the players to? Where?

This is why the two player types are now two FACTIONS, one at war with the other. It’s just the consequence of a tension that the design of this game actively built up.

And that’s where some people get REALLY ANGRY. Because they have a lot invested into their characters, their friends and the connections between the two, and they REALLY. DO. NOT. LIKE. BEING. TOLD. NO.

And this is the final point. The players see their friends move on a level they cannot access and are cut out. This is the process of exclusion and this is the original nature of a mmorpg. A concept that goes beyond the “competitiveness”. Because it’s a broader system where the community builds the game and where the game world acquires depth and significance depending on other players.

Of course they are pissed off if they are lured in and if they can only stare when their friends move on and kiss them goodbye. They aren’t needed anymore. They are out.

This is the process of a culture. This is what a culture builds. This is the “mass market” and its effect on the people. The need to belong and be there. The need to share something and don’t feel different. The need to “succeed” in the same way they see their friends succeeding.

If you forbid this process, you build up a tension that sooner or later will explode. A tension that didn’t explode before only because mmorpgs have been considered “catass” by definition till today. From level 1 to whatever.

Get a clue.

Continuing on the same tone.

We always wonder about the magical recipe that would lead to “better games” and “humongous success”. Everyone would like a slice of Blizzard’s pie. The new kid on the block that stole all the market with just one game and as a first attempt. The MMO Jesus that multiplied the number of potential customers like the bread and fishes. Leaving all the other veteran companies to bite the dust and run salvage what’s still salvageable.

So what’s this magical recipe? What did Blizzard’s genial devs to make everyone else feel done? Well, it’s simple. They worked on the accessibility of the game to make it more polished and appealing and introduced a quest system that was partially able to hide the feeling of grind and pointless repetition by adding some convenient variance in the patterns. Which is exactly what our “rant communities” HAVE POINTED OUT FOR YEARS. Ignored.

Blizzard gave a decent answer to a problem. A better answer. Making a game “for everyone”.

We don’t need brilliant and experienced game designer like Raph because this genre is already stuck *at the most basic level*. It needs common sense, maybe, but there isn’t anything complex or arcane to understand.

MMORPG design is really that simple.

And what will be the market of the future? The true answer to this quastion is worth billion dollars. It’s like finding the Philosopher’s stone. It would turn everything into gold. And the answer is just IN FRONT OF EVERYONE’S NOSES. Exactly like Blizzard’s “brilliant” design was already so obvious if just some people at the decision-making level had a clue and woke up before.

The future of the genre is to make these world even more accessible and immersive. Working on the qualities that we already discovered and going to tap that potential that is still dormant. The future of the genre will be about offering *solid answers* to the problems that are now dodged or dismissed. It will be about games that bring the players together instead of apart and that will continue to appeal to casual players, without imposing them unacceptable strains and dependencies. Games that will let you contribute to the “world” without the need to schedule your life around it. Games that are accessible and don’t separate the players in social classes of uberness.

Bringing together, and not apart. Removing the barriers, accessibility. It’s always *the same shit*. We don’t need geniuses or Civ4’s “Great People” to advance this genre.

We just need to pay attention. Observe. React. There are already plenty of hints suggesting where the market is going and what are its true demands.

Part of the current success of Eve-Online (and, in particular, the “viral” part of it) is the direct consequence of their “one-shard” model. Which lets you “hear” about the game from your friends and join them right away (and as simple as a direct download for a full, updated client not shattered between a moltitude of expansion packs). Its viral success strongly depends on veteran MMO communities that slowly build up interest and curiosity. Letting the new players join the community without having to crash into barriers and discover that all your friends are spread between twelve+ servers and an arbitrary number of levels. Or that require a videocard so “uber” that would suck alone a whole month of real life work.

Things “come to life” in Eve, despite the shallow initial impression, because the game provides the right conditions for the players to organize and create something.

The pattern was really simple:
1- The devs work hard to make the game appealing on certain aspects (In Eve it’s the sandbox mode, the freedom and scope of the players’ interactions).
2- The players arrive and start to grow in number, bringing their friends in and constantly creating more curiosity and interest. The new players aren’t segregated and dispersed into hundreds of servers, but share the same space. Creating “permeable barriers” that don’t isolate them and encourage them to *connect* with the bigger, emergent community.

CONNECT. Get some “hints” from Xfire. Or its clones. That’s where we are going.

The games of the future will be those where the players won’t be fragmented and isolated between hundreds of servers, but those with permeable barriers. Where from a side you create “cozy worlds” where the community can build up still within a manageable scope, while from the other allowing the players to cross those barriers.

In the same way the players should be able to partially bypass their forced dependence on other players. Permeable barriers, again.

Leaving behind the restrictions and narrow design limitations of level-based treadmills. Removing that silliness that segregates the players till the point where there are huge gaps between the catasses and those who are left behind and are kicked out of the system. Excluded because they couldn’t “keep up” with the power creep and time requirements.

Creating more immersive, consistent worlds where the player will be able to interact more directly and naturally with the game world. Without the interfaces growing and crowding the screen till the point that you can’t see past them. Immediate, visceral, direct gameplay and not “try to find and hit the right button between a million others” while micromanaging everything at the most insane level.

Some of these problems were analyzed and explained by Raph brilliantly and in great detail. But we didn’t need Raph to bring those problems up! Our community already pointed them out from a long time! It was already all so fucking obvious. GLARING.

You just need to open your eyes.

And no, we don’t need fancy new genres or crazy Korean stuff. Because fantasy-themed games can be all that and SO MUCH MORE. Can’t you see?

We need *answers*. Practical, concrete answers and not more, endless dissertations wasting time like I’m doing here. I cannot provide those kind of answers because I have no powers on that front. I can only offer ideas opinions for what they are worth. But there are those, out there, who can. And they have this responsibility to start to move things forward. Concretely.

P.S.
It’s MMORPG design to be stupid and obvious. Execution is still hard. There are no shortcuts for that, I’m sorry.

An handy solution for every problem (three, condensed months of discussions)

I come from a five hours, incessant discussion with a friend about game design and mmorpgs. It was so absolutely useful to talk with someone in my own language. I could elaborate so quickly so many concept and I was able to summarize most of the work in the last three months. All at once.

This discussion was so absolutely useful for me because I was able to make a better synthesis of all I read, thought and wrote along these months. Too often I analyze a problem taken out of the general context, delving in the detail but losing the correct reference. Sometimes I forget how things are interconnected and how each solution to a problem must be coordinated and not contradictory with another one. As I often repeated, I always design starting from problems. I isolate some fundamental problems in the mmorpgs (socialization, pvp balance, narrative, emergent play, healer classes and so on), identify all the traits and then try to derive my own solutions. So all these ideas start from crucial points and I always try to suggest alternatives that I believe are valid and worthwhile. This is design for me. I have a problem and try to figure out effective solutions. Minimizing the side-effects (or “deficiencies” as Raph calls them, see the end of the article).

Recently we touched so many fundamental points. About the limits and accessibility problems of a sandbox, about the linearity and staticity of a narrative, about the unexcused, negative transition from the levels being a way to progress in the story (classic pen&paper RPG) to the story being a way to progress through the levels (classic DikuMUD progression). We have lost the story. Some also said that we lost the possibility to affect and change the world, like branching quests that open up different possibilities.

I wrote my own opinion about all these points and suggested many solutions. But it’s always hard to make a synthesis of all that. It’s hard to have a “one size fits all” answer that is truly satisfactory without those “deficiencies”. I wrote that some of the problems, goals and solutions are antithetic. You cannot find a solution for everything because one will be opposed to the other. I gave up here. I’m not good enough to think something that works so smoothly. A story, to be a very good story, needs identity and authorship. Control. It has a start and an end. It’s more or less linear, even if you can segment it and let the player follow a personal order. But all the pieces would still be there.

At the basic level: a good story has an awful replayability.

After you have spoiled it, part of the fun of the exploration and discovery will go away. Yes, we could chase the myth of of the branching possibilities. So that you can repeat a story and find out different possibilities. But this makes the development time increase exponentially and these games have budgets, and these budgets depend on time. This would also not remove the artificiality of a falsely persistent world where you can go back and repeat something to see it going in a different way. It’s a paradox, a false solution.

Mixing together the needs of a strong narrative, an accessible, deep sandbox and a satisfying character progression (along with an healthy socialization and community cohesion) IS JUST NOT POSSIBLE. They have antithetic requirements. The narrative needs a start an an end, it needs deep characters, stories and myths. And it needs to be accessible without mandatory grouping, without other players asking you to skip reading the text because you are wasting time. Without these other players IMPOSING STANDARDS on how you experience the content. I fucking hate this. I want to play the fucking game at my own pace, in my own way, screwing up the way I like, in the order I like and without hearing a fucking annoying noob getting in my way, getting me killed, criticizing what I’m doing or spoiling me the whole thing.

I FUCKING HATE OTHER PLAYERS IN MMORPGs.

What’s this? Me going nut? No. These are the requirements of a GOOD narrative. When I read a book I immerse myself into it. The world outside STOPS TO EXIST. Noone can dictate me how to read, what to read. It’s all about me and the book. I isolate myself hermetically from the outside and the same happens when I’m enjoying an old RPG. It’s about me and the world. My exploration, my experience. The Full Immersion. This type of narrative CANNOT require mandatory grouping. It CANNOT require you to play five hours straight, all at once. It CANNOT require you to plan your life around a game. It CANNOT require you to catass to victory. I want a game that is accessible: 1- When I fucking have the time to play 2- Right away without making me dependent on other players. Without forcing me to adapt to other players. I want my own game. At my pace. For my enjoyment. I am the measure of my game and I fucking DON’T CARE if someone out there is advancing way faster than me. I don’t want the competition here. I want the story and me in the story. I want to zone out of that crap. Fuck the socialization, other players suck. I have enough of depending on them, their time, their pace and their classes.

This is not me going nut (again), this is what other players out there are demanding. The first things everyone wants to know about a new mmorpg, every kind of mmorpg, is if it’s possible to solo or not. Peoples are SICK of depending on other people, of impassable barriers that make content inaccessible. Of mandatory 40-man raids lasting 5+ hours as the only way to progress. Peoples are SICK of that sort of design. Peoples have enough of adapting their life to a game. Peoples are sick (literally) when their houses smell of cat ass. People want games with a value, not excuses to chase carrots-on-a-stick. People want interesting stories, deep characters. An immersive world that simulates different elements and isn’t just combat, combat and more combat. People want broader worlds, good stories, a deeper interactivity. Something that is truly valuable as an experience and not some “fill in” grind because the developers are at loss.

How can you put together all these pieces together? I have no solution. It’s impossible to build a game about other players when these other players are its first problem. You want “x” and “y”, together. But where “x” is the contrary of “y”. Where one breaks the other. I want a mmorpg where I’m not dependent on other players, but then aren’t mmorpgs just about other players? What the hell, go playing a fucking single player then.

Yes, you can try to mingle all these aspects together, trying to discover the games of the future that will do everything right, all at once. You can call this “rich world simulations”. Imho, you are just entering a tunnel that you’ll never exit and risk to break more than you can fix. Maybe it’s possible, but it’s not viable right now. Not even worthwhile. The best solutions are always the simpler ones. Those that make you wonder why you didn’t get the idea before, after someone else had it. Intuitions.

I don’t have intuitions here as I don’t have one solution for every problem. But I can try to do my best with what I have available. My principle from the start has been about reposition each element we have in these games where it is more appropriate. Where it is most valuable and can be used as a resource, instead of a source of problems. So I don’t have one perfect solution, but I have it as collection of parts to place every problem where it belongs, making the game work better and, hopefully, making the players enjoy the game at the best of its possibilities.

My “dream game” is built of three different layers. I’ve tried to simplify and abstract as much as possible here to close all the points I’ve risen above. Offering my own solution:

The Sandbox
The PvP world. Here is “the world in the hand of the players”. A large war map with regions, cities and smaller outposts, with two hardcoded factions (Chaos and Law) at war, with a third (Balance) set as a “pad” between the two (superficially: dedicated crafters, traders and mercenaries). Making temporary alliances with one or the other, keeping the commerce alive and maintaining a delicate equilibre (Chaos needs some resources that only Law can produce and vice versa. The “Balance” is the only way to trade those resources between the two). This is the “satisfying repetable content”, a character progression with a flat levelling curve, where you can unblock different ranks and roles but where one isn’t directly more powerful than the other. Where you aren’t acquiring directly better versions of the same skill, but where you open up different possibilities of interactions in the war. Making the gameplay more varied, with squadrons, different units and different goals for each. Bringing variety and dynamism in the war. All the world is in the hands of the players, all the world can be conquered and managed by the players. There’s an emergence of RTS game, collecting resources, keeping supply lines between the regions, patrols and so on. It’s a system, a world simulated in all its part. It’s the immersion in a “world at war” and where each element has a specific purpose. Nothing is linear here and it’s all about the stories and situations that the players create. Emergent gameplay. Dynamic situations. It’s like the RvR in Dark Age of Camelot. The power differential between each player is minimal to keep the balance. Veteran players play along with young ones, in the same battles. All the goals are shared, you fight for the realm, not to grow your e-peen. PvP is socialization, here you are together with other players. Coordinated with them. Everything has the goal of bringing the players together. And not apart. All the economy and trade happen solely on this level. RMT is technically not possible, I’m sorry (no, I’m not).

The Narrative
The narrative is a linear path. It must have a start and an end. This is where the quests exist, where you’ll experience interesting stories and discover interesting characters. This is the level of the immersion. You travel in the multiverse, between different planes of (ir)reality. The scenario can shapeshift. You live the story. All the quest and stories are completely detached from a functional power progression. The gameplay focuses on the story itself. Your character isn’t the purpose. You chase the story. You explore. Every advancement you make is about the story, opening up possibilities that cannot be opened in another way. You move through this progression while you live along the NPCs. Your goals are goals that are set by the story, your power is secondary and never directly connected. To move between these regions and the various planes (hubs) you’ll need to progress through this story. Exactly like a single player RPG. There is no “grind” because good stories aren’t excuses to give you experience points. This progress is still *mandatory*. You cannot skip it if you want to access new zones and progress in the story.

In order to fulfill all those points the content must follow two rules:

1- I must be able to experience this part of the game at my own pace. When I find some time to log in. Whether I have 10 minutes, 1 hour or 5 hours available. The game must be always ready and accessible to make me have fun for the time I have available. Free of time constraints imposed by the game.

2- This content MUST BE SOLOABLE FROM THE BEGINNING TO THE END. I should NEVER depend on other players, or their classes, or their impositions. I must be freed from the competition with other players so that I can play the game at my own pace, the way I choose. Free to immerse myself. Grouping should be *never* mandatory but it will remain optional. I can still go adventuring with another friend, till a maximum of four players in the group. A duo should be the norm. The instances will be balanced on the fly to adapt themselves to the number of players.

This type of approach also opens the possibilities to PvE expansions. Again, the progress through the story has nothing to do with you achieving more power and loot. There’s no “carrot” to chase. No artificial excuse. You can enjoy your progress through the story or avoid it. So what? I would still LOVE to play a game if the story is interesting and I’m enjoying exploring it. No, I don’t need “carrots-on-a-stick” to motivate me. If I’m having fun that’s enough to keep me involved and immersed in the game world. At the same time this new content remains optional for every players and will never be mandatory to compete.

The Communal PvE
Each plane/hub will have a set of stories and adventures that require larger groups of players to complete. These can go from a 5-man dungeon to epic raids. To unlock all the content on this layer, you still have to progress through the story (“the narrative”) so that you have access to all the different planes. All the content on this layer is optional. You can have competitive dungeons, survival arenas and every kind of different mode. Here you depend on other players, have to build balanced groups and have to organize to succeed. The loot dropping in these instances is not directly more powerful than what you’ll get from the “narrative”, but you’ll get special, rarer items (they look different, have fancier effects, open up secret plots and stories, but will never offer more power). These communal PvE instances are also the only way to summon powerful “artifacts” into the PvP world.

These artifacts make a player near to a demi-god. One player wielding one or more artifacts can fight alone and win against multiple opponents and will be really, really hard to take down without an organized effort from the opposite side. These demi-gods are supposed to become the focus of the PvP in a similar way to how the “heroes” were used in Warcraft 3. They are special and unique. They artifacts aren’t usable in PvE, they lose all their properties if they are brought in a PvE instance. In order to keep them on your character, you need to “feed” them by killing the players on the opposite factions and have a role in the conquest, participating actively in the PvP. Exposing yourself. If you are hiding you won’t be able to fulfill the “feed” requirements and you’ll lose the artifact. When you have an artifact with you your character will change its appearance and you’ll be recognizable in the battlefield. Even graphically you’ll transform into a demi-god. The other faction will also know that one of the artifacts was summoned and will be able to “divinate” your position in the map. They can track you down. you will be hunted. If you die in a PvP battle, your artifact will be dropped on the ground and one of the players in the opposite faction can loot it and use it, acquiring the powers that were yours. The artifacts are also limited in number. Each type of artifact can have only a fixed (and really small) nuber of “copies” active in a PvP world. The most powerful artifacts are unique and one and only one copy can exist in the PvP world at once. If an artifact is unique, the instance where it can be summoned will be sealed till the artifact remains in the PvP world. There isn’t a time limit to the persistence of an artifact in the PvP world, just its “feeding” and “active” requirements. If the feeding requirement aren’t met, or if the player with the artifact has been logged out for too long, not meeting the active requirements, the artifact is reset to the original PvE instance that will remain sealed for a set amount of time depending on the type of the artifact.

This is also how I expect to create interesting patterns in PvP. These demi-gods players will remain truly *rare* and not mandatory to play the game because the number of artifacts that can exist in the world is strictly limited. Only very few players will be active, using them. This makes them exceptions. The demi-gods are supposed to create gameplay for everyone. They become targets. They are recognizeable in the battlefield and will make the war feel more “epic”. They will become “hotspots” themselves, leaders of armies to siege other regions. A demi-god can be a strong advantage in a battle in the exact same way it happens in Warcraft 3. At the same time, these powers are transitory. Once you are fighting (and you are required to) you are also vulnerable and if you cannot survive a battle you’ll lose your powers and someone in the opposite faction will inherit them, overthrowing the previous situation. During a battle there isn’t a limit to how many times the artifact can switch from a faction to the other, till the “feed” requirements are met. Again, these tools are PvP tools and are meaningful only when actively used. The artifact loses all its properties outside the PvP world, becoming just a dead envelop till it is brought back to the PvP. Finally, a demi-god cannot use any fast travel option (teleports and such) while in the PvP world.


This idea of a game has no levels and is based on percent skills. The power curve remains flat but the character advancements is deep and is inherited by other statistics, like plane affinity, magic items progression and so on. The skills increase with the use, whether you are progressing in the narrative, or participating in the PvP. Both patterns are viable and balanced to be equally desirable. As I explained, the progress in the story is detached from functional XP rewards. Most of the game content (both PvP and PvE) is already accessible right out of the box. The aim is to bring the players together instead of building artificial barriers between them.

(character advancement as a result rather than motivation)

From Raph:

The challenge at the end of the article stands, which is to come up with a systems that does satisfy all the things you want. What would it play like? How would it feel? If it has deficiencies (it will), are they easily remedied?

Back to the roots

(first part)

Its not a problem of quests, its a problem of the fundamental game mechanics that enforce the quest-types.

For example, mobs in WoW do not eat. They do not sleep. They don’t go to a job. They don’t talk. They don’t move to a different zone. They just stand around, walk around a bit for exercise, they attack a PC if he gets too close, die, and respawn a few minutes later.

WHOA… its shocking that complex quests can’t be built around the pathetic limitations of mob behavior!

The only (current) solution given the mundane and static world of todays VSOGs is quests that are about WoW players. But the problem, again, is gameplay limitation. What do WoW players want? Items, gold, experience, socialization. WoW players actually want much more, but WoW only gives them so much.

That’s a quote from a very old post on Q23, from Brian Koontz. I wasn’t expecting to use it but I found it on a text file just a minute ago and it may fit. This will be a follow-up to my summarized analysis about quest mechanics. This time focusing on the solutions and the answers to those questions that concluded the previous article.

Here is where I left:

In the quest I brought as an example above the text seems to get in the way of the game, not part of it. Again, you are rewarded if you read it (well-written text) but it’s still felt as an intrusion. Something that doesn’t seem to belong there. An ‘extra’ text (once again) that in that case is getting a tad too much “inflated”.

Now the point is, Mythic seems to have some good writers, and then some wonderful artists. These are precious *resources* and they seem good. Isn’t there a better way to use them? Would it be possible to move the text there (without changing it) to a different context to make it more meaningful and with a more appropriate “presentation”? Is there a way to valorize that text?

I don’t mean changing the font and making it more readable. I mean transforming it in a *subject* (and value) of the game instead of just an ‘extra’ that most of the players would (and will) rather skip (the outcome is the same, your “duty” is to click till the end till you “ding” the reward. Nothing could go wrong).

The “solutions” to these problems will be the subject of another article. But I’ll anticipate that these ideas I have will be about recovering that functional purpose that made the text in those old games I quoted so relevant and… fun.

The goals here are about:
1- Transform passive, ‘extra’ text as *subject* of the gameplay and not as just an inflated backdrop that the players would rather skip so they can go back at “playing the game”

2- Recover the interest and fun in “reading”, bringing back that special flavor from the old RPGs that seems now lost for good

3- Detach the “functional” purpose of the questing from being just an artificial excuse to add some bland variation to grindy treadmills and level-up mechanics

4- Reward those players that read and ‘explore’ actively the game this way

As I always say what is important is to set the goals. Once the goals are set we can consider the possible solutions, which could work or not. What is fundamental is to have a reference that is valid. Those four points are the reference I used to come up with my ideas.

Now there not much to invent. I always considered ‘game design’ as not something where the rabid creativity is terribly useful and I also don’t feel so talented when it comes to the pure creativity. What I consider more useful is the capability to observe, understand how things work, bring them back to the essential and figure out new, better ways to use what’s available. It’s about rediscovering and adjusting. Shaping things more than inventing them out of thin air. Working and researching more than being a genius doing everything perfect at the first try.

In this case the second point defines what I want to bring back. This isn’t abstract theory, this is about concrete ideas. What’s written in the first goal may appear as fancy but it already happened in those classic RPGs, like the Ultima series, System Shock and even Bioware games, like Baldur’s Gate or Torment. These were wonderful stories where the gameplay was more about the dialogues than combat. And that ‘text’ wasn’t felt as an intrusive extra. It was the spice of the game, what made it *fun*.

So what’s the difference between those games and the quests in the current mmorpgs? To my eyes it’s rather evident. In WoW the essential part of a quest is its objective. Similarly in DAoC you click through lenghty, optional text that is there as context. While you’ll have what’s actually relevant for the gameplay in your “journal”. In both these games the quest has two, nearly autonomous parts: the context, which is optional, and the objective, which is required. Autonomous because you can easily do without the first part (and the game somewhat pushes you that way) and because the two, nearly always, have nothing to share when it comes to the gameplay.

Basically, the optional text gives a context to the quest but serves no practical purpose. In nearly all the cases you can do without it if the quest objectives aren’t poorly written.

The first two goals I wrote up there can be joined together, the same it is possible with the last two. I believe that reading in the old RPGs had a special flavor and was “fun” because it was, in fact, the *subject* of the gameplay (first goal) and not an inflated backdrop. So one goal flows naturally in the second. The point here is that in those old games you didn’t have any “aid” to streamline your gameplay. See these three examples:

In System Shock you start basically stuck in a room. You cannot move out of it till you don’t find a log file and read it to find the key-code that will allow you to open the door. The same log file will tell you what is supposed to be your next step, but from that point onward the game loses the linearity and will become just a complex, hostile environment where you follow “bread crumbs” of informations. The first environment is that small so that you can get used to the mechanics of the game. You have to read the log files to understand your situation and place in the game. Learn the environment where you are put, collecting and putting together parts of the story till you are able to figure out the overall scheme. This game has its greatest quality in the freedom it leaves to the player. It isn’t directly linear and all the game is fragmented in those little pieces that you progressively bring together. It’s one of the most immersive games ever.

In Ultima 8 you start on a isle and there’s basically no interface helping you. No quest journal to speak of. You are basically trapped in the first small town till you don’t figure out who to speak with and where to go next. You won’t have a waypoint on a map, you won’t see big exclamation marks hovering NPCs heads, telling you that a quest is available. You’ll have to figure out all that by yourself. By speaking with people, exploring the place, asking the right questions, progressively learning about the world around you. Two seconds in the game you’ll meed Devon, a fisherman. If you ask the right questions he will tell you a lot of the place where you are. If you ask the wrong questions those informations are lost and you’ll have to gather them from other sources. Devon will still give you two basic hints: go see what’s happening on the dock (an execution) and go speak with Bentic, a librarian that you can find in the eastern part of the town. Again you have to figure out these basic informations from the dialogues, since the game doesn’t point you artificially in those directions.

In Ultima 7 you gate directly into Trinsic. Even here you are stuck in the town and cannot leave it till you don’t accept to investigate a crime and obtain the permission to leave. Even here you have to explore the game world, talk to the people inhabiting it, learning about their stories, figuring out their relationships and finally playing a role in how things develop. There isn’t one defined path shining brightly and when you finally solve the first “quest” and are able to leave Trinsic you aren’t rewarded with a “ding” and some experience points. Your character basically remains the same throughout the whole game at the exclusion of some story items you’ll have to acquire.

All these three examples are WONDERFUL VIRTUAL WORLDS. They still are better than anything we have online right now. There’s no other game with the same depth and immersive experience. To deliver all that these games have characters that “live” in those worlds. They aren’t functional buttons you press to get a quest or buy stuff. Are those characters to give life to the world. You start with no knowledge and you move your first steps talking to those NPCs so that you can slowly learn about the game world, slowly becoming part of it, taking an active role. But that world and those stories existed before you stepped in. You are an explorer. You wander around, find places, get to know those NPCs. Live with them.

Ding! Grats? There’s none. Noone cares about skills or stats. In the Ultima series the combat and the micromanagment of your character are close to NULL. Still they are wonderful games. Some of the best (if not the best) ever created. Still today.

It should be clear that the difference is that the text was used in those games as part of the *exploration*. It wasn’t an optional backdrop. Without going around, exploring, asking questions to the various NPCs, taking notes and learning the history and culture of that world, you wouldn’t be able to do ANYTHING in the game. There wasn’t a total focus on the combat, or kill ten foozles, or gain ‘x’ levels. It was about the world, the stories, living an immersive experience in as many aspects as possible. In Ultima 7 the NPCs had schedules and it felt already so incredible watching the guards patrolling and turning off the lights in Britain at night. It was pure atmosphere in a self-consistent virtual world.

Two are the patterns that I isolated in those old games and that we completely lost today:

– The first (first and second goal) is that the text was an active part of that research I explained. You had to figure out the objectives by yourself, dialoguing with the NPCs and progressively acquiring the informations you were looking for (this is gameplay). Engaging the logic of the game world (and your own). The dialogues were just that: dialogues. They didn’t need to be anything else.

– The second pattern is about the *function* of the quests:

In my idea (that mimics that magic that made me love so much those early games and that the modern ones have lost) a quest is a mean for the story. A quest can be a way to get access to a different zone, discover a new spell, convince an NPC to do something for you, and so on. If an NPC asks you to obtains some reagents (kill10rats) it’s because once you have accomplished that simple quest, something will happen after. And then something else. You wouldn’t chase strictly your character progress. You would chase a story and discover, step after step, a world. A world with its own depth and identity before you put your foot in it. Learning from it and not inflicting ‘punishment’ on everything that budges. If you don’t deliver those reagents that were requested, or if you don’t find an alternate way to pass that point, you wouldn’t be able to continue with the (your) story. Because the story is the *function*, not the pretext.

This means that there could be “kill10rats” quests. But they would be part of a world and a story that goes on, cohesively. And not a redundant action without a purpose.

In those old games questing was a mean for the story. Acquiring more power, if it was possible, was to move the story onward (Raph described exactly the same things on his analysis of the D&D, here). Not the opposite. The narrative was the purpose of the game, not an intrusive ‘extra’ getting in the way of mob-bashing. The purpose was the story, the world, your active role in that world. Learning it, discovering it. You were discovering something BESIDE you. Not your e-peen growing indefinitely. You cannot tell me that a growing e-peen is more satisfactory than the immersive experience of those virtual worlds. Because, if this is true, it’s YOU to be broken beyond repair, not these games.

Everything I’m writing here closely resembles to what I was shouting during Wish beta. There are two faces of the medal similar to what I said defining the dichotomies of instancing. It’s in the PvP that the world should be focused on the PLAYERS. Make them the pivot of the game. Giving them control, letting them cooperate. And then there’s the PvE, with its antithetic needs. Where the focus should be on the *world* itself. Offering stories, learning its culture, exploring it. If this world doesn’t “breath” on its own, if it doesn’t has secrets to discover, if it doesn’t frighten, well, it wouldn’t have any value. It wouldn’t offer anything worthwhile.

The PvP is about a game where the players make experience of each other and relate to each other. It’s the social layer. The players are brought together, the collective effort. Something bigger is being built. It’s the starting point for emergent content.

The PvE is about a game where the players make experience of the world and what it has to offer. Where you narrate a story to them and to that story they will belong. It’s the journey toward something you do not expect, the exploration. It’s about the surprise, the discovery, the fear. This is the roleplay where you impersonate the character and live a story with him.

I want real dialogues and “living” NPCs as it happened in the Ultima series. Where you don’t skip the quest text to get a strict summary of the objectives, but where, instead, you have to RESEARCH and EXPLORE. Talk with different NPCs, taking notes, figuring out the stories. Where you can ask about different topics and not just click, click, click and click again till you reached the end of a one-way text and finally got the quest. Where these NPCs are interconnected and where the dialogues are more rich. So that the world comes to life as something cohesive and not a bunch of quests glued together without any tie between one or the other if not a vague reference. A world where EVERY item is interconnected.

Dialogues that aren’t simply functional to get or finish a quest, or flagged clearly that way. The NPCs would tell things to you, recommend who to speak to, where to search what you are looking for, give informations about the world where you live, explain how to open that portal. But without strictly functional quests that trigger at some point. Without the game recognizing between “this is the text for a quest” and “this is extra text”. Without a “you got a quest!”. Without functional mechanics “you gained 300xp!”.

If you are trapped in a dungeon, your duty would be to escape alive. Not to get experience points because you killed the monsters. If you are working to open a portal to another world your duty would be to research and collect the items and knowledge you need to do open it, and not other unexcused rewards. If you are researching a new spell, your duty would be about studying it, learn where you can acquire it, train it. But not magically “dinging” and the spell appearing in your hotbar because you “gained a level”.

Then, maybe, reading will regain its function instead of remaining “optional” extra text without a purpose.

Concretely? Here is the plan:

BACK TO THE ROOTS, a list of “no more”

– No more advancement through quests, all the player’s skills should increase through a natural use and new skills and powers should be learned through realistic means such as: discovery, exploration, training etc… Everything happening “in” the game, meaning not directly directly spawned by a non-immersive element, like the UI itself, a “ding. grats!” or another abstract game mechanic.

– Quests or “journeys” (a “journey” is a chain of quests) to learn new spells, acquire new powers, discover other zones, find your way through the world, learn about it.

– No more logbooks or journals, no objectives, no exclamation marks hovering NPC heads, no coordinates or waypoints. No abstract mechanics such as “quest levels” to deliver content.

– Dialogues with NPCs made through branching trees and multiple choices. No more one-way text. No optional, “filler” text.

– Different NPCs all talking and offering more informations about the same quest paths. No more isolated quests and unconnected, oblivious NPCs. No NPCs standing one next to the other and knowing nothing about each other.

– No more NPCs sitting in one place and waiting to be clicked-on like cheese dispenser. Every NPC should have and follow a simple schedule. The NPCs should go sleep at their homes during the night and their existence in the world should be always “motivated”. No more just a “service” for the player or for a strictly artificial purpose. The NPCs should be there for their own life and motivations, not just for you. You are there to learn about them, discover their world, not just to use everything as your own tool. The world is the pivot, not you.

– The PvE areas and instances should have no maps (possibly with the exclusion of in-game drawings manipulable by the character). No more radars, or on-screen compass. If you have a compass or a map, it’s an item in the game, used by your character.

– More quests should have the purpose to grant access to new areas and develop the story. So questing should be mandatory to progress in PvE. All the areas and the instances should exist with the only purpose of enacting stories and immerse the player.

Problems to sort out:
– NPCs sleeping when you need them
– Replayability

The Sandbox

Before I forget, I need to archive some comments, some from Raph’s page and some from Darniaq’s. The context is the same and we are all contributing to the same argument at the moment.

These definitions don’t pretent to be absolute and objective. They just define my personal perspective and my beliefs.

After the two wonderful articles that Raph wrote and that we are still discussing (broken link till I don’t copy/paste it), I believe that what is important to do is see what there is past those considerations. Focus on the conclusions and the possible answers to those problems. Or the discussion would become just redundant and not usable.

After having pointed the flaws of “level based mechanics” my motto is: “doing better, not doing without.”

To begin with, an assumption: sandbox = systemic


There are “content” games and there are “sandbox” games.

The first category is about natural single-player games that follow a linear direction. From a point to another. The game doesn’t end till you reach the other point, but the premise is that there is an end. You can stretch this model and make the gap between the two points bigger or smaller. You can even further extend it at will (think to games rising the level cap, or expansions to the classic RPGs) but the “end” is still there.

You are supposed to play this type of game till the developers have stuff to show you. Basically the playtime is proportionate to the development. In a game dependent on a monthly fee the dependence/addiction mechanic is preferred because it’s easier for the developers to find hooks and carrots, and make them desirable. It is also comfortable because there’s a definite direction and you have a precise idea of what you have to offer. It takes time but it is also predictable.

Then there’s the sandbox game. Here we move away from a single-player game because the focus is more on the actors as active subjects more than a linear, fixed story that is narrated or re-enacted. In the sandbox you can fit pretty much everything, even the whole game of the first type. But, in general, the sandbox has “toys” into it that you can use freely and “creatively”. The player here can have different roles and the model is particularly appropriate for the myth of “satisfying repetable content”.

This second model works like a complex system. The development time is still important but it’s not directly proportionate. The linearity is lost and the system is even supposed to move on its own once it is “closed”. Here the “end” is only represented by the boundaries of the sandbox (possibility space) but the longevity depends more on the ties between the elements within more than the actual number of elements.

The “sandbox” types of games are harder to make, in particular because the industry has less experience with them, while it has plenty to make the first type.

But it’s this second model that is simply more appropriate for an online game based on subscriptions and that is supposed to last in the longer term. It’s this second model to use the innate strengths of the genre and the uniqueness it has to offer.


From a simplified point of view:
– If you add one point to a linear path (the classic idea of content), you are increasing the ‘weight’ by one. It’s predictable and the system is so simple that you cannot really expect to optimize it.

– If you add one point within a system, instead, you increase considerably its complexity. This because all these elements are connected together and affect each other in a complex relationship (and often retaining a specific function, so never aging).


(These types of) Mmorpgs have life cycles. So noone actually cares if the newbies are turned off. It would require a long term planning that is just uncommon in this industry.

The point is that, after the initial sales, no other (linear) mmorpg has shown an increasing number of subscribers. Which is the other graph that Raph shown here.­ The strategy is to rise as much and possible, “milk” all you can and then, eventually, the profit will be used for some sort of “sequel”.

I ranted about this in my posts about the mudflation and “ecology”. The worlds get littered till they aren’t livable anymore, but noone really cares. We burn what we find. Use, throw away and replace.

It’s how the consumer society works and what gets replied in these games. We produce because we use and we use because we produce. There’s always “somewhere” else where you can go.

The other way is what I have as an ideal: the living world. A living world is a sandbox, or a complex system. In a complex system all the elements have a precise function that isn’t “replaced” or “mudflated”. All these elements are tied together, forming a complexity and shaping up a “world” that is self-consistent and self-contained. Where you just don’t need “more space” to justify more content and where you don’t need to mudflate and replace anything because every element has a purpose and is justified.

This model ideally allows the system to never age. Both new and old players exist on the same level and play together, not far away. There’s no need to build barriers since the game itself takes advantage from the ties between the elements. The development can go on at the same time on all the levels without leaving out either side.

And if you happen to enter it five years after the launch, you would be able to see it improved on every part and not just fragmented and left half-broken. It would inherit the innate qualities of life: grow and adapt.

One is built to last. The other is built to be consumed.

Darniaq:
Linear games are easier to sell to a larger crowd it seems.

The point is that the “sandbox” games are still rudimental and the industry doesn’t have a lot of experience making them. The outcome just cannot compare to a linear game that is the direct heritage of a single-player game with a long history behind.

Making a good sandbox game is just way harder than sticking with a simpler, consolidated model. It’s more risky, less predictable (so the industry rejects it).

But then we have to go back at the roots. Why WoW is successful? Because it is accessible. Because it’s the very BEST game for a new player approaching this genre (without a doubt).

And what’s the first flaw of a sandbox? It’s lack of direction. The fact that you don’t know what you are supposed to do next and you feel overwhelmed and lost.

This CANNOT BE OVERLOOKED.

In my personal experience I had the exact same problems in UO, SWG and Eve-Online. It’s definitely not a coincidence. All these three games are very hard to figure out and enjoy. I’m not a total newbie but I had LOTS of problems in these games and I can see clearly why something like WoW is more popular. I know because it affects me as well.

In all those three games, for example, I found really, really hard to find people to group with, while it’s almost impossible to not get invited in a group in WoW at some point. I wrote about this in various occasions but the first, supposed quality of these games was instead my very first issue: the socialization.

I always found *extremely hard* to talk to strangers in UO, SWG or Eve if not within strictly formal relationship (like to repair my things in UO).

So the point is that the sandbox games aren’t simply “not successful”. The fact is that they aren’t ready. Just that. They are still too partial, incomplete, rough and inconsistent.

Still today the sandbox games are those where I had the LESS fun. So why I love them anyway? Because what I see is their potential beyond those flaws that have been impassable barriers for me. And if have that silly dream of becoming a developer it’s because I dream about what these games will be when those barriers will be removed.

That’s the myth I’m chasing.

(give a look to these ideas for some context)

Harold:
Kinda pie in the sky but it would be nice if the zones could evolve or regress based on usage.

Dynamism works better in PvP. So those ideas are more interesting if applied in a PvP environment.

Instead PvE needs good stories and good stories need staticity or it would be just impossible to narrate good ones when you don’t have the controls on what is going on.

Dynamism means contingency and the contingency is the opposite of identity. Identity is essential to narrate stories. So the needs of PvP and PvE are antithetic.


Simply put: in a “systemic” game world all elements are tied together, the dots are connected. Each element has a “weight” in the system that affects everyone else.

In a systemic model:
– The players are brought together. The model is represented as a circumference, where the players/dots create groups or “cells” and move within while bouncing one against the other (creating alliances, conflicts, politics etc..). The space belongs to them (known) and is “managed”.

In a linear model:
– The players are spread apart. The model is represented as a vector, where the players are pointed toward an obligatory direction and have a set position that “qualifies” them toward the other players. The space is external, alien (unknown) and only conquered and progressively consumed.

By delving some more it is possible to transform those two into cultural models but I won’t do that here. Which one is more appropriate for an online game? You choose.

And yes, mmorpgs work as living bodies.

This is how MMORPGs die

I tried to correct Raph’s graph because it doesn’t show what actually matters, from my point of view.

Raph’s graph isn’t supposed to figure out why some players leave the game. It should just compare the volume of content available with the volume of players. And what is relevant in THIS context is the volume of players at the same time. Also because it’s what matter to make the game accessible, bring the players together and enjoy the game. Something that is NOT POSSIBLE if all the players are spread thin around a desert.

So yeah, I’m not interested to find out why the players are leaving. Or maybe I am, but I think that another perspective will tell me a lot more about this specific argument.

Following this line of thought, Scott Hartsman wrote a “defense” of level-based games, as it is plausible considering that he is EQ2 producer and he must believe in what he does:

All of that “database deflated” content is called “shared experiences,” and they’re critical to a game’s success in the era in which they’re relevant. In the long run it loses value. That’s a given.

However, it’s absolutely critical to have it there in the short term, in order to get a game to the point where it can actually lose that value. That’s a problem of success. We should be so lucky to have that content beginning to lose its original value. We’ve both seen what happens when games (intentionally or no) appear to assume that success is a foregone conclusion and skip straight to “Aha! It’s going to lose value anyway. We’ll think ahead and not do as much of it in the first place, saving long term pain!” I’ve got all the proof I need to even more firmly believe that it doesn’t work that way if the goal is to satisfy those who enjoy character growth.

Here I believe that the only mistake Raph did in that article is about the title. I don’t think he is trying to prove that “levels suck” and that the successful games we have now are crap that shoud be thrown away and replaced. I just believe that he is trying to explore and delve in the mechanics that make levels fun. See their origin, discover their flaws and finding out if this research can open the path to something different that could solve or improve some of these aspects.

It isn’t about going “against”. It’s about creating a debate to use as a source. A source that is useful to improve and explore new possibilities more than rinse and repeat models that are now consolidated and “safe”, but that are still problematic. Are there possibilities to do better? Are there better solutions available?

The point isn’t about devaluing the current games. The point is perceiving possible developments and use the experience as a ladder to reach something else. It’s about taking risk. In this industry it’s *fundamental* that the risk is excused and motivated so that it is plausible and justified. This is why it’s overdue to analyze the flaws and propose ideas that MUST start from those problems and offer valid answers.

My idea, about what Scott wrote, is that the current level mechanics are killing these games, in the longer term. So an apparent, superficial “lesser issue” is, instead, CRITICAL for the future of an online world.


Here are my graphic leet skillz:

Now, the first graph represents the situation on a server a few days after the launch. The blue line traces the *activity* on the server in a set moment and not the number of characters created that never come back. In the first weeks all the players are concentrated in the first levels and then slowly decrease. During this phase there’s overcrowding and if you were in WoW at launch or at the launch of a brand new server you know how this is absolutely true. Everyone is running around the newbie zones and only a few players that never log out are able to reach an higher level compared to most of the other players.

Do you remember all the queues that lasted for multiple hours during the first days and all the players raging against Blizzard? That wasn’t simply the server load, it was because all the players were packed in the newbie zones and the early levels in general. The red line here shows the volume of the content available targeted at those levels. At the beginning of the graph there’s more of it to accomodate the number of players, but it’s still not enough. There’s more of it compared to the mid-levels because each race has its own newbie zone and content.

(the graph still doesn’t factor the “time” needed by each level, or the first levels still wouldn’t compare with the amount of content in the mid-levels, since each level takes more time and so requires more content available)

The second graph, instead, shows the situation of the server after a few months. Only a few new players are active at the same time and 99% of the game is emptier and lonely even if the game remains hugely successful. There’s basically more than enough content for the whole level curve. At the exclusion of the last few levels where all the players start to amass. If you notice, the red line at the end of the graph rises more than the red line of the first graph. This because Blizzard developed and added more “endgame” content. But as you can see, even after this effort, the content is still nowhere enough for the number of players that are hoarding at that end.

And this is why right now we have all the complaints about not enough raid content, or not enough viable progress for casual players after level 60.

Now what even Raph seems to overlook and that from my point of view is the BIGGEST problem, is that the situation shown in the second graph gets worse over time. Till the point it becomes a plague for the whole game. A plague that will just shatter the game in the longer term, creating a number of unsolvable side-effects that will slowly kill the game. Till the point where it will need a replacement because broken beyond repair. As I said the inequality between the content available at the mid-levels and the few players populating those zones is still somewhat bearable and a non-issue in WoW because the game is still hugely successful and, between alts and new players, even the early levels are kept somewhat playable and fun.

But what would happen if the game wasn’t a so huge success, and what will happen in the longer term? That the early game will be totally DESERTED. Only a few alts will dot the graph here and there, having an hard time finding someone alive to group with and, maybe, do those instances that were so popular the months before. The consequence of this trend is a recursive aggravation where less and less players enjoy the loliness of the early levels, deserting them even more till they won’t become just a lonely “desert”, but a swamp that you won’t be able to cross anymore.

And here we hit something bigger that was again always overlooked. Why the possibility to solo is considered so fundamental today? There are surely various reasons, but the main one is that the possibility to solo is a somewhat effective antidote to a deserted game. So, even if there aren’t enough players or if you cannot play during the peak time, the game remains playable. You won’t crash against impassable barriers because the content is still accessible. It’s not because playing solo is more fun. It’s because, after the gap between the players grew so huge, the solo play becomes the only viable solutions when playing with your friends is not anymore possible because the game put a WALL between you and them.

The huge gap that was created between the veteran players and the new ones will transform into an impassable barrier that will progressively isolate the game and the community (the elitism will to the rest). Slowly killing it in the longer term.

This is how MMORPGs die.

It’s true that extended treadmills and character progression are effective mechanics to retain the subscriptions. But it’s also true while going in that direction you progressively isolate the game from new players. It’s as conservative approach that aims to preserve the current situation as long as possible but that is still cruising toward an unavoidable collapse.

An healthy online world that slowly *grows* instead of slowly collapsing, is one where new and old players are brought together and not cut apart. A type of game where the content is experienced together and brings life to a world, and not burnt and thrown away as junk. The difference between a place where you live and one that you colonize and leech till there’s nothing left.

Perfect mirrors of the American capitalism and colonialism.