Showing posts with label emergent gameplay. Show all posts
Showing posts with label emergent gameplay. Show all posts

Saturday, July 28, 2012

Stagnant MMOs

This is a response for a discussion in the comments on Spinks' post Bring on the clones.

I find that both the ways in which players interact and the game systems (not necessarily just Combat) of the MMO space have been mostly stagnant for the last 8 years. There have been minor attempts to mix it up (e.g. AoC's melee combat, Aion's jet packs, Public Quests, Dungeon Finder), but the developers still copy "the same black and white, two-faction faux war with safe and 'contested' zones; the same action combat with the same pace, hotbars, and skills; the same solo quest grind with the occasional dungeon run; the same poo-pooed crafting system that has little consequence to players; the same 'hyrbid' classes which really aren't hybrids at all, but rather 3 min-maxed role specializations that are the Holy Trinity through and through" (link).

I play very few games. I find one that has enough complexity and depth (often requires multiplayer in order to uncover that depth) such that I stick with it for years until I've exhausted its playability. I love First-Person Shooters, but I only really love 3 of them: Goldeneye/Perfect Dark, Counter-Strike, and Team Fortress 2. These are all vastly different games. They all play differently; they have distinct strategies, resources, tactical considerations, objectives, moods, etc. To highlight a variation, Counter-Strike is about concealment and weapon accuracy/bullet spread; TF2 is about evasion, keeping or closing distance, and reloading. Never mind that a shotgun in both games is the same; the situations and tactics for using it are very different (and must be learned).

I've played very few MMOs as well: FFXI, WoW, and now Eve. I have purchased or trialed many others (EQ2, LotRO, WAR, Guild Wars, AoC, Chronicles of Spellborn, Tabula Rasa, Global Agenda, Champions Online, Ryzom, Aion, Rift, Vanguard, Dawntide, Darkfall, FF14, and The Secret World). FFXI, WoW, and Eve have drastically dissimilar game systems.
  • FFXI is about cooperation: working with players to level up, complete challenging quests, or make money. Crafting was a motivator for me to expand my character's available classes and gain more levels. It has an extremely friendly community and many group activities: slower-paced, group-oriented combat, XP groups, epically long quests, arena-style fights to earn money, raids, PvP, and group crafting.
  • Eve is deceit and information warfare. It is a struggle between knowing that you need friends to move up in the world and not knowing whom to trust. Its community has an outward appearance of borderline psychotic, but within Corporations, players are friendly to each other and willing to do activities together. Eve is a sandbox and has the most content of any MMORPG ever, and thus newer players have a monstrous time just getting their barrings. Nothing in Eve is simple, and there are many ways to enjoy the game.
  • WoW offers convenience and satisfying gameplay. It has extremely snappy and fast-paced combat, and very little in terms of a virtual world. It is about using people as briefly as possible to acquire the next achievement. WoW is two distinct games: the leveling game, and the game at level cap. Hop in for a few minutes, do a quest or two by yourself, and log out without interacting with anyone. Or if you're at level cap, you do chores by yourself, queue up for a dungeon without speaking, or maybe you have a scheduled raid where you recite a dance that has no transferable knowledge or skills (to another raid).

Most of the games I listed in parentheses above are very similar to WoW. While the classes might look different, or the spells be named something unfamiliar, or the setting be changed, they all follow the same template.
  1. A solo leveling game with a dungeon/raid-heavy "end" game produces the same community as I experienced in WoW. 
  2. Since everyone must be capable of soloing mobs, the combat abilities can't vary too wildly between classes. 
  3. If combat is fast-paced, players have enough time to launch two, maybe three attacks before moving on to the next mob; this necessitates that combat be wholly uninteresting since you only need to use 3 abilities. 
  4. Typically the mobs are not varied enough to require players to consider a different set of 3 skills, because that would be too disruptive and slow down the pace of leveling.

When developers describe a system akin to Public Quests, they are talking about an exception. I can read between the lines: combat is normally performed by yourself, but then the game has these exceptions scattered about where you work with other players. The sad part is that very little coordination is required during the PQ, and people rarely converse. Playing alone together at its finest.

If I can look at a list of game features, and envision my entire career with the game (solo quest grind, occasional dungeon, switch class, solo to max, chase after gear and reputation), then I've already played it in another form, and thus I'm not interested in playing it again.

Monday, December 26, 2011

World PvP: A Common Model

World PvP comes in many forms, yet there is a simple environment model that gets used over and over again. It can be seen in World of Warcraft, EVE, Darkfall, Dark Age of Camelot, and many other past and future games.
  1. Rewards for engaging in PvP.
  2. Risk associated with entering "PvP" areas.
  3. Non-PvP content/rewards in those areas.
This simple list describes Isle of Quel'Danas, Tol Barad, and world bosses in WoW; low-security space in EVE; dungeons in Darkfall; Passage of Conflict in DAoC; and any resource node or choke point in any MMORPG with PvP capabilities ever.

Rewards include crafting materials, mob access, safe passage, money, abstract currency (Honor), and loot. Note that territory control is not a reward in itself--owning land for the sake of owning land is meaningless and players will not value that "resource" unless it gives them an advantage or creates wealth/value, including vanity (player houses). Territory control is often an objective in competitive multiplayer games, but at the very least players win the game by claiming control--most MMORPGs are not "won". Compare the difference in activity between the Zangarmarsh control points in BC WoW (gaining a +5% experience boost in the zone), to the Spirit Towers around Auchindoun (allowing bosses to drop Spirit Shard currency). [TC rant over...]

Risk is "exposing (someone or something valued) to danger, harm, or loss". Something must be risked to have infectious PvP. It could be as minute as lost time on a corpse run, or as harsh as the entire net progress of your character (permadeath). The severity of the potential loss directly correlates to the emotions conjured during those risky situations. The more the player risks, and thus the greater the consequences, then the more intense the emotions associated with PvP events (fear, thrill, fiero, agony, anger). Adrenaline can be addictive and binds players to the game (or makes them run in terror). "What a rush!"

People are risk adverse and are afraid of losing value. But the beauty of MMORPGs is that none of it matters! It's all make-believe.

Make-believe squid-monster riding giant eagle-horse.

The Non-PvP content in the zone attracts "grazers": players that are not looking for a fight, and will be tackled by a tiger if they don't pay attention. These players serve as content for the hunters (and the hunters provide thrilling experiences for the grazers--hooray symbiosis!). If this hunter/hunted paradigm is used, it is a good idea to include tools that allow players to evade or to truly hunt other players (foot tracks, dead mobs, chat, scanners, etc.).

Do not think that grazers are innocent victims. Players will alternate between hunters and grazers rapidly depending on what their immediate goals are. Also, longer term grazers ("carebears") who engage in risky behavior to amass rewards at an accelerated rate are the ones trying to cut corners. ;)

Assuming players are frequenting zones that follow this model, it is likely that World PvP will foster. The combat itself has to be vaguely interesting in order to motivate players to use it, so dull combat can thwart any attempts to create this environment. World PvP is an emergent dynamic and a powerful aesthetic of combat, aggression rules, and scarce resources. The fundamental mechanics need to be solid first.

Friday, October 30, 2009

Moral Choice Beyond Good and Evil

While browsing through the Alganon website for publicly available data on the game, I was angered by the insistence on using the horrible good-evil dichotomy that has become the standard system of moral choice in games.

alganonracesThere are two factions in the game: The Asharr and the Kujix. Guess what they represent? Just pick the easiest possible dichotomy that has been used the most in videogames: Good vs. Evil. Alganon doesn’t stop there, though! It folds all of of the positive “good-aligned” traits—light, nature, heart, mind, order, obedience, and protection—into Asharr and similarly it folds the opposites into Kujix. They went all-in on this cliché. This kind of design laziness borders on the obscene. Reading about Alganon’s weak backstory brought memories of a certain AGDC session flooding back into my thoughts.

Mot and I attended a group session at AGDC ‘09 entitled “The Jesus-Hitler Problem” where we had a series of small-group discussions about how to make moral choice in games less banal and ludicrous. Everyone agreed that the good-evil dichotomy is weak, overplayed, and should be relegated to the trash heap, but few people had much to say about how to replace it. Some suggested avoiding the question all together and divorcing moral choice from game mechanics. Some suggesting having some kind of faction system in games to represent a players alignment with the wants of different important groups in the story.

gcdilemmaIt’s definitely time we ditch the good vs. evil dichotomy in games.  Both sides are stupid. No one actually ever fits into either of the sides accurately. They’re caricatures that have been dulled by overuse. (And I find it ridiculous that people don’t have a problem how MMOs imply that the moral caliber of one’s being has to do with one’s race.) We should keep moral choice as a mechanic, though, because leaving it out doesn’t encourage players to try different paths. The stakes become very low if moral choice doesn’t actually have an effect on the game world—we almost shouldn’t bother with moral choice at all in that case. Faction systems are a better idea, but don’t fit a wide range of genres.

My suggestion is that we keep moral choice, but change its gamut radically. Moral choice shouldn’t run from perfect good to perfect evil separated by a vanilla neutrality of uselessness. For moral choice to be effecting and memorable, players have to be forced to choose between two equally appealing (or equally disastrous) options. There should be a solid case for either choice being good or evil. 

Here are some dichotomies that arise in moral dilemmas; one’s beliefs on a dichotomy need not be either one or the other, there can be some degree of dithering:

  • Idealism vs. Pragmatism (Hope vs. Reason)
  • Material vs. Spiritual
  • Mercy vs. Justice
  • Need vs. Deserve
  • Impulse vs. Reason (Heart vs. Mind)
  • The Many vs. The Few
  • Authority vs. Equality
  • Self vs. Others
  • Present vs. Future
  • Certainty vs. Opportunity (Fate vs. Free Will)
  • Intent vs. Consequence
  • Unity vs. Diversity

If we profile NPCs through using their positions on these dichotomies, we can construct almost lifelike belief systems. Once we have belief systems, we can present the player with options that will either appeal to or disgust NPC groups that with which the player interacts. The tests of morality can occur relatively frequently, probing at the player’s conceptions of each of these dichotomies. Different factions react in different ways depending on how the player has behaved earlier in the game.

Through expanding the moral quandaries and removing the pretense of good vs. evil, we can create arresting moral decisions, and then have those decisions have deep-rooted effects on the way the game progresses. Such a system will be significantly more engaging, replayable, and thought provoking.

Thursday, October 8, 2009

Defining Moderate Simulationism

Simulationism does not mean blind reproduction of real-world processes in a game. I have a more nuanced and objective definition of simulationism. Using this conception, we can better understand what I mean by moderate simulationism.

My approach to moderate simulationism is based on a managerial technique employed to some success among Japanese automakers and subsequently many businesses worldwide: The Five Whys.

Take a look at the high-level mechanics in a game and ask “why”—“why does this work?” or “why did this happen?” After drilling down through consecutive “why”s, you reach a point where you have no other answer but “because the devs say so.” This is the point at which there is no further game-level reasoning: you must step out of the rules themselves to answer this “why.” I call this jump to metagame reasoning a “bottom”. It’s the end of whys that are useful to the player when they’re playing the game. Each time you have a successful answer to a “why” question in a chain, the why-level for the mechanic increases by one.

Gamist systems tend towards metagame reasons taking control almost instantly. The rules in a pure gamist system exist primarily because of metagame reasons—all of the rules do, high and low abstraction layers alike. The perfect simulationist game would allow this chain of whys to proceed all the way until you reach the point you would say “well… I don’t know!” in real life.

In virtual world design (which is the primary concern of just about every single MMO) pure gamist systems fail because the game rules become too arbitrary for the players to suspend disbelief and become immersed in the world. The immersion loss is too great to justify the marginal balance improvements a pure gamist system ensures. Pure gamist virtual worlds do exist, though, in the form modern MMORPGs. There are no pure simulationist MMOs because pure simulationist systems are impossible to implement. Limitations on computing power doom pure simulation. Even if the computing power limitations disappeared, thorough simulations routinely become too complex to program and too complex to play. We don’t even have the means to interact with a computer accurately enough for a simulation of such depth to be feasibly usable.

What, then, is moderate simulationism?

Start with a living virtual world. It doesn’t have to be an accurate simulation of some subset of the real world, but it should be a virtual world that sustains its own operation but changes as different agents interact with it. These agents should be AIs to start. Once you have a self-altering world, you define a set of interaction points at which the player can touch the game world—these interaction points manifest in the player character and its capabilities in RPGs. The way that the player character can interact with the world depends on the parameters of the simulation and the natural conditions that arose as the world evolved under the influence of AI agents. The why-levels of most of the key aspects of the game world will now be significantly deeper than they are in modern theme-park (and even further, sandbox) MMOs, but there is still a bedrock of world design principles that are safely below the why-level of the real world.

(Props go to Tales of the Rampant Coyote’s article on making magic less mundane which helped me to better understand the core of simulationism.)

Saturday, August 15, 2009

Game Concept: Discarded Mutants

Humanity has expanded into space and met with thousands of alien races among the myriad solar systems. Eugenics and cybernetics have become vital to the success of the human race. The only way they can hope to compete with the physical power or intellectual acuity of the alien races. Hybridization between human and other species and races also is common among the denizens of the colonized planets.

But there is a great risk to messing with the building blocks of life without fully understanding the possible consequences. Millions of creatures have been created which not even the forsaken gods would wish to bear witness to. When the creator of such an abominations realizes what he has created, he can risk trying to enslave his creation, but more often than not the monstrosity is sent to one of the abandoned worlds. Life is precious, and though eugenics is the order of the day, with the new capabilities that unravels come greater responsibilities. He who brings a being to life cannot kill it simply because it is unsatisfactory—after all, human beings would have been destroyed long ago if extraterrestrials had not had a similar law.

The player takes on the character of one of these outcast mutants right after its memory has been whiped and it has been deposited naked on a planet's surface. The world that the mutants inhabits is an ancient world where great civilizations once ruled—but now it is in complete ruins, desolated by the ravages of the exiled monstrosities. In the beginning of the game, the world is completely free and open and the player can do any crime free of the game stopping him. Players can also change the environment by digging into the ground, knocking down walls, and other actions made available by different items found in the ruins.

The primary goal for the player is survival. Permanent death is a central mechanic. Players are responsible for sustaining their character. That means characters become hungry and thirsty. They must find food to keep themselves strong and water to stay alive. Depending on the mutations the character has, they may need more or less food and water—or they may be able to consume metal, plastics, stone, dirt, or they may be able to use photosynthesis (but then they must find a light source if they’re indoors for extended periods of time). Players also need to deal with the other mutants that they encounter—this means either fighting or engaging in diplomacy.

That’s a basic outline of the idea behind a game I’d like to design. I’m going to make posts discussing the mechanics needed to make such a game possible as I think more about it. If a game similar to this has been done before, I’d love to know about it.

Friday, July 17, 2009

Floodplains of Ambiguity

There was a discussion on Twitter yesterday about narrative as story versus gameplay. in_orbit compiled the tweets into a thread-like style; you can read it here.

Additionally, I'm sure you've heard of Train by Brenda Brathwaite. There is an article written by Ian Bogost on Gamasutra which had some interesting input, namely how the ambiguity or open-endedness in the rules resulted in the players becoming more immersed. The player has to figure out how to jam the people into the trains. The player is confronted with the desire to neatly order the tokens in lines.

This ambiguity in rules reminded me of yet another major event in recent MMO news: the Dr. David "Twixt" Myers experiment in City of Heroes. A philosophical debate on social rules and games was waged on World of Discourse (check out the comments).

The gist is that Myers was playing by the rules of the game but disliked the social consequences of violating the social rules; he was griefing other players and was taken aback when they verbally threatened him--the player not the character. In the little pocket community of CoH, social norms of acceptable play grew out of a lack of game rules or rather a manipulation of those rules.

It is here, in the No man's land of ambiguous game rules, where the true power of emotional games arise. In Train, players made a choice of how to pack passengers in the cars, and that article by Bogost notes, "players seem to alter their gestures of passenger loading and unloading as they better understand their implications." I'm sure players in CoH got upset when they lost a "legit" PvP encounter, but did they send death threats to the victor as they did to Myers?

Designers like Brathwaite seem to be focused on creating drama. Instead of discomfort, sorrow, or rage is it possible to leverage ambiguous rules and create joy and pleasure? And can we do it in an MMO? Perhaps we are already doing this. Emergent gameplay and solutions allow the player to discover dynamics with the game rules, and this often feels rewarding. Is it euphoric though?

Tuesday, June 30, 2009

Emergent Solutions vs. Exploitative Solutions

In my last post about minimalist design, I didn’t go very deeply into the implications of minimalism in MMO design. I’m going to work on the idea of minimalism and emergent behavior over the course of several posts exploring what emergent behavior is, what it means for MMORPGs, some suggestions how to make it happen, and the new problems it introduces. This post is about what emergent behavior is, how it manifests itself, and why theme-park MMORPGs don’t make it happen.

This article on emergent solutions in interactive fiction fascinated me. This is exactly the kind of things I’d like to see in MMOs. Instead of having the goals be resting points set by the developer, though, I want players to set goals for one another and interact to find solutions to the problems that stop them from reaching these goals. This goes much deeper than “I want to be more powerful. I guess I’ll kill a thousand rats. I’ll do that by swinging my sword at these rats until there are corpses on the ground and experience points on my character sheet.”

An emergent solution is a solution that the developer did not premeditate as being a possible solution to a problem. You allow emergent solutions by providing a rich game world with sets of interrelated operations that players can perform on different items in the world, modifying their properties and allowing an explosion of possible paths of action. The author of the article I linked to earlier mentions a great example of an emergent solution: to get the seeds out of a seed bag, the player killed a rat, cut off its tail, froze that tail in liquid nitrogen knowing that it would become brittle, shattered the tail into sharp shards, then cut open the bag with one of the shards.

Exploitation as an Emergent Behavior

The primary kind of emergent solution behavior in the current generation of MMOs is actually exploitation. The game puts the players on rails towards completing certain tasks that are supposed to be at a certain challenge level; to compromise the tasks by reducing the challenge level through exploiting the flaws in the game logic surrounding them is exploitation and poor behavior. The designers have thought up the problem and the solution and you had better solve that problem with that solution! It doesn’t matter if there are other feasible solutions, because the game isn’t about actually solving problems, it’s about receiving the rewards—or at least that’s what the developer is telling you through his design.

But exploitation is emergent behavior. If you see game systems only as arbitrary sets of rules that stand in the way of accomplishing what you desire, then there is no difference between using a wall hack in Darkfall to farm mobs imperviously and cutting off a rat’s tail, dipping it in liquid nitrogen, shattering it and using the sharp shards to puncture seed bags so your character can feed itself. Game rules do have meaning, though, because they relate to what we do and what we’ve seen done. People can’t walk into walls to avoid being hit by missiles, so this is considered an exploit. A person could conceivably use the shards of a frozen rat-tail to cut open a seed bag, so it’s considered an emergent solution.

The Leakiest Metaphor

It’s important to understand game rules as metaphors for real life causal relationships. In MMORPGs, this relationship can become obscured by the gulf that currently exists between what a player should be able to do if the metaphors hold and what the game allows the player to do. MMORPGs have extremely limited player-world interaction schemes. The player has a tiny vocabulary of actions he can perform and few of them have any lasting effect on the game world. The metaphors only apply at a very abstract level: you can fight, make stuff, and get raw materials out of the earth. Those three actions vaguely mirror their real-life counterparts if you squint very, very hard.

The good kind of emergent behavior occurs when you seal up those places where the metaphors squirm and fail. You don’t have to directly model every single part of a real-life process to seal these gaps. You just have to do a good enough job of designing and implementing with minimal-impact bugs a metaphor that is uniform in its depth and actually engaging to play through. If the metaphor is inconsistent or too shallow, players will rub up against those things that it seems they should be able to do but they can’t because the game arbitrarily seems to frustrate their attempts.