Factional Warfare – Vive la revolution

How to make a sandbox accessible to the large public, take notes.

Well, at least this is the potential behind one of the ideas that will be developed for Kali, the Eve-Online content patch that should arrive this June (but it will slip, you’ll see).

I received yesterday the second issue of E-On, and there’s a preview about the “Factional Warfare” that is starting to sound much better than what I expected, to the point that it could truly have the potential to revolutionize the whole game.

I wrote about this feature extrapolating some details from an interview with the game’s producer. Now I have something more concrete and looking even more exciting, even if we still have to see how all these ideas will translate practically. The potential is HUGE.

The most interesting goal is the one I already hinted. The possibility to make the game more accessible for everyone, linking together the “hardcore” level of the specialized player corporations with the casual players that have no clue about how to access that level of greater complexity that makes this game truly interesting. As already discussed this is a crucial point for Eve. The MOST important one. The ideas behind the factional warfare could achieve a real utopia: heal the fracture between casual players and hardcore, and create a truly dynamic environment that is accessible and involves everyone directly. Together.

How? The idea isn’t so far from those I imagined. The sandbox will remain open-ended, but linear paths will be introduced to lead the players for a more “directed experience”. This without disrupting or removing the complexity of the game, but instead adding to it, offering more dynamical elements and the possibility for everyone, even a lonely player, to join the war and get involved directly, without having to “break through” the accessibility barriers represented by the players’ corporations and the emergent level that is only visible if you truly dedicate yourself to the game.

Roughly, the four NPC factions (Amarr, Caldari, Gallente and Minmatar) won’t be anymore fixed entities being there just as a backdrop while the game waits for you to move out the secure empire space to get involved in the PvP activity. Instead these factions will become an active part of the world and the context of the war. The players, as whole corporations or individuals, will have the possibility to join one faction and contribute to a dynamic war. Think of a full campaign that evolves depending on a series of objectives. The empire space won’t be there anymore in its immobility, but it will become an active element of the game that has the potential to directly involve everyone in a “more directed” war.

There is the potential to create in the game new careers for the players and even easily accessible “battlegrounds” as in WoW, with the difference that in this case the war is REAL and the results will affect the state of the world. Sn element much stronger if you consider that there is one persistent world shared by everyone, so involving everyone. Think for example to military careers that could give you quick access to PvP battlegrounds, with ships and equipment supplied directly by the NPC corporation, based on your rank. Think about the possibility of adding ranks and points that you could spend to buy upgrades and other perks. This has the potential of becoming a whole new game within the game. Directly accessible for everyone and with the possibility to involve both a single player, as a whole corporation or alliance.

These being my speculations. Here some excerpts from what I read. Let me start from the end:

Noah insists the scale of the up-coming war will be like nothing Eve has seen before. “It’ll be OMGWTFBIG!!” He laughs. “We’re talking life-changing, like the first time you masturbated or when Yoda died.” – “It will be multifaceted in that if you want to interact on a political, idealistic, capitalistic or moralistic standpoint there will be there something for you.”

How is this for the hype? Let’s continue:

Imagine you’re docked at your home station, deep in empire territory. Most of your corp-mates are offline and, apart from the few souls continuously probing the alliance chat channels, most seem to be away from their keyboards, entrenched in domestic matters, far from the world of Eve. But it’s too early to turn in just yet. You could strap on a couple of miners and head out into the asteroid belts, but you know you’d need a good couple of hours to make the endeavor worthwhile. In any case, there are no haulers about and the thought to having to break rocks and shift the debris to safety registers as only marginally more appealing than polishing spoons. You could take on a couple of agent missions, but after a two-week marathon of ferrying data sheets and garbage, you figure time would be much more enjoyably spent arranging aforementioned spoons into the letters of the alphabet. So, what to do?

Well, as if by magic (we’re imagining, remember), a new icon appears on your screen. You hover the mouse pointer over it and a tool tip appears: ‘Contracts’. In your haste to explore further, you fail to notice the other options that emerge from the 3D haze. Immediatly you are drawn to a new icon that alludes to something called “Tour of Duty”. Intrigued, you click the button. ‘The federation needs good people’, it says. ‘Unless we hold down these key installations’, it says, ‘there’s a very real chance that the Federation Navy Auxiliary Force will have to relinquish the Jolevier border system to its enemies in the Cladari Navy Expeditionary Legion.’ Yo see, in this imaginary version of Eve, not only are the major powers at war (if not overtly then certainly covertly) but upon your actions, or lack of them, rest very significant consequences.

This imaginary Eve might not be so far away.

This seems a lot of fluff but it already suggests a lot, I think. To begin with, it is evident the goal to break the monotony of the day-to-day activities with something directly more involving and that you can join at any time. Think to some sort of “instant action” mode that you can join every time you are bored. All this will happen through a “contract system” (that will be also open for players’ use). The players will be able to join a NPC faction and fight for it, running specific missions and obtaining not only personal rewards, but also concrete “consequences” on the game world. Finally dynamic.

It could happen through a much more elaborated dynamic mission system that has an actual effect on the environment, but still somewhat “passive”, as it could be an occasion to set competitive goals and send the players directly in a sort of PvP battleground whose outcome will influence the progression of the war. “Instant action” PvP activity freely accessible to everyone, maybe with the NPC corps handing out to you the ships and equipment you need to go “toy” there. With even the possibility to create a “career system” working as a linear, directed path through the “sandbox”. Here’s the myth. All players drawn together, all participating and involved in the same situation, albeit on different levels and with different goals. All together for a greater effort defined by the “overall context” of the factional warfare.

Three levels:
– The Factional Warfare – The overall context of the war that unifies and involves everyone.
– The Contract system – A mission system that could work as an “instant action” always accessible for everyone (creating excuses for the action).
– A Career system – The directed experience that many players miss, removing the disorientation after the tutorial is over. The game within the game.

Here the real challenge for CCP is about linking this new part of the game directly with the newbie experience, so that all the players would be brought there directly, instead of drifting there on their own. Or creating another layer of the game that only a small selection of the players can experience and enjoy.

Whether CCP will achieve this or not, the idea is huge. So close to my “dream mmorpg” with its hardcoded factions plus the possibility for the players to create their own, the PvP hotspots, the conquest system and the “automated NPCs” that can be scripted to automate the tasks that will trigger the emergent level of the RTS/wargame. The ingredients are already all there. The utopia of an overall context (a war) that directly involves every single player, making them interact on different levels, but always directing them toward an overall, truly communal goal that motivates everyone. Concrete objectives, both in the long term (the campaign) and in the short term (the specific mission).

The whole point about casual vs hardcore players is NOT about creating tailored content for both and keep them quiet. This idea is utterly stupid and it will never work. The only way to truly solve that problem is about healing the fracture. Creating gameplay occasions so that the casual player plays side by side with the veterans. So that the community of the game can welcome the new players and integrate them quickly.

These games are about the communities and the very first duty of the game is to NOT encourage the established communities to specialize and isolate themselves from the rest, in their inner politics. The key to accomplish this is to make everyone work together, truly cooperating for a greater goal. A shared objective. Something that motivates everyone, that makes you play and willingly to log in because something is going on. And it affects everyone. And it depends on YOU.

Including players, not excluding them and create reasons of hate.

All these premises that I set in my design ideas along the years seem to be present in Eve. And I can only appreciate this.

More stuff:

In many ways, Contracts and Factional Warfare are one and the same; to engage in factional conflict you have to undertake some sort of agreement with one side or another.

The initial idea is that players can elect to take on missions as mercenaries – in which case the reward will be mainly monetary – or as enlisted soldiers, where they will be rewarded with increased standings and discounted ships and equipment. With the contract system in place alongside it, FW can be something individuals or even alliances can sign up to, with contracts for single missions or for the duration of a long-term campaign.

Whether through trade, bounty hunting, resource allocation or even combat, FW is entwined with the very EVEness of Eve itself. It is where the rich background of Eve will come to life.

Whilst they are now reliably dull administrative areas of intransigent safety, post-Kali the four empires and their amalgam of cabals and regional governances may be acting like player-run (dev-run, in actual fact) ass-kicking mega-alliances, able to call upon unheard-of resources in their pursuit of power and hoping that player-run alliances, corporations and even individuals will rally to their banner – if not for king and country, then for fortune, fame or both.

“I think solo players will have the most to gain from Factional Warfare,” says Noah. “These guys are the ones who might not have that much time to focus on all the interaction needed to be part of a corp. Missions can be fun, but I think fighting for a common goal in a larger group against evenly matched enemies will be a lot more interesting. People are attracted to MMOGs because of the other humans they know will be out there, even if they don’t want to interact with them as corp-buddies. Instead of talking to their agent and getting yet another damsel in distress mission, a solo player will be able to engage in some interesting, unpredictable combat with other humans, where they might need to think, or where the unexpected could happen.”

CCP is aware of Eve’s limitations with regard to players who prefer to play solo; in part, FW aims to provide a more inclusive experience for those who might otherwise have to rely on cookie-cutter agent missions in order to kill a few spare minutes online.

“If players are able to affect the world, then the outcome of battles should affect supply and demand,” says Noah. “We could have trade routes that run through battle areas, or a commodity could be needed in bulk for victory conditions. This is all yet to be designed. It sounds fun though. Picture an agent in deadspace that needs a certain amount of supplies. The traders would need to get their industrials through multiple camp spots. Gnauton (Gauti Fridriksson, CCP’s story coordinator) and I have discussed all sort of archetypes for victory conditions. We want to go with a modular approach and the ‘logistical’ victory conditions could just be modules. We could even tailor the objectives to your skills and ship in the same way agent missions are currently tailored to the ship you are in (did I just give out a secret?)”

“The idea is that the modular approach would allow us to create victory conditions from a mixture of sub-goals,” explains Gnauti. “That way we could create a theoretically unlimited number of different victory conditions, each one tailored to mesh neatly with what’s going on in the story – and, of course, affect what happens next.”

As Kali draws nearer, the 0.0 alliances will surely want to keep an eye on events as they unfold within empire borders. To have access to restricted system is one strategic advantage that can be levied against enemies alliances and there will, of course, be rich rewards for those that pledge to work alongside a nation-state. However, let us not forget that FW will also encompass the goals of pirate NPC corps, so it may end up that many alliances would rather fight against the empires, which is likely to cause all sorts of scenarios to rise up.

Rare items, cold hard cash and faction standing are just some of the more obvious rewards of working for an NPC organization, and this is an aspect of EVE that will be expanded for Kali. NPC factions will bestow medals, commendations and other trinkets that, while not improving your ship or abilities, will certainly confer bragging rights. The formalised ranks and ratings system is an aspect sure to please fans of the old “Elite” games.

CCP annouced its intention to take player organisations up to the next level, with the functionality for alliance leaders to forge player-run empires that could eventually compete with the likes of Amarr. In the long term this remains the goal, but ot’s unlikely that such functionality will make its way into Kali.

Undoubtedly, there will be some players who feel that by placing players in the role of heroes, CCP is betraying the freedom that EVE affords the committed and tenacious player seeking fame and fortune. Some already feel that by going further down the route of having encounters largely scripted by outside forces (devs), CCP is traveling perilously close to the path furrowed bu World of Warcraft. CCP is well aware of such fears and insists the grand vision of EVE remains intact, that of giving the players the ultimate freedom to shape the fortunes of the galaxy.

CCP “just” needs to make things happen. They need to resist the temptation to turn this idea into another elitist mechanic only accessible at the end-game. They need to make this the new heart of the game, adding possibilities and depth to the players’ choices, even if they are occasions to offer a more directed experience for those who need/search that type of game.

The sandbox utopia is not about a game for the hardcore. The utopia is about giving home to different players, with different goals and characters. All interacting together and adding to the experience of each other. Creating a greater complexity but still working restlessly to make all this easily accessible. Available for everyone.

Inclusive, and not exclusive or selective.

See how “big changes are bad” for a game? Tell that to CCP. Tell them how a world simulation cannot work.

There is so much on these plans of the ideas I’ve developed along the years. The only true frustration is that I cannot be there myself, and have to see someone else accomplishing what I dreamt for so long.

Well, think how these ideas would work in a fantasy-themed, truly immersive and skill-based game with a visceral combat system. You could wipe the floor with World of Warcraft.

A personal form of expression

Here below I wrote that I consider games as an hybrid media and that the learning experience should be the discovery of oneself.

Now I’m reading an article from Will Wright that mirrors many of these fundamental points:

Dream machines

Games cultivate – and exploit – possibility space better than any other medium. In linear storytelling, we can only imagine the possibility space that surrounds the narrative: What if Luke had joined the Dark Side? What if Neo isn’t the One? In interactive media, we can explore it.

Like the toys of our youth, modern videogames rely on the player’s active involvement. We’re invited to create and interact with elaborately simulated worlds, characters, and story lines. Games aren’t just fantasy worlds to explore; they actually amplify our powers of imagination.

The same transformation is happening in games. Early computer games were little toy worlds with primitive graphics and simple problems. It was up to the player’s imagination to turn the tiny blobs on the screen into, say, people or tanks. As computer graphics advanced, game designers showed some Hollywood envy: They added elaborate cutscenes, epic plots, and, of course, increasingly detailed graphics. They bought into the idea that world building and storytelling are best left to professionals, and they pushed out the player. But in their rapture over computer processing, games designers forgot that there’s a second processor at work: the player’s imagination.

Games have the potential to subsume almost all other forms of entertainment media. They can tell us stories, offer us music, give us challenges, allow us to communicate and interact with others, encourage us to make things, connect us to new communities, and let us play. Unlike most other forms of media, games are inherently malleable.

Games are evolving to entertain, educate, and engage us individually. These personalized games will reflect who we are and what we enjoy. They will allow us to express ourselves, meet others, and create things that we can only dimly imagine. And more than ever, games will be a visible, external amplification of the human imagination.

Which means: a personal form of expression.

The goals in a game shapeshift from functional (and objective) to metaphorical (and subjective). Symbolic. It isn’t anymore a custom path from A to B. But it’s instead a “slice of world” that you can then model as you want. Following your “imagination” as the displacement that exists between the world of forms and the world of ideas. Games become not just “lessons” to figure out, not just “packaged experiences” but a form of discovery and expression of individuality.

We sublimate to the world of the ideas, toward the culture, its myths and what we absorb from those. Our personal elaboration and interiorization. Our symbols, our sensibility, our presence. A form of communication.

This is an essential evolution.

From my point of view the “roleplay” isn’t one of the patterns available in a game. But the only one complete. The one more powerful and effective. The one that “reaches” more. That communicates better and without “language” barriers. Universal.

Now an entire generation has grown up with a different set of games than any before it – and it plays these games in different ways. Just watch a kid with a new videogame. The last thing they do is read the manual. Instead, they pick up the controller and start mashing buttons to see what happens. This isn’t a random process; it’s the essence of the scientific method. Through trial and error, players build a model of the underlying game based on empirical evidence collected through play. As the players refine this model, they begin to master the game world. It’s a rapid cycle of hypothesis, experiment, and analysis.

I believe this process works at best when it happens through the immersivity. Where we remove the filters and let express the player the way he like, in that particular context that was offered.

The immersion in an environment. Free to our interpretation and individual perception of it (and ourselves within it).

I see mmorpgs as the best way to explore these possibilities.

Subjectivity of fun

Another turn in a discussion that I already started here (the second part in particular).

“Content that is not seen as good by players is not content”. Fun is subjective. And there’s also a “communicative pact” between the game and the players that is the premise of what comes next. “I’ll tell you that story you want to hear”.

From the comments where this discussion is continuing:


The parallel you do between games difficulty, greater player choice and “sandbox” games is interesting. They seem to have so much in common that the concrete distinction between each is a blur.

Which could bring to the conclusion that fun in games is always subjective. Exactly because “the pattern the player masters does not have to be the one that the game was intentionally presenting”. What is fun for you could be boring for me, the game could communicate something to me that “doesn’t tick”. That doesn’t have a common ground.

And then. “That goal and the player’s goal have to actually align”. Which actually means that the player must be “preventively” interested in the pattern offered.

And what if this specific pattern comes in the form of a metaphor that the player is trying to “roleplay”?


I think “mastery” means the acquisition of a competence. It’s always an idea of fun strictly tied to “learning”. When you have mastered a pattern (meaning you know it thoroughly) you stop having fun, it becomes boring. Which is the idea of the “losing battle against the human brain” that tries to optimize everything and make everything “boring”.

The “jump” in the discussion is when we deal with games that are subject to an interpretation. So where what the game “teaches” isn’t strictly codified but that allows the player to interact with less “filters”.

I discussed about this point here, but it’s where I start to have different ideas than Raph. From my point of view the immersion becomes a fundamental element because it removes the filters and allows the player to explore and determine the game and its patterns from a personal point of view. Adding subjectivity.


To the last line of the first comment Raph replied:

Then the underlying game patterns that the player wants to learn likely aren’t mechanical, in the rules sense… they may be social.

But “roleplay” isn’t always social. I don’t even think that the two are connected. Take the recent example of Oblivion. It’s all about the roleplay, all about the immersion, all about creating your character and “exist” in the “slice of world”. Oblivion can be considered as a “sandbox”. And again I see “sandbox” and immersion as tightly connected.

The roleplay is a basic form of experience without “filters”. This is why we would like to reduce or remove completely the HUD. Live an experience in its full potential instead of through stictly codified patterns. A degree of freedom that is again strictly tied with the immersion, then the roleplay and finally the symbolic meaning. The myth we are trying to reproduce.

All this may or not include social patterns, but these patterns aren’t essential.

I don’t see the games as a medium that has its fundamental qualities in the mechanics. I see it more as an hybrid medium that can borrow narrative techniques from everywhere. It’s more like an infusion of different styles. Probably one of the most powerful way to communicate even if not yet used in that sense (which brings to ethical problems).

I’m not sure if I can effectively connect all the dots but I have a very precise point of view, with ethical implication: “learning” should be the discovery of oneself:

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.

Which brings to:

We learn through stories; we become who we are through stories.

Our own stories, those that we can shape the way we want, those that we can control to an extent and add our subjectivity. So adding something that is about us. About our symbols. Our value.

From wherever you want to look at the problem, the mechanics are a mean, a vehicle of the communication. Not its end. We can communicate how we are to someone else, we can explore ourselves in a game but, essentially, a game is a form of expression. It must be personal, somewhere, so that it can truly communicate to us, or communicate who we are.

Rigging Raph to make him say what I want to say

Continuing on the line of immersion, mechanics and metaphors.

From “A Theory of Fun” (the actual book, not the site – Chapter 4 – What Games Teach Us):

Formal training isn’t really required to become a game designer.

I went to school to be a writer, mostly. I believe really passionately in the importance of writing and the incredible power of fiction. We learn through stories; we become who we are through stories.

If games are essentially models of reality, then the things that games teach us must reflect on reality.

Sadly, reflecting mathematical structures is also the only thing many games do.

The “coordination” between mechanics and metaphors is all there. Those are the reasons that justify why they ARE distinct, but they SHOULDN’T be thought as disctinct. Hence why I find the distinction not as a useful one (and why I backed off on the discussion about “what is what”).

It’s all there. We learn through stories and those stories are myths and symbols. This part is cultural, so arbitrary and much more “powerful” than the strict mathematical, functional level. It’s that impact and viscerality that makes this part stronger and much more effective. It communicates better. Hence why I said that this is where even this medium is going. We are in for the stories. In games: to be part and live those stories. Living stories = immersion. Be there. No interfaces or filters. So the simulation as: direct tie between mechanics and metaphors. A transparent experience.

The mathematical structures are worthless if they get in the way of the communication. The sphere of the emotional impact.

We are back at the essential premise that games are about learning. And the ethical problem about what we teach. So learning is still essentially about communication. Communicating something about us. That we have in common, that we can recognize, that we can share. And the best communication, the most convincing and even honest, most direct one is through the emotions.

Games are like drugs because we are addicted to the emotions. In every form. Even in the form of an artificial drugs.

But it’s not the “pornography” of the emotions to be the strongest element. It’s not the “image”, it’s the “idea”. What the form suggests us, what we carry within and that we can recognize outside. A desire, a wish, a symbol.

So games are essentially “worlds of ideas” that are replicated through a “form”.

Raph:
I suppose you’d say I come down on the ludological side, because I do grant a certain sort of primacy to mechanics. That’s why I tend to call everything else “the dressing” — it’s the stuff that orbits the nucleus, which is the game mechanics.

When Raph says that, he becomes a pornographer.

He reveals the explicit image and forgets about the idea. He sets that hierarchy that he wanted to avoid. He denies the symbolic and, then, emotional level.

Race and class selection as metaphoric values

This is my contribute to the discussion about race selection and implications. I’m not sure I see any pattern that could be really theorized and I believe the most interest part is not about the consequences of the choices (concretely close to zero in my experience) but the reasons behind those choices.

I love my dwarf in WoW. Not because it is unique or less popular than other choices, but simply because I find him having a lot of charisma. Pretty or not pretty is just a superficial point of view, as is taking the physical features “out of context”. The physical appearance of a race is much more than that. It doesn’t just define how a character looks, but it also suggests who he is, his story, his attitude.

The character customization/look is the first step into the “roleplay”. It’s the very beginning of your personal story.

You aren’t just going to choose what looks better, but you are already choosing a pattern of interaction with the game. This is already the level of the metaphore. Who You Want To Be. This being the very most important thing in a persistent world. There isn’t really anything more important than the role you choose for yourself. Simply put: your identity.

Really, I’m not surprised if the physical appearance is so important. Why I should be? It’s the ideal of the virtual world. The player is immersed in a consistent world and the very first choice is about the identity. Alternate realities, “Let’s Pretend”, “Magical Mystery Tours”, roleplay. These are the elements that define the choices of the players. It’s the level of the metaphor. Your symbolic presence and value in the virtual world. The possibility to “roleplay” and evocate a wish, a desire, an aspiration.

It makes sense that the majority of the players choose a human shape compared to an alien shape and it makes sense that they choose something looking pretty instead of something looking ugly. Aspirations, wishes.

What is being offered to the players isn’t simply a different look, but a “packaged myth”. A pattern of interaction with the game world. The way a character looks already suggests a lot about his story and his nature. All these aspects are tied together.

I completely agree with Raph here:

“Character classes and races are just modes of expression.”

The players choose the mode of expression they feel closer to themselves, or the idea of themselves they have in their minds. We are still handling symbols here, the emotional interaction with the game, the ideals it suggests you. We follow again personal myths.

Now it’s obvious that these interactions all happen on a personal, even intimate, level. The identity, the part you perceive and build, not the part the others observe, is always something stirctly personal. I’m not sure how it can be useful to reasearch the physical features of the avatars isolated from the symbolic context where they are immersed. A similar type of reasearch would just reveal the obvious, something that we can already postulate without going through it.

If I use a dwarf I’ll make it sturdy with a long red beard, if I make an ogre I’ll make it as huge as possible, if I make a gnome I’ll make it short. These choices depend on the ideals I have behind those archetypes. It’s like Plato and the theory of “ideas” and “forms”. The phyisical features of a character are its form, the idea of it is the way you think about it, the ideal. In the game you’ll try to match as much as possible the form with the idea. The single features you are going to choose are strictly dependent on that particular archetype, so it’s quite silly to think or theorize that the players will choose always tall and always handsome.

Want more concrete proofs? I have them:

Aside from Humes, the general image of each race appears to influence character size selections, i.e. Tarutaru are more often of the smallest size, while Galka players usually choose the largest model. Even last year’s trend of medium-sized Elvaan males has now been replaced by a higher percentage of large-sized characters.

Final Fantasy XI is also one game with a surprisingly even racial distribution. Why? Because everything in a Final Fantasy is strongly characterized, so building its own personal myth and style more than borrowing from a shared, consolidated “imaginary”. All the element of the game are much less stereotyped and familiar compared to western games. This means that the races were all able to create their own ideal model instead of just referring to a preexisting model. Less stereotypes = less predictable choices.

And it’s absolutely not surprising to see the race affecting the job selection: the cat girls being thiefs in majority, the Tarutaru tiny guys being casters and the huge Galka being monks and warriors. It’s again all part of the “package” that bundles together the physical appearance with the symbolic value suggested by that race. When you choose one you also choose your “mode of expression”, your identity in the virtual world in the way you see fit. The way that is more appropriate to the ideal you have. The form is always a reference to the metaphor suggested.

Along with a physical, objective description, there are always subjective, typical traits.

Who you are. What you are saying about yourself.

What actually matters is a “blind spot” in those abstract researches. The choices will be ALWAYS defined by the context. If I’m going to play a game where I’m going to save the world and marry a beautiful pricess I’ll choose the handsome knight, if the game is instead about pillaging villages and eating people alive I’m probably going to choose a troll. Ideal models. Archetypes.

These choices cannot be encoded and theorized because they strictly depend on the context. We choose the point of view from where we want to observe that *particular* story.

At the end what truly matters is the possibility for a game to offer a plurality of modes expression, variations. Even if some are going to be statistically (and unsurprisingly) more popular than others.

Server-travel is a reality

For all those who criticized and mocked my idea on server population/faction dynamic balance.

This is from Jeff Strain about Guild Wars:

Our server infrastructure is actually kind of reflective of our core technology. We have data centres all over the world – we have data centres in Europe, data centres in the US, Korea, Japan and Taiwan. As you know, when you create your account in Guild Wars, it’s a global account – you don’t pick one of those data centres or servers, you’re not even really aware of them.

What happens is that it knows where you are, and when you play, you’ll probably be connected to one of the European servers – if you’re playing with your buddies, or by yourself, in general it knows your home datacentre. But if you want to play with me, and I’m on one of the US datacentres, the datacentres will communicate with each other and try to figure out the best place to host our game. They may decide that the total experience across both of us is going to be better if it hosts the game in Europe, and so it’ll hand off my character – it migrates my character record temporarily to the European datacentre, you and I play our game, and then when we’re done, it migrates my character back.

The datacentres all work in a confederated manner. It’s presented to you as one big massive server that’s serving the entire world, because you never have to be aware of where they are, but there’s a lot of datacentre communication going on on your behalf in the background to make sure that it’s optimising the play experience for you.

They not only move characters between different servers, but ACROSS the oceans between different datacenters. Now tell me again that my idea is impossible.

Quoting again the goals behind my project:

1- Regulate the load on each server/shard, so that the population is spread equally on the servers, avoiding queues, overcrowded and crashing servers and totally empty servers.
2- Regulate the balance, so that the population is even between the factions of a PvP environment.
3- Create an united, global and massive environment that doesn’t artificially encapsulate the players inside air tight spaces.
4- Allow the players to travel cross server, meet and play together with their friends and reorganize and build new guilds without the need to restart from zero or create alts specifically to overcome the limits in the current mmorpgs. The choice of a server won’t be “tragic” (as an unavoidable consequence that cannot be made up) as it is in other games.
5- Break the global community into smaller, manageable units-per-server through the shard system (too big communities are overwhelming and, paradoxically, make the social ties nearly impossible).

“There were a lot less of us back then, so it was easier to get to know most of the folks around you. Since there were so few players reletive to current community sizes, you become friends of friends of folks and a lot sooner you really end up knowing virtually everyone whos playing, or at least are familiar with guilds.”

If I’m a visionary, I dream of possible things.

The fool and the scientist

People laugh and mock me as I flee from the battlefield but.. hey, I thought I was running away with the loot I was interested in.

What was my whole point? That there is a relationship, a tie between “mechanics” and “metaphors”. Then the discussion evolved and I realized that not only that tie exists, but, in particular, that I advocate it and I believe that it will be where games in general are heading to. Two new elements, then.

Raph demonstrated that the tie isn’t an absolute rule and that each layer can revolve independently. I stepped back on my initial positions and agreed there, but I also wrote that from my point of view that’s the consequence of the immaturity of the genre: the interest in the medium and not in what the medium can be used for.

Then, the last reiteration that flows in a simple equation, in my mind:

mechanics + metaphors = immersion

The tie/dependence between the level of the “mechanics” and the level of the “metaphor” is the “immersion”. The immersion is that part that I really miss in these games. It’s a level that I would like to see recovered. I know it’s possible and worthwhile.

Mechanics not strictly tied with metaphors are not immersive. And not fun nor accessible.

That’s why I’m not all hyped up about penguins. And why I’m not squealing in delight if that’s where we are going.

The rest of the discussion about ludemes, game grammar and all the “what is what” is a discussion that, *right now*, I don’t feel useful and that I didn’t join. Nor is one where I would argue with Raph because I haven’t formed my own opinion yet and I have nothing that could contribute to it.

And always remember that disclaimer up there, on top of the page. That’s like the EULA you need to accept before reading stuff here.

Mind Traps

In the comment thread of the ongoing discussion with Raph, he started to quote me and asking me (indirectly) many questions.

I don’t want to answer those questions. It’s not my level, nor something I feel like contributing to. I refuse those provocations because my mind doesn’t work that way and I’m not going to accept any of those rules.

I won’t join his “play”.

Psychochild:
My original point remains, though: it can be hard to tell where the line is drawn, exactly. Likewise, I think the line between metaphor and narrative can be a bit tricky to nail down. Precision in these terms will help us talk about things more intelligently.

Or more blindly.

This is about the “Laws of Form” of Spencer Brown. As you point something you create two parts, the part you point and the part that is excluded. An “observation” implies two blind spots. You cannot see anymore the “whole”, since as you point something you lose it and you cannot see the subject of the observation.

We know the world through the culture. But the culture is made of distinctions, so it is “digital”, granular. The world instead is contiguous, so “analogic”. The distinctions come “handy”, but they are a limitation, there’s always an “error” included. A bias. The same happens in Linguistics. There is no real difference or “border” between the table and the pavement. Everything is contiguous in nature but we “know” through observations. Pointing things and setting them apart.

We know that the language is arbitrary. We draw the distinctions wherever we like (them to be). So are the definitions.

From my point of view that thread collapsed on itself as people started to try to nail down exactly the four layers Raph described. Like going to observe each with a magnifying lens and start arguing where one finishes and the other starts. Transforming each into a discreet unit. Guess what? There is no answer. This is why these types of discussions can be so involving. Everyone is right and you can continue to argue endlessly. Because there’s nothing set. It’s just an exercize to demonstrate who can be smarter or more convincing. There is no truth to discover if not how you can influence yourslef to the point of not being able to observe anything in not through the conventions you imposed on yourself.

If I have to design something I start from the suggestions. I portrait things visually, like closing the eyes. It’s a DENIAL of the logic. I create rifts in it to approach things on a different level. Emotional first, then I find and explore ways to formalize the result. I dread the mechanical level if it isn’t finalized to something else. I don’t feel the need to explain or justify anything else. That’s enough for me.

I despise registers, codes, conventions. I’ve always naturally resisted them and I’ll continue to do so because I feel I can “absorb” a lot more. If I start to use strict definitions I know that I won’t able to see the world if not through those conventions. They are like traps.

Abstract system can work and be useful on different levels, but they are never perfect because this desire of perfection is utopian. If you surrender to it, you’ll be caged in the system and will never able to see anymore outside it. Names and conventions are the same: ways to structure the way you think. Then the way you see.

They limit your perception, they don’t enhance it. It seems you see better, but only because you see less.

The more you formalize and the more you are enslaved by the system and your thoughts encoded. Yes, it is “reassuring”. It gives you predictable structures that you find familiar and can build things upon. But they are essentially lies that you assimilate to the point you aren’t anymore aware of their true nature.

This is why I criticized the industry and how people get hired and promoted. The structure defines your mindset and it’s not surprising that always the same games are being made when the education continues to move through the same schemes. The great majority of game designers are programmers. Then don’t complain if these games don’t communicate anything if not complicated and convoluted mechanics that lead nowhere. It’s a direct consequence. “Game design” is a “wish” on the world.

The more you formalize the more you are imprisoned in the model you built. You create your own cage.

This is why I’m a runaway. I dabble in with the academics to then step out when things go dry and the discussions turn in nothing but an exercise. I read the theory, elaborate ideas, and then go back to write about the last patch in World of Warcraft. I speak with everyone without distinctions of merit of prejudices.

“Jack of all trades, masters of none” is the ability to communicate on all levels, without being trapped into one.

That thread is now an exercize in futility, because those four layers worked and were useful exactly because they were blurred and subject to the interpretation. The more you try to define them, the more you render them useless.

“Fun” in games implies a degree of freedom

Michael Chui:
Here, I kinda stole something from you, so feel free to steal it back or whatever. Public domain and fun-ness.

Oh yes, I will:

(ref link)
“All things can be automated except creative output.”

This could work as a good principle (here we are discussing again the idea to use NPCs to automate some parts of the game).

I believe it’s wrong to codify everything in all the smallest details because again I feel that you lose more than what you understand. But I could say here that the “boring” activities are felt so exactly because the “creative output” is pretty much null.

The repetition, the grind. These signify a lack of interest of the player. The game is boring because it isn’t offering or suggesting me anything that I value. So the need to have to go through a part of the game just because of an external reason that motivates it. I’m going to harvest resources for hours because I need to and I’m interest in the outcome. But the activity itself doesn’t require any “creative output”, it’s just a timesink that I have to suffer.

It’s like reverting that quote: an activity without a “creative output” is probably going to feel rather boring, so it makes sense to automate it.

From this point of view my idea of the PvP sandbox is a way to offer the players an accessible “toolset” that they can use as “designers” themselves. Not “game designers”, but players immersed in a consistent virtual world where they have a role and purpose. The conquest system and the emergent strategic level are “means” to allow the players to add their creativity to the game. Their desires, their *presence* in the game world. The game becomes less codified and enforced, and more subject to the interpretation. The players aren’t anymore trapped in a labyrinth with just one exit, but they are free to creatively move within the game world, live within it, create their own stories. A degree of freedom.

From an interview with David Braben:

Story-telling in games in most cases is little different to the stories of those Harold Lloyd films of the 1920s.

The player is stuck on pre-defined railway lines, forced to follow their character’s pre-determined adventures, much as in a book or a film.

In story-telling terms at least, games have not yet broken free of their non-interactive roots.

The Holy Grail we are looking for in fifth generation gaming is the ability to have freedom, and to have truly open ended stories.

Our golden age has not yet started but the door is open, and somewhere are the Welles and Hitchcocks of the future. They may even be reading this piece right now.

I’m sure the great majority of us could agree with these claims, it would be more than enough to set a goal and chase it. But what if we are Raph Koster and we aren’t satisfied with a superficial claim that isn’t backed up with facts?

Here comes the theory, that level that I always find pretty much useless because it leads to the exact same conclusions I arrived before. So I use Raph to answer to himself (or that version of himself I evoked here):

(ref link)
– We talk so much about emergent gameplay, non-linear storytelling, or about player-centered 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.

That’s pretty much it. “Fun” in games implies a degree of freedom.

The possibility to experience. Here the immersion becomes a mean to creatively manipulate an object, observe it without filters. Interact with it directly. This is why open-ended games are much more fun and satisfying. They allow you to have different points of view and become the subject of the experience instead of just an object.

From my point of view this is what ties all the elements together:
– the sandbox as a way to put the players at the center and give them a degree of freedom
– the immersion in the game world and “myth” as the true “interface” with the experience (also the obligatory tie between “mechanics” and “metaphors”)
– the need to make all these parts easily accessible to everyone, including without excluding – remove the prejudices

I see the first two levels as closely tied together. Freedom and immersivity are two faces of the same medal. They are the hook to bring the player on another level and make him the protagonist of the story, instead of a passive executor.