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.

The “healer” problem

Today I was trying to clean my desktop to make some space and I found a text file sitting there from a long time (along with tenths of others) with some quotes that I must have saved from some forum:

But healing really needs a revamp in terms of keeping track of the group. One of the most boring things ever is staring at health bars 90% of the time instead of actually seeing the world.

Would be cool to have a system in place that would allow you to keep track of everyone without having to stare at health bars. It would have to be some extremely innovative shit, tho.

This is a screenshot showing what our guild’s main priest sees in WoW (I hope she doesn’t kill me if she finds out I’m using it, noone knows of this site, anyway):


Not so different from a browser-based game. Are we sure we are actually using the potential of three dimensional worlds?

It’s definitely not a superficial problem and one that seriously needs an answer. I also believe, as the comments I quoted, that we should move away from UI-intensive gameplay and focus more on the immersion, realism and even a simplification of the combat mechanics.

Something to think and write about in the future. Consider this a memo.

Five Northmen have grouped together

Unicorn McGriddle is a genius. This is taken from a thread on Q23 where this guy explains the idea of my “permeable class system” on which my dream mmorpg is based and that I tried to explain at length here.

It explains how I plan to solve some problems of accessibility of the game, and reduce as much as possible the “healer problem”, or, from a broader point of view, the negative, disrupting dependence on other players.

This is also tied to the ideas that originated that thread and that I mirrored here.

This is also probably the best thing you’ll read on this blog this year. It demonstrates that (some of) my ideas are solid. They just need to be shaped up by someone else who could “translate” my ravings into something decipherable. And somewhat succinctly. And not in a awfully boring way.


Welcome to Overexplanation Theatre
by Unicorn McGriddle

I think part of the confusion here is an erroneous conflation of the Mage class with the Mage role. Here’s how I’m following HRose’s “fixed classes/flexible roles” concept, illustrated with a simple example paradigm for a hypothetical game:

Roles:
Tanks absorb damage. They engage opponents and prevent them from attacking weaker party members.
Rogues deal melee damage. They are fragile and must fight on the front lines, but dish out the heaviest hits in the game.
Archers deal ranged damage to single targets. They are fragile, but do good damage and get to stay out of the way of combat unless something breaks through the tanks and rogues.
Mages deal ranged damage to multiple targets. They are fragile, but can fight from the rear and are vital for facing large groups of enemies.
Healers deal very little damage, but exist primarily to heal party members. Though weak, they can do their jobs without getting into direct combat most of the time.

Classes:
The Northman: Northmen are savages, barbarians, and bandits. They disdain magic and heavy armor.
The Teeker: Teekers practice telekinesis, creating physical force with the power of their minds.
The Ghost: Ghosts are the partially corporeal spirits of the dead.
The Siren: Sirens are sinister, thin-limbed creatures that look almost human. Their strength is unnatural and their appetite for souls is alarming.
The Experiment: Experiments were created through reckless bio-engineering. They are disgusting but effective.

In a typical MMO, one would expect each class to correspond to a role or compromise between roles. Here, however, each role is an option open to each class…


Five Northmen have grouped together. In order to fight their way through the dangerous Lair of the Yoni Ghouls (suggested for levels 25-30), they will need to specialize, each in a different role. They stop by a Northman outpost and grab some new weapons.

Stf-u decides to be the tank, so he gets a spear and a large hide shield. He’ll wade into the thick of things and goad enemies to attack him, keeping them at bay with his long reach and portable cover.

4me2poopon is a bit more daring. He’ll be the rogue. He takes up his instrument of valor, the twohanded axe. He can do some very serious damage with it, but he can expect to be hurt seriously in return. He’ll probably die the most often, assuming Stf-u knows what he’s doing and the Yoni Ghouls don’t break through and start enveloping back-row party members in their treacherous folds.

Beecock, the party leader, will be an archer, picking out key enemies and skewering them with his javelins. Aside from being pretty damaging, a javelin through the body is debilitating, reducing movement and attack speed.

URbraneONdrugz prefers the mage lifestyle. He stocks up on light throwing axes. He’ll chuck them into crowds in large quantities.

GW_Bush, last but not least, will be the healer. He’ll slap bandages on whoever needs them, do some hasty stitching if necessary, and if somebody actually dies, give them a bit of rough chest-pumping and mouth-to-mouth.

Now let’s see what another party is doing inside the Yoni Ghouls’ Lair. These guys are Teekers. The Teeker effects are pretty flashy, since the developers decided telekinesis should be visible and colorful and glowing. It looks cool in screenshots.

Biatch-Noggin, whose name is rumored to have been inspired by advertising agency Chiat-Day, is wearing his Control Circlet as usual. With this thing on, he can have three ghouls at once flailing helplessly as he suspends them in midair.

Farm4gold isn’t really a gold farmer, just a daring young Teek rogue. A Flux Spike allows him to make devastating short-range telekinetic attacks. He is fighting a desperate fight against the ghouls that the tank has not immobilized.

Fuck_tha_EULA is on archer duty, using a Narrow Modulator to focus his will over long distances. The Yoni Ghouls in Biatch-Noggin’s clutches bleed from their orifices as he hammers them like fucking piñatas.

Shitnrotate, our intrepid mage, has a Network Projector. He evens the odds by lashing Farm4gold’s opponents with meshes of glowing force. This weakens and disorients them, and Farm can take them down with a few hits while minimizing the damage to himself with a little fancy footwork and luck.

GW_Bush_SR takes the healer role, using his Ether Controller to protect wounded areas for the time it takes to shunt some lifeforce into them. Even as we watch, he throws the horns or something like them, and a bulky, glowing brace appears on Farm4gold’s wounded arm. After a moment, the wound heals and the brace dissolves. In game terms, armor is temporarily raised, then that buff goes away and the hitpoints come back.

Still struggling through the newb areas are five young Ghosts. They are currently in the Bounce Palace of Fluffy Squirrels (suggested for levels 5-10).

“Fucking cover me,” grumbles TiteBunz in a Teamspeak baritone as his big-titted but diaphonous tank trembles and dissolves into a loose fog for the third time.

“I’m trying,” says AnalExplorer, letting loose with his risky soul-sucking attack. If he pulls it off, he’ll be powerfully healed. If he fails, their foe will have a free shot at him.

“I think we’re gonna wipe,” says Prez_GWBush gloomily as she suffuses TiteBunz with a golden fog of reviving energy. Bunz recommences his/her attack, trying to draw the enemy into a frigid ghostly embrace that will slow and weaken it.

But the Pet Squirrel fights back. It manages a crit on Anal after his attack fails, and he too quivers and dissipates. Bush curses the cooldown timer on her rez.

ONoez, the mage, is of little use here. “I should have hit the rogue shrine,” he says mournfully, and nobody disagrees with him, although technically the game lore calls it a Shrine of Soultheft.

TEH-Hannitizer, the archer, is their last hope. He breathes a silent, fervent prayer, and gambles on Terror Curse, which at his level has only a ten percent success chance on Pet Squirrels.

It bounces. ONoez throws himself in front of the ravening Pet Squirrel to buy the rest more time as TiteBunz drops again, hissing “Shit!” into his microphone. Bush rezzes the Explorer, and Hannitizer tries another Terror Curse. This time it sticks, and the squirrel flees in panic.

AnalExplorer burns an all-too-rare Rosicrucian Resurrection Stone to bring TiteBunz back, and together the party runs for it. Once out of combat, they begin the trek back to the Ghost Shrines so that ONoez can change classes to something more useful. You only fight enemies one at a time in the Bounce Palace anyway. Hannitizer says they ought to go back to the Sewer Warehouse Caverns and grind more Limp Rats. The rest of the party agrees to consider it.

Meanwhile, a party of Sirens is fighting Acorn Bandits in the Fields of Lingam (suggested for levels 10-15). Most people agree that this is where the game really starts to get fun.

YeOldeTymeRP is keeping the bandits occupied as a tank. His spindly avatar would seem lost inside its massive suit of armor if it didn’t move so fluidly. He strikes the bandits around him with his armored fists, for he neither has nor needs a weapon. Their Arrowhead Clubs bounce harmlessly off his platemail. They’ll make fine loot later — most vendors will buy Arrowhead Clubs for 60 to 70 dorito yen.

FukkFakk is operating as a rogue, and there is a certain beauty in watching him shred Acorn Bandits with his razor-edged gauntlets. Unlike OldeTyme, he wears fairly light armor, and a few solid hits on him have him screaming for a medic.

EQsux raises his dartgun to his lips and pegs another bandit, whose eye erupts in a spurt of blood as he clutches it helplessly. Then the curare kicks in.

ALLurBASErBELONG2US, winner of a serverwide annoying name competition, dances through the bandits scattering poisoned caltrops like popcorn. Siren mages don’t attack at range — instead, they must weave through combat like rogues do.

GDubyaBush, the healer, must also be within touch range to work her magic (figuratively speaking). As we watch, she darts close to FukkFakk and licks his wounds lasciviously. They close up. Those wacky Sirens!

Lastly, here’s a bunch of guys who were in the beta — members of ForgotMyCondoms. One of the more powerful guilds, ForgotMyCondoms has gotten several server firsts in their time, such as being the first to complete the Grasping the Lingam’s Secrets quest. These are their mains, Experiments created back when Experiments were stupidly overpowered (post-1.1 but pre-1.3). Let’s take a listen to their Ventrilo chatter as they plumb the depths of Yoni Crater (suggested for levels 90-95).

“What are these things?” says Tikkelmypikkel, activating Fleshroots (which anchors him in one place, but gives him tentacles with which to bind and constrict monsters). “They look familiar,” he adds, as several are caught in his web of pulsing meat.

“They’re reskinned Limp Rats,” guesses ChoggleTime, his avatar’s throat bulging as he vomits a Toxic Bloodgush on one of them. “Remember in the beta, when all the Yoni monsters were rats? I bet these are just placeholders.”

“So lame,” jeers 80087355, using Longarm to send one spiny limb stretching out past Tikkel and Choggle to hit the rat. He impales it, but another rat attacks his arm and he withdraws it in pain. “Oh, so fucking gay! I can’t believe they made Longarm vulnerable to retaliation. Experiment archers SUCK now. I’m totally going to cancel my subscription when this month is up.” He will, of course, do no such thing.

GDubyaPrezBush, who is rumored to have a large number of alts on this server, steps up and heals him without comment, slapping a raw, veiny appendage slobbering with moisture over his damaged arm.

ePeen, their mage, barfs out a cloud of Serial Killer Spores and the remaining rats perish. “This area’s lame, guys. It’s not even finished yet. Let’s go back to the Hysterical Chamber.”

“No, dude,” says 8008, “this may be lame, but think how awesome it’s going to be when we finish it first.”

Ahem. So to recap, this system means that while class has an impact on some nuances of your capabilities, and a major stylistic importance, it never excludes you from a group. Anybody can take the archer role or the healer role or whatever, depending on what’s missing. No more LFG need priest, where are all the priests, oh god why didn’t anybody in the guild think to play a priest. It’s just LFG need five people of roughly similar levels and we can work it out from there.

These particular examples of classes are basically like races — albeit more influential, especially in terms of art and animation. But HRose’s “flexible classes” — even the ones in this example — are perfectly compatible with a more typical race system. Just read it through again and pretend that half of them are elves and have +1 to gay.

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?

Sandbox, narrative and emergent gameplay

I’m still saving parts of a discussion that just doesn’t seem to end (it started with Raph’s articles about the levels). As I already suggested, it’s possible to have linear paths and narratives within a sandbox but the scope and “aim” of the sandbox is completely different. So we should be cautious when bringing them together. From the theory point of view they are opposed and should be brought apart. Integrating only those elements that are coordinate with the goal, without putting it at a risk.

As Raph wrote, one can fit in the other. But not the other way around.

Damien Neil:
Narrative is opposed to sandbox play. Or to look at it another way, in a sandbox the narrative comes from the player.

Planescape: Torment has great narrative; some of the best ever done. It isn’t a sandbox, however. You have a great deal of freedom in shaping who the Nameless One is–good, evil, kind, cruel, cunning, foolish–but you’re always going to be the Nameless One.

Desslock:
The best RPGs facilitate sandbox play AND have a good narrative – they aren’t mutually exclusive. Again, I’ll point to Ultima VII.

These two comments aren’t contradictory and both true from my point of view.

It’s the definition of “sandbox” that creates the incomprehension.

Ultima 7 had many elements of a sandbox but only those elements that are, in fact, not contradictory or problematic for the narrative. The true essence of a sandbox, instead, presumes the presence of ‘toys’ that are then used and manipulated by the players the way they like.

Simply put: a true sandbox assumes and opens up emergent gameplay. Something that isn’t predictable, as: not already planned and scripted.

For example the AI patterns would be naturally part of a sandbox because they open up behavious that weren’t preplanned and are supposedly able to adapt to a truly dynamic environment.

Now the point is: there is ZERO emergent gameplay in Ultima 7. This is why its “sandbox” flavor still allows for “narrative”. An NPC in Ultima 7 will ALWAYS behave the way it was intended. This is what Charles calls a “character” and feels missing in Morrowind. An *identity*. Authorship. Something that belongs to a story someone is telling you (univocal, one-way). And this REQUIRES the author to have a COMPLETE CONTROL over what happens.

The dichotomy about “sandbox” and “narrative” is not superficial as it was described (by saying that they can coexist and should).

What we consider and see as “freedom” in Ultima 7, or any other game that offers different patterns and give the player the possibility to make a choice, is not a “sandbox”. It’s just narrative++. It’s double, triple work and nothing else.

When you allow different types of solutions to a problem in a Ultima game or Baldur’s Gate or whatever, you NEVER generate emergent gameplay. you just need the devs to exponentially multiply their work. Creating different stories and patterns for each “branch”.

The model here is still the one of the “narrative”. It’s just requires more work. But the *same type of work*. So it’s not technically a sandbox. The characters are still defined. They can be defined for different patterns, for example you can have a situation where you can save a NPC from a band of orcs or let it die and loot him. But it’s still within the space of possibility of what the AUTHOR planned. You are still within a STRICTLY DIRECTED story. Just one that has more than one pattern (multiplying the work you have to do to produce the exact same amount of content, so the first thing that is cut in games, since it’s a waste of precious time. Games have budgets and budgets are about time.).

Simply put: it’s still the author to have the whole control. Not the player.

A true “sandbox”, on the other side, IS, as Damien Neil wrote, opposed to narrative. A true sandbox assumes that the toys you make available to the players can then be used *creatively* (this is why the sandboxes are incredibly fun and incredibly hard to create). This assumes emergent gameplay. As: stuff that wasn’t planned ahead and scripted. As: the player assumes the true control of a game where some parts are truly dynamic.

You know what’s the practical conclusion of this theory? This one:
YOU DO NOT WANT to have emergent, “sandbox” gameplay in a game (or a part of a game) that is focused on a narrative.

Do you want a practical example? Morrowind again. All those tricks that the players find to get some cool loot basically break the game from that point onward. Because they go beyond what the devs expected. So beyond what the game was designed for. So beyond the intended scope of the game. If MW was a mmorpg these would be considered exploit. Not “cool points”. They are cool to experiment. But they break the gameplay once their are used (because they don’t belong to this type of game. So they should be used in different contextes where they are more effective and don’t break everything else).

If you want a narrative (and characters, and involving, immersive stories) you DO NOT WANT to give the control to the player. NEVER. The very best narrative is the one of “make believe”. Where the author has the full control while the player think to have it. Even in the cases where the player can choose different patterns (as explained above) the control is still completely in the hands of the author. Who just pre-planned and pre-scripted those different patterns.

Simply put: a story, to be a good story, needs identity. It needs a narrator. A storyteller. It CANNOT allow “freedom”. The story must belong to someone. It’s history. It CANNOT change.

Ultima 7 didn’t allow for freedom and that’s why the story is good and why it’s one of the best RPGs out there still today. What it does is segment the game in smaller pieces that then the player can “order” the way he likes. But those pieces still maintain a *strong identity* and don’t really allow for freedom or emergent gameplay.

Ultima 7 is all about a discovery (exploration, even for the dialogues, where you discover the characters). It’s built of many smaller pieces as many NPCs it has. But all these pieces are basically static. Strictly defined. They are constants. Before you enter the game, they are already all there. Britannia is supposed to have a life on its own, whether you are there or not. Before you arrived.

So. It’s absolutely true from my point of view that narrative is opposed to sandbox gameplay. And it’s true that Ultima 7, for example, only took the few elements of a sandbox that didn’t ruin the narrative.

It’s not about giving the player the freedom. It’s about giving him the illusion of it (if you want the narrative).

What defines a RPG?

I’ll have to save the whole discussion later. About ‘reading’, quests, old school RPGs, characters and more. This is just one of the nodes.

Charles:
So what makes something a roleplaying game then?

Imho:
The more RPG, the less “game”.

The transition from a different type of game (strategy, fps, adventure) to a RPG happens when you lose some focus on one game-y mechanic and add more possible interactions. With your character (personalization, dress-up, skills, levels), with the environment (moving objects, manipulate them and so on, till “bake bread”), with the NPCs (dialogues, daily schedules, scripting, questing, etc..).

You can take some “borderline” RPGs (Elite, System Shock) and see exactly what are the elements they incorporate that make them feel closer to a RPG.

You can add characters and dialogues to a FPS to make it feel already closer to a RPG. Add the possibility to manipulate diverse objects, solve puzzles and a fair degree of freedom (of interaction) and you have a very good RPG.

The more the game focuses on just one pattern of interaction, the less it feels like a RPG.

It’s all about the interaction. It’s scope, diversity and impact. Which is also what “freedom” is. The possibility to choose the way you react and manipulate the game.

The “sandboxes”, or “virtual worlds” often become synonyms of RPG.

Silly example to explain my point: In a FPS you can see a chair, but only in a RPG you expect to be able to sit on it.

About “death systems”

I was thinking:
– In general some players demand harsher death penalties (or even permdeath) so that it is more “meaningful”.
– But then we also know that these games are about “learning”

Now my point is, from when “learning” is a practice of death? Isn’t “dying” the exact opposite of “learning”?

I mean, even in real life, “learning” implies that you survive the process. If you die you don’t learn anything at all, you are done. Game over.

Postulate: “Learning” is a mechanic of life, not of death.

Let’s delve some more (but still remain on the “navel gazing” level). What’s the difference between WoW’s death penalities and those in other games? I already wrote a long analysis two years ago, but, essentially:
1- It’s *quantitatively* small
2- It isn’t incremental (here I lack the proper term, but you know what I mean)

Don’t let the absence of xp loss fool you, there’s no *qualitative* difference from dying in DAoC and dying in WoW. In both a death is a loss of time. This loss can be quantitatively different, but qualitatively it’s still about the time. You could lose xp, but it’s still about spending time to recover it. Many mmorpgs have toyed with these concepts through whimsical solutions, but they didn’t really go anywhere. From xp loss, to corpse recovering, xp debts and all the rest. It’s all the same. Qualitatively.

Then there’s the other point. In WoW the death isn’t incremental. You die once or you die twenty times in a row and you don’t pile up the penalty. This is the most important element of the two, and it’s where WoW’s death penalty works better: these games are about learning, so it’s useful to keep the frustration away and lead the player more than teach him to fear death. “Fear death” here is the key. In this game “death” is the experimentation. If you “fear death” you stick on the standarized path, you avoid risk and maintain a “low profile”. No good for the game, not fun.

This is basically why the market rewarded more bland death penalties:
1- Games are about learning
2- In games you learn by experimenting, taking risks and dying. So you learn by dying (if you don’t do anything wrong you learn zero, obviously)
3- The market rewards a game where the learning process is the most efficient and satisfactory: dying is not frustrating, so you can take risks and learn

Pretty much linear and logical from my point of view. “Killing” the players for good doesn’t work because you are simply killing their possibility to learn. So you are killing the game itself. It would be a nonsense.

Now, why you would want to use “permdeath”? It’s like selfstabbing. You would kill every semblance of game.

Let’s delve on the level of navel gazing even here. What’s permdeath? Another “ring a round the rosey”. Nothing changes, you lose progress and need to restart. So it’s again a mechanic about time. You need to redo things, so you have to spend your time to return to where you left.

So what’s the actually impact of permdeath if it’s concretely nowhere different from WoW’s death penalty? What it would add that isn’t already largely used beside the “quantitative” difference?

Imho, nothing at all. Permdeath would only make critical the replayability of the game. It’s not the loss of progress that would scare me in WoW. It’s the fact that if I have to redo my character, I also have to repeat all the initial levels and all that content that I’ve already seen too many times.

It doesn’t look like a good idea. It would be really stupid, in fact.

Morale: Permdeath would be vaguely possible only in a game with a superb replayability. Which doesn’t look like a common feature and would also pretty much nullify the reason to have it in the game in the first place.

Conclusion: harsher death penalties are exercises in futility.

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

Latest conclusions from the “flow”

I’ll have to add an index as I have time. Here I’m saving some final considerations and basic points that I’m squeezing out the ongoing discussion.

Raging Turtle:
I hear people complaining about power creep, but really, why the hell would you stay in the game otherwise?

Straight from Raph:

I don’t at all equate levels and character advancement. Levels is one means of providing character advancement. I very much disagree that increasing power is the sole way of doing this.

Why would I play a game? Because I’m interested in the experience it offers me and having lots of fun in it. Consequence -> I really want to be part and active subject of this world.

The power creep is really a detail, even for those who love the progression. Again from Raph (I’m starting to feel like a well-trained bot):

Rather, I agree with what you said the first time, which is that it’s about the journey. I don’t think very many people get much enjoyment solely from the levelling process. Rather, the levels are the markers on the road. The road is what needs to be interesting and fun. You seem to be saying that as long as the growth via levels is there, the game can be less. I think that the ways in which we acknowledge achievement — and yes, even grant increased power — are secondary to the actual journey. Saying that “the enjoyment is less about the game and more about the growth” is exactly what is parodied in ProgressQuest.

This is REALLY the most basic stuff. We shouldn’t discuss about this in this sort of community. We aren’t five years ago. With WoW there’s a REAL RISK to demolish all we learnt if that success is observed superficially like that.

cevik:
I find it’s best to stir things up occasionally by pointing out that thousands of fun games have been made, but no one has yet succeeded in making a fun virtual world. They’ll deny that fact, but that’s what puts them firmly in the “wrong” camp. :)

Well, I didn’t deny the fact at all. Quoting from previous comments:

We all know how sandbox games SUCK. And they do. But this doesn’t mean that they HAVE TO.


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.


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.

Back to Raph:

Many many MMO devs disagree with you. I have heard many MMO devs cite “story” as the principal reason and strength for MMOs, for example. I happen to disagree with that, but there’s little doubt that this rigid control is a major success factor for WoW.

And back to me:

The point is: the rigid control is needed to overcome the huge flaws of freeform games (see the discussion on F13). What is interesting to figure out is why the rigid control is a success factor.

Imho, because it adds accessibility. And this whole genre has HUGE problems in the accessibility. ESPECIALLY Raph’s games (take that).

But it’s still possible to have direction and a whole collection of linear paths *within* a freeform sandbox. You would still preserve the possibility to go on your own, but the presence of those paths would allow you to still have a definite “purpose” if you need one. And learn/enjoy the game progressively instead of feeling ‘lost and overwhelmed’.

That’s the core point that isn’t working in the “other type” of games.