Minimally Multiplayer, by Stephen Zepp

So a smart guy named Stephen Zepp landed on F13 forums after they have been linked on /.

The discussion is interesting:

Stehpen Zepp:
(speaking about massive non-instanced game spaces)
It’s not a matter of “can” anymore, it’s a matter of “want to”.

Even though on the surface it sounds cool as a marketing ploy, there just isn’t that many reasons to want that many players on a single world, and several to not want it:

–content distribution: to have 15,000 players in a single world, you have to have somewhere to put them all, much less keep them busy

–performance: it’s simply easier on the hardware (primarily the db server clusters) to parallel your critical performance paths instead of serialize them (and yes, I know that there are several mechanisms and schemas for optimizing that many users–but those are in business related db models that have been optimized over 20+ years in some cases, for very specific task structures. MMO databases don’t have classes that teach any Joe Schmoe the umpteenth iteration of db structures and optimization for the tasks required)

–sociological research: there are quite a few sociological and anthropological studies that report the max “efficient” community size is somewhere between 200-350. After that, instead of a single community, it becomes a set of sub-communities. From a gameplay perspective, since most MMOG’s that bother doing research are trying to enhance their “communities”, they sometimes take things like this to heart.

–based on the relative success of MMOG’s that use instancing in some form or another, less appears to be more to the current market, not the reverse. Players want their own little areas and worlds with only their friends, not tens of thousands of others (Personally, I think this is an artifact, not a true demographical observation of the MMOG market, but I seem to be in the minority on that).

I remember Jeff Freeman commenting along these lines on MUD-Dev. I find interesting, instead, this line: “After that, instead of a single community, it becomes a set of sub-communities”. That sounds like something extremely interesting to have, imho. It’s not a case that my idea of “dream mmorpg” tries hard to both mantain the “universe” feel and at the same time offers the tools to toy with smaller communities where the single players and the guilds gain a personality and an identity, becoming well known and generating politics and gameplay themselves.

What he says is true to consider and develop better structures inside the game but it isn’t enough to ditch the idea of a “massive world”. At least not when you are using the strength of it and not just its weaknesses.

Then he moves on a different topic (or the same, depending on the point of view):

Stephen Zepp:
It’s been debated back and forth a lot in the forums in other threads, but I have to admit I don’t understand the rationale of turning a “Massively Multiplayer” game into a “Minimally Multiplayer” game by creating separate zones/areas/worlds/whatever you want to call them for very small subsets of a world’s population to play in.

What the popularity of instancing games tells me is that the draw of a MMOG is not the same for all players in the target market, and in many ways people actually don’t want a Massively Multiplayer experience, what they really want is a decent quality game to play with a small selection of friends.

That’s not a bad thing at all, but I think the huge subscription numbers WoW sees, and all the other top end MMOG’s are seeing is a consolidated result of much more than just the game’s quality and it’s MMOG nature–in many ways it’s because the Minimally Multiplayer genre doesn’t have enough members for them to be satisfied.

Which, in turn, implies that there is an “undiscovered market” of Minimally Multiplayer purchasers out there that hasn’t been tapped yet, and ultimately will drive the subscription numbers of current MMOGs down by an undetermined amount when that genre is tapped.

I understood and agreed till the end of the second paragraph, then I lost track of the logic. But let’s continue:

Stephen Zepp:
–I should been more clear in my question: If what you want to provide to your customer base is a Minimally Multiplayer experience, why in the hell are you building a Massively Multiplayer (and all the infrastructure upkeep that entails) in the first place? Build a Minimially Multiplayer game from the get-go.

1) Ahh, but that right there describes why it’s not “immersive” to me at all. How in the hell can you be immersed in a persistent world when the same arch villians have to be killed over and over and over and over again (or even can be killed in that manner). If Captain Super did win the day, then dammit, the world should know about it…not let me go ahead and win the day against the same opponents as well, just cause.

2) Bingo. Respawn is such a huge kludge, and completely destroys immersion of any sort whatsoever. Even with your difference of “CoH, they never respawned for me, while WoW they even respawned for me”, you still are respawning..and therefore the player’s actions are not interactively persistent. No matter what anyone does, Mob X is still gonna be hanging out next week waiting for someone to come kill him again. Instancing compounds this lack of interactive persistence in it’s attempt to fix other issues.

Instancing IMHO is putting a bandaid on the symptom, instead of diagnosing the disease and curing it.

The last line is the key, imho. Quoting myself:

Instancing is a profitable workaround but isn’t about addressing the real problem to move further.

More reiterations:

Stephen Zepp:
I’m not being clear then. My point is that if a game developer plans to give his players a “Minimally Multiplayer” game by using instances, then they should design the game as a Minimally Multipayer game from the beginning, instead of wrapping their real game presentation (1-20 players in an instanced zone) with a massively multiplayer design (and all it’s inherent limitations), infrastructure, and marketing scheme. What is happening right now commercially IMHO is companies building a mercedes benz using a touring bus as the blueprint, and marketing it as an 18 wheeler.

If the companies would actually design a Minimally Multiplayer game instead of doing what I describe above, you would get more features, functionality, and awesome game play than you do now, not less.

[answering a comment]
No, not at all. In fact, the entire purpose of this model is that the world itself becomes the content, not static “expansion zones” that have to be released month after month to keep things new and fresh. By nature of the combined models (interactive persistence and hybrid genres) it’s the players and the world itself that are generating the new and fresh environment.

I don’t quote further because he basically explains one of those ideas I’ve continued to tinker with till now. What Dave called “Interlocking Game System”. Exactly my plan on my dream mmorpg. Adding aspects coming from different genres: FPS, RTS and wargames. Everything put together in a cohesive way and not just independent layers (a similar debate that rised when commenting the “space addition” to SWG).

So I discover again that my ideas are nowhere new. But why I feel them so interesting? Why noone with the resources I’ll never have isn’t trying to go toward that?

Bounty hunting in World of Warcraft (Part 2)

I kept thinking at it instead of sleeping and the whole idea changed completely to be player driven. This new system is more simple, more fun and can still coexist with the other so that we could have both an automated and a player-driven bounty system.

This is how the player-driven bounty system works:


We get rid of the bounty points completely. The system isn’t anymore zone dependent, nor time dependent.

– Any player can put a bounty on a player of the opposite faction. To do this he must offer a money reward that goes from a minimum of one gold to infinite. The bounty is valid up to a month. Only the first bounty hunter to kill the target will collect the reward.

– The “bounty boards” will list the whole list of bounties created by the players. This list has various fields that you can use to sort it (similar to the Auction House interface):
Name – Level – Bounty Value (in money) – Name of who offered the bounty – Date when the bounty has been created – Online/Offline status

The last obviously shows if the target player of the bounty is currently online or offline.

– Now the bounty hunters can browse this board and take from it up to two targets to hunt, following this restriction:
While the bounty hunter can see the whole list of bounties on the bounty board, he can only grab those bounties that go from two levels below up to five levels above the level of the bounty hunter.
Different bounty hunters can take and try to collect the same bounty at the same time, remembering that only the first to win will collect the money reward. Once a bounty hunter succeed the other bounty hunters hunting the same target will be informed that they are too late.

– The hunt follows the system explained above. The hunter gains a new skill with a reuse time of ten minutes. When triggered the server checks the zone and the precise location of the target (it fails in the case the target is currently dead or offline, informing the hunter) but it delivers this information to the player only three minutes later. In the exact second an hunter uses his skill the target receives a voice message and a status icon telling “You are being hunted”. No more than this.

– If the hunter wants to collect the bounty he needs to use a second skill right before starting the attack on his target. This skill becomes usable when the target is whitin double the normal line-of-sight. These are the effects of the skills on both the hunter and his target:
* Both will be disbanded if grouped
* Both will loose any external (not self casted) buff
* Both will be invulnerable to PvP attacks (even from factional NPCs) if not coming from each other
* Both are vulnerable to each other attacks, no matter of the ruleset on the server
* The target (and only it) is healed completely if wounded

– This second skill can only be used once. When triggered the hunter has up to eight minutes to find and kill the target, if he fails or flees or gets killed the bounty is lost and can be obtained again from a “bounty board” only after eight hours and up to a max of three different attempts.

Now you can become a bounty hunter as a profession and collect money offered by other players :)

Bounty hunting in World of Warcraft

I should go to bed but I wanted to write down a simple fun system I imagined to implement in World of Warcraft. Its mechanic isn’t complex and it should be easy to implement and fun to play. It also fits easily with the planned additions and both with the PvE and PvP ruleset. Here’s how it works in the practice:


Every time a player kills or helps to kill a player of an opposite faction he gains a point (one and only one, no matter of the levels). This point will finish in a pool called “bounty points”. So if a player killed ten other players he will have ten bounty points.

These points decrease with the time. Every ten minutes without killing anyone a player looses one bounty point. This up to an hour. For every hour the points to loose every ten minutes increase by a factor of three. So for the first hour without killing anyone you loose one point every ten minutes, for the second hour three points every ten minutes, for the third hour six points every ten minutes and so on. This happens always, including when you are logged out.

Now the fun is that a player of the opposite faction can visit a “bounty board” located in each zone. This bounty board will list the top 20 players of the opposite faction that are from at least ten minutes in that zone and with the highest bounty points. On the board you’ll be able to see name, level and the bounty points of those players, but not the class. An “headhunter” can grab from this board up to two different “targets”. When a target is taken the target player will receive a voice message telling he is “being hunted” and an icon stating so, no infos aside this. The hunter instead will gain a new skill with a reuse time of ten minutes. When this skill is used the server will get the precise location of the target but it will deliver this information to the hunter only three minutes later. In the case the target is dead when the server checks it, the skill will fail and can be used again one minute later.

The hunt begins. Once the hunter or the target die in a direct duel the “victory spam” will be delivered to the whole zone and the winner “rewarded” with a nifty graphic effect. In the case the hunter is the winner he will also “earn” ten bounty points. If the hunter is defeated he will have to wait at least twenty minutes before picking up again the same target.

The hunt can also finish if an hour passes without an actual attack or if the hunter leaves the zone or logs out for more than five minutes. In the case is the target to leave the zone the hunter will know so. He can use the skill to know where the target is moving to and he has ten minutes to be in the same zone. If he succeed the hunt will continue, if the hunter doesn’t follow the target the bounty will be dismissed. The target will be attackable by its hunter (and vice versa) no matter of the zone setting and PvP/PvE ruleset.

The encounter between an hunter and its target works like a duel. A hunter can activate a flag when he wants to start the fight. This flag works instantly and it produces the same effects on both the hunter and the target:
– Both will be disbanded if grouped
– Both will loose any external (not self casted) buff
– Both will be invulnerable to PvP attacks (even from factional NPCs) if not coming from each other

The hunter has eight minutes to start and win the encounter after this state is activated. If it doesn’t happen the encounter is considered lost. This special state can be triggered only once.

That’s all, probably I’ll add more details, tweaks and changes in the next days. It is one idea I started to imagine because I want to rebuild completely the PvP system of my “dream mmorpg” to integrate the new things I’ve learnt from playing World of Warcraft :)

(fears about) Emergent behaviours in WoW’s PvP (to vanish)

Posted on World of Warcraft official boards:


This is a comment to the current ruleset on the PvP servers. I believe, and I’ll explain my reasons here, that the battlegrounds plus the reward/honor system will *break* the fun and the depth that the current ruleset was able to produce. While these two upcoming systems (rewards and battlegrounds) are surely a good thing for the PvE servers, they risk to completely denaturalize the PvP servers. Similar to what happened when Ultima Online introduced the concept of Trammel/Fellucca, offering improvements from a side but also breaking the core of what made that game unique and deep from the other.

Those considerations come from my direct experience on the PvP servers both during the closed beta and now at release. With this game many players finally demonstrated that the market rewards a game with a decent PvP system. If so many players have choosed a PvP server it means that this server offers something different and compelling. So this difference is seen by a large part of the players as a “quality”. A quality that I hope noone wants to see vanish.

My point is that both the reward system and the battlegrounds, while a great addition for the PvE servers, could break the quality that made till now the PvP servers so interesting and fun to play.

Now to continue to explain my reasons I have to point out exactly where is this “quality” I see in the PvP servers and that now I consider “menaced” :

The two ruleset aren’t that different and I love the PvP server exactly because it isn’t an hardcore environment.

The basic difference is that on the PvP server there are less OOC system that you can use to your advantage. The core difference is that on the PvE server the PvP is optional, like a cookie with zero gameplay value and role into the world. While in the PvP server the PvP is encouraged and part of the world, within a structure coherent with the setting based on well distributed zones (alliance, horde and contested). It’s the game, not a side-effect.

The reason why I love it is because PvE and PvP are melted together within a game world with its own coherence. Not anymore undependent layers that you can swap pressing a switch.

It’s here the only difference. It’s not just more or less “risk”.

It is encouraged for the simple reason it cannot be ignored to some extent. You’ll have quests dragging you in the contested zones and if you want to go there you are forced to accept the PvP as a reality. To me this “makes a world”. It’s less an OOC system and more a RP layer I can accept and consider.

The PvP is there, if you want to play the game you need to accept that in the zone there could be enemy players that could gank you in the worst situation possible. BUT at the same time it’s still an acceptable game because I’m not really loosing, nor I feel frustrate.
At worst the PvP is a timesink, an annoyance, at best it’s a whole new stack of fun possibilities and situations.

I’m noticing a trend as time passes. Everyone feels this PvP/ganking as pointless, boring and often frustrating. Obviously there’s no incentive. This is producing fun behaviours because with the time I’m seeing more and more horde ignoring me or even teaming up, communicating with emotes.

The ruleset is actively policing the game. Since there’s no incentive to fight endlessly we are starting to see an “emergent society” forming. Teaming-up becomes more appealing that charging on sight.

The more the zones put horde and alliance into close contact, the more the players ignore each other or team up.

I’m not sure how much this is unintended but I consider it the very best part of this game. The server is policing itself and unfun/ganking is somewhat limited because there’s no point to do it. Even the most dedicated ganker gets bored of it quickly.

What happens is EXACTLY roleplay at its finest, this is my point. Often miscommunication or a mistake bring to break a temporary friendship and produces a fight. Cooperating isn’t easy and this mimics what exactly should happen within the roleplay level. We are in a world where the two factions aren’t at war as many players assume. Instead they try to cooperate and often they fail. Building friendship is an hard effort that everyone can break up easily, going back at the starting point. This is already in the lore and mirrored right in the game without the players even noticing it.

This game produces real behaviours and real consequences because it mimics its deep structure instead of faking everything in every part of the design.

What happens is that the current system is able to melt completely the OOC to transform it into perfect IC. I have a lot of OOC fights when my group wants to freely gank everyone and I oppose myself to do that. But from an observer point of view this is also perfectly plausible as IC. There are players trying to cooperate, players that go hostile only when under a threat and also players that attack everything on sight and often break those cross-faction friendships. I’ve seen peoples fighting and blaming each other because someone was seen fighting side-to-side with horde.

This is magic. This is roleplay happening without effort from the players. We don’t even need to struggle to get into the role, it happens automatically because the structure of the game is so wonderfully crafted. It’s immersion within a game that respects its own rules.

For me this is spectacular. WoW is offering an environment that is absolutely unique and that cannot be found on any other mmorpg.

Now all this risks to vanish. This because of two points:

1- The PvP battlegrounds are wonderful on the PvE server but they will clash with the design of the PvP servers. This is where you mirror the Trammel/Fellucca model. You are drawing a line between PvP and PvE. As I wrote above the soul of this wonderful PvP environment you created is because those two layers are finally melted to the point that they are impossible to discern. They form a cohesive world. It’s obvious that a battleground goes right against this concept. If a battleground can be considered as a way to balance the combat (since it’s an instance you can regulate the access and so prodice a “fair” environment), the implementation of this system on the PvP server risks to draw a line between “fair combat” / “griefing”. Where the “fair combat” is the instanced zone and the “gank party” is the rest of the world.

In this case the PvP servers don’t offer anymore a “quality” that the PvE server cannot deliver. They just become: PvE server + griefing.

2- The reward system. Right now we are starting to see that wonderful example of emergent behaviour I described above. The PvP servers are really gaining a depth that no type of premade content will be ever able to offer. The fact that the two factions are starting to cooperate, producing infinite layers of possible interaction, can be seen as a side-effect that needs to be cut out. Obviously I believe that instead here lies the real quality of this game. You should nourish it, not suffocate it. Now think to what happens when a player of an opposite faction is a complete “character” that *may* be hostile or not, opening a stack of possible reactions that you need to figure out as fast as possible both in the case it’s a menace or a somewhat friendly and useful opportunity. This is exciting, it’s involving for the player and then for the player roleplaying its character. But now that player of the opposite faction is something else: it’s a bag of points. Or “bags of improvements” as Lum would define them.

Now you can guess by yourself that everything that works right now in the PvP servers won’t work anymore after these two systems will be in. At least it won’t work in the same way. The fact that players will be able to gain “honor” (or whatever) from killing a player of an opposed faction means that all the encounters will be just of two types: charge or flee. If you expect to win you charge, if you expect to loose you flee.

All the complex interactions that the ruleset is starting to produce now will vanish as the Greench after the 31 December: With no warning. The game will loose its depth and will become more an arcade, where the players are forced to react to a situation as expected. No freedom, just whack-a-mole and collect your bag of improvement.

At this point I won’t write another post of this length to offer solutions and design ideas, since I feel always like wasting my time, but I’ll suggest a way that may be able to coordinate the development of the PvE server along with the PvP server:

– Instead of gaining points (of any form) from killing players, please give rewards (of any kind) only by strictly accomplishing goals. Conquering and holding a town for “x” time may be a goal. Please develop the whole reward system so that it works *exclusively* on goals and NEVER rewards for killing a player, even in the case the fight is fair. So give us something to fight for and reward us when we achieve that goal but don’t incentivate the fight between the factions outside those goals.

This will preserve that “quality” that the PvP servers offer now.

P.S.
I give out free cookies to who suggests a better title for this message so it can get read more than ten times before sinking in the archive of posts.


Plus another reiteration to summarize the concept:

The battlegrounds will simply draw a line between “fair” combat and griefing. While they make sense in the PvE server they don’t in the PvP one. Because the basic idea of it is that the PvP melts with the PvE. The battlegrounds break this concept directly. It’s a theme park you go join. It’s Dark Age of Camelot, not World of Warcraft. It’s faked, not cohesive.

Instead the reward will simply wipe the complex interactions we have now. When a player is a bag of points you know already what to expect. Right now a sight of an enemy players may deliver so many possible interactions. With a reward system all this is wiped completely because the interaction will be strictly codified.

Instancing, when?

This is a continuation of the last reiteration about the instances.

Darniaq:
While I wouldn’t advocate an NWN-level of tools in a pocket space (since design and fun are hard and what-not), *some* control over content within a pocket space may be extremely compelling. It could be as simple as controlling the spawn of an area based on what a guild builds there. SWG does this, though player structures seem to affect mob spawn trigger locations rather than their changes of occuring at all.

Finally!

That’s my point as well. And it’s linked to what Ubiq wrote recently.

Things like controlling spawn points are exactly “toys”. What I underlined here is that, in this case, we loose the whole potential if this is instanced and limited to PvE. Playing with toys is way, way more fun (but also harder to design) in a PvP environment.

This BEGS to be used in the world. Not the instance. And this for the simple reason that:
PvE -> instance -> single player
PvP -> world -> cooperative

I also underline that, in my definition, PvP is cooperative, not competitive. All the cooperative activities, also when NOT involving combat, are PvP.

Instancing, another discussion

This is a comment I wrote to an article on Terra Nova, signed by Big Bartle.

At the same time I mirrored on the forum an old thread on F13 where I explained my point of view on this system. What it is, when to use it and how. Or why not.


In my ravings around May, after CoH was launched, I was one of the few strongly criticizing the use of instances. But this specific to a point of view: virtual words Vs an arcade single/cooperative approach.

My point is that this approach isn’t wrong if you deliberately choose *that* strategy and *that* path. I believe that PvE (in its broader meaning) is strictly single/cooperative play. Today we have a market that is considered to lean strongly toward PvE.

Now these facts all produce together the same result: strongly instanced (PvE) games are successful because they know perfectly what they are. Their nature. They are bringing back their gameplay where it belongs -> to a single player/cooperative experience. So they work.

As I wrote long ago these strongly instanced games are good and successful because they are NOT mmorpgs. They know this and they do not “pretend” to be something else and offer gameplay outside of its proper space.

Because, again, PvE (from my point of view) intersects with single player/cooperative gameplay. They are a single entity that simply doesn’t work if you try to separate the two parts.

Now, my point of view is that it is never “wrong” to use something. It depends on how you use tools, like instancing. In this case I believe that we can lean toward trying to add more experiences to a mmorpg. So that we have a complex world, a meaningful implementation of PvP AND also a PvE part, where instancing can be used to deliver the best quality possible.

What I mean is that instancing “delivers a lot” in PvE exactly because it’s a “going back where it belongs”. What can be a choice is about integrating this part (PvE) with something else that incentivates what makes this genre different. Adding different possibilities, so that instancing becomes a way to offer what is pertinent to it, leaving another part of the VW to work under different rules and strategies.

Now all this is weakly tied to what you write here but it’s my way to explain what instancing is and how it can be used. In particular your last example seems near what already happens in Neverwinter Nights. And it’s here that what I write plugs in the discussion.

P.S.
From a design point of view I also believe that the “resets” aren’t the main strength of this technique. What is relevant is that you can choose and fix a range of levels (power) or a number of players, so that you are able to (finally) offer a challenge. Where, instead, the current mmorpgs trivialize every attempt at delivering a decent PvE exactly because you can rip off the starting conditions, bringing to the encounter more players or letting in a strong character that powerlevels everyone else. Instancing simply adds *more control* in the hands of the creator. This means that we are less “sandbox” and a lot more content-driven experience.

And it’s here again that we discover what instancing is and how it should be used.

P.P.S.
Instead what you write about using instancing to produce a more interesting world (and more control again, but to create something that can be more dynamic and more original). That’s a particular kind of potential that I wouldn’t limit to PvE. It’s something that can be used for PvP and so completely unrelated to instancing.

Does civilization exist for egoistic goals?

This is a spin-off to the previous article I pasted on the forum.

Raguel:
PvP builds community.

It’s not just that. The PvE how is structured in WoW helps to build the social aspect a lot. The level differences produce smaller groups of players sharing a location (zone) and a problem (quest). So you can meet in places and group with other players because you share the goal.

Open ended games like UO, SWG and Eve-Online don’t have the focus of WoW. It’s harder to find a common shared purpose and it’s harder to get together.

As I wrote many times those games are designed for the socialization. But socialization in groups that existed before the game itself. It’s not easy to play together with peoples that you haven’t met before.

And this is something that WoW does very well.

Raph commented that this type of socialization is about “weak-ties”, because you can meet, group for a few minutes, reach the goal and disband. This is true but I strongly disagree with his conclusion.

It isn’t the game to transform a weak-tie in a strong-tie. That’s something that is about the player and his choice. It’s not something that needs to be designed. So the result is that WoW “does it right”. It makes creating the “weak-ties” easy and common. Peoples don’t glare at you if you offer your help or ask to group. Then it’s up to you (if you want) to transform those weak-ties into something more stable.

The point is that there’s an even better way to deal with all this. The design actually can improve over WoW’s model but without forcing the socialization by exploiting gameplay limits (like SWG). And this (better) model is about creating goals that are shared between different players.

My idea is to detach the goal from the character. In WoW the goal is in common because you have groups of players about the same level that need to gain experience. I want to bring the achievement *outside* the character and into the world. A good and deep PvP system does this when you don’t kill opponents for Realm Points, but you do that to build a domain, defend your territory, gain control. On a level trascending your single character.

Yes, this builds ties. And it’s the better you can aspire to reach and develop. It has breadth. But an healthy type of breadth that doesn’t mess or loose the other important elements.

In the past I strogly criticized how Raph defines the “socialization”:

Raph Koster:
Civilization exists for egoistic goals.

For him you’ll socialize only when you are forced in a dependence. So you want to be a crafter but you’ll need to socialize and get your tools from other players, or you won’t go anywhere.

This is *horrible*, imho. An horrible model and ideal of “civilization” and cold and boring to play.

This is what I answered:

This because you didn’t get the real difference between my idea and those you list.

EQ raids are communal goals but to reach egocentric purposes (loot). Perhaps there are a lot of players doing that just because it’s cool but the mechanic of the loot is still *strongly* deep-rooted in a personal-only purpose. THIS is what I criticize: this isn’t a real communal goal. This is an egoistic goal with a COMMUNAL PROCESS.

What I imagined is a game with communal goals and communal/singular processes. In my example of “building a town” the goal is obviously communal. The process may vary because if “wood” is a requirement a single player could go alone to gather it.

You see? EQ raids are egoistic goals and communal processes.
What I suggest is communal goals and processes that may be both communal and singular.

It’s the exact opposite.

About the rest:
– Guilds aren’t purposes, they are structures needing “content”. I don’t fit them as a communal goal easily

– Business is the exact example I criticized. The fact that you need to depend on others only fakes this communal aspect. The world is kept together on forced restrictions. It’s not “healthily” commonal, it’s a dependence process that you have to suffer to go anywhere. The goal is still completely egoistic but you are forced to interact to reach it. I consider this plainly wrong and negative.

About the title of the thread we go off topic, it isn’t about games and I’ll write about it soon (perhaps).

Raph’s book arrived here

This morning I found the Amazon’s package with Raph’s book into it. I’m quite happy. It’s actually the first book I buy and read in english aside some school-related stuff. But what is important is that it’s a real book, it is solid. All this time I passed discussing and playing online games is simply virtual. It’s a virtual life that right now is near the totality of my life. It’s like a dream, I really wake up in the real world and I can assume nothing I do exists. Instead this book is solid, like a sign that the dream was somewhat real. It’s a proof.

So the book has an “horizontal” shape, 240 or so pages. I like having it in my hands, it’s well organized. On the left page there’s what Raph wrotes, organized in paragraphs and with an easily readable font. On the right there’s what Raph draws, with the role to illustrate a concept.

The concept he used is rather good. It’s not an “hard to understand” book, that requires you an effort of concentration just to grasp the logic sense. Instead it lures you in, it is pleasant so you go after it. Accepting the ride directly as a fun ride. The language is simple and essential and it mirrors directly the approach: reaveal the simplicity as something where the secrets are held.

From the other side it’s still a solid (in the material sense) book, as I said. This time we aren’t on a message board with a shifty attention span and active filtration and selection. A book, even when simple, still requires some dedication, you have to allow it to lead you in, with its own time and rules. So here Raph has a new advantage. Writing book is surely about having a power. This just to explain that I’ll need to give it its time before I’m able to finish it, digest it and perhaps comment. But I’m really happy to have this possibility and I’ll surely have fun. Having the book in my hands made me notice how much I like this sort of studies and activities. Like something I’d really like to do. Fascinating in a personal way. I love it.

For now I just skimmed it, read something here and there, looking at some of the comics. I also started to glance at the first pages, but I did that in front of a window, standing still. I only read books while I’m sitting, so I’ll surely go back and start again from the first word.

Just a few considerations about what I read in a few minutes that could be completely off-track but I still want to archive.


Back at the end of the last May we were already discussing “fun” in games in a thread at Corpnews. After some posts I wrote my own, simple idea:

Learning is the key of the whole process:

+ We have fun when we are able to learn.
+ We are frustrated when the learning process is hard or forbidden.
+ We are bored when the learning process is missing.

So I identified three different statuses, plus I focused on the learning process as the core of the “fun”.

This isn’t different from Raph’s approach. He also focuses on the learning process and he starts to deal about the language and the cognitive studies. But before starting the real considerations he still feels the need to define what is a “game”. With my superficial attitude on the issue I never felt the need to properly define what a game is. So before reading further I stopped a second and asked myself how I would define it.

For me a game is always a “let’s pretend”. It’s a “what if”, a simulation. Something like a legend, with a tie to the reality about an aspect. Then moving to the essence of that aspect. Like linking a symbol to a meaning. A game has always a system of rules that is set, big or small but always “finite”. Then there’s a goal. Within this environment there’s a path to follow, or to discover that brings you to accomplish the goal.

These are more or less my own considerations about the definition. A simulation within a closed rulesystem with a goal and possible paths to reach it. At this point I continued to read and I was happy to discover that various “high-profile” academic guys more or less underlined the same idea, like:
Sid Meier“A series of meaningful choices.”
Ernest Adams and Andrew Rollings“One or more casually linked series of challenges in a simulated environment”
Katie Salen and Eric Zimmerman“A system in which players engage in an artificial conflict,defined by rules, that results in a quantifiable outcome”

Not far from my concept. The difference is that I still (once again since I criticized Raph on this many times) link the simulation with the reality as something important. It is a formal system, like Will Wright says, but it’s still linked outside the formal aspect. Raph starts to talk a lot about tic-tac-toe but this is not only a “dumb” game, as he defines it, it is also too abstracts to be enjoyed. As a kid I didn’t like these kind of games too much. Kids in general like a lot more to use the body, do sports, challange each other, roleplay TV movie or comics and all the rest. What I mean is that the “formal” aspect is indeed an aspect, but there’s also the roleplay, the simulation as something tied with a reality that is still meaningful aside a “formal theory of fun”. If you describe the cross and the circle signs in the tic-tac-toe game as knights fighting for a kingdom (just to explain.. not a great example), the kids are way, way more interested, because aside the formal system there’s the culture with its myths having a strong role in the dynamic known as “fun”.

But this was a side thought that popped in my head and following various critiques I wrote in the last months, against Raph, against Big Bartle. Instead Raph continues the ride focusing on “patterns”. This is interesting because it links to the idea of fun I wrote and pasted here above. I’m always superficial but I wasn’t wrong. I link the “fun” with the frustration and boringness. Like three possible statuses depending on the learning process. If you can learn and it’s viable you are having fun, if you cannot learn because it’s too hard you are frustrated and if you’ve learnt already everything you are bored. Raph descibes the same attitude melting my boringness and frustration together. When he plays a game that is too hard he is still bored:
“That’s not just me saying, “I can’t cut it in Internet play! Damn 14-year-old kids.” My reaction isn’t mere frustration; it’s also got a tinge of boredom. I look at the problem and say, “Well, I could take on the Sysyphean task of trying to match these guys. but frankly, repeated failure is a predictable cycle, and rather boring. I have better things to do with my time.”

This is interesting because it leads directly to go a bit deeper in what I only scratched with my own idea. It’s not just an homogeneous, indistinct (and undefined) “leaning process”. As I said I’m lazy and superficial. Raph analyzes better and focuses the attention on the “patterns”. At this point we can go back and consider what a game is. Again I define it like a medal with two sides that (must) melt together. There’s a context (that is too much ignored and trivialized) about the simulation itself, the myths, the culture. And there’s the algorithm. The solution of the puzzle, the “series of meaningful choices”. It’s this that Raph defines as “patterns”. And it’s the relationship of peoples with these patterns that regulates my frustration/boringness/fun distinction more or less accepted by Raph.

And that was all I was able to read and consider in a small span of time. Perhaps I’m already completely off-track but as I said I didn’t even really started to read the book. That’s something that will require a different attitude. And I’m really looking forward to sit down on a comfy armchair, with a pencil, and start reading with lot of time ahead :)

Engines of narration

This isn’t Daver Rickey ;p
Just a scheme I want to save. Perhaps I’ll write something about it in the future:

Intensity Permanency
Surprise strong weak Wonder
Mystery medium medium Curiosity
Suspense weak strong Empathy

World of Warcraft seems to do well on the first line, that’s why some say that it won’t be a huge hit in the long run.