Showing posts with label happiness. Show all posts
Showing posts with label happiness. Show all posts

Tuesday, November 17, 2009

Accountability System for Dynamic World MMOGs

Let’s think about how society holds people accountable for their actions and why. We’re not going to be able to directly model this in a game, but understanding how morality and social structures maintain themselves in real life can provide us with a basis for the mechanical social structure in a game world.

What (most likely) separates human beings from other animals is that we can calculate consciously the affects our actions will have on others. We can conceive of systems to judge actions on a scale beyond our own self-interest. These conceptions are institutionalized through religion and law. Societies dynamically generate and modify moral codes that their members tacitly understand. When there are enough people in the society, institutions arise to enforce moral codes and perpetuate, beyond the scope of the family, certain moral standards.

Accountability and moral agency are tightly bound. If we can be held accountable for our actions, we have the capacity to make moral decisions and be held to moral standards. We want the morality of actions to make a difference in what a player chooses to do when he interacts with others.

Societies in online games take on much of the morality of the real-world society in which the game is played. The effect of morality is deadened significantly in online games, though, leading to plenty of negative, uncooperative behavior that leads to undue pain and suffering.

Active morality promotes social order and cooperation, which, in general, leads to a much better social experience and a more enjoyable gameplay experience. In order for morality to matter in the game world, though, there needs to be accountability. Actions taken against (or with) other players need to have consequences, positive or negative, in order for the morality of those actions to matter to the player. Consequences cannot be enforced by players without knowledge of the precedent action.

Accountability in MMO dynamic worlds is deadened by several factors. Dynamic world games have to mitigate these factors significantly to make accountability work.

  1. There’s no way to teach the morals of the game’s society to newbies without them experiencing it. Newbies are given a character that should have a solid understanding of the moral framework, but it’s impossible for the newbie to have that level of understanding.
  2. There’s no ultimate punishment in the game world because death has little meaning. This has far-reaching consequences and cannot be overlooked.
  3. The cost of abandoning a character and creating a new one isn’t prohibitive. Griefers only lose time when they are forced to make a new character, and those griefers usually have more free time than those who are being griefed.
  4. Players don’t play every waking hour, so decisions that may need to be made have to work around when a player is online. The player’s perceptions and actions are limited by how long they spend online—there’s no analog for this in real life.
  5. Survival is not a motivator for belonging to social groups. I-game groups are much more ephemeral and the bonds between players are much looser because there aren’t many pressing needs, and no need is as pressing as survival.
  6. Membership churns in social organizations. As a result of weaker bonds between players in social groups, a player can jump from group to group at little penalty.

An accountability framework for a dynamic world needs to have several parts:

  1. Event capturing and fact collection. The game engine can provide plenty of information about what characters have done. This information can be factually perfect—which is actually better than the general imperfection of information in real life. Collecting data can be difficult in games that have a lot of ambiguous actions available to players, but if players’ actions are relatively well defined, event capturing can lead to a significant increase in accountability.
  2. Player aggregation and contextualization of information. Trusted players should be able to take the bare-bones fact sheets generated by the game engine and write histories around them that can be read by other players within the game.
  3. Limited information availability. People don’t immediately know all of one anothers’ deeds and misdeeds. A game shouldn’t model this directly, but some gradual information spread depending on player contact and faction contact is necessary.
  4. Account-wide activity memory. Because we cannot assume any degree of roleplaying, the moral actor should not be considered the character, but the player. All characters played on the same account should be connected. Activity histories should appear the same for all characters on one account (though there should be some reorganization of the view to allow the activity of the current character to be at the top or highlighted).
  5. Give in-game social groups facilities for communicating at all times within the game. This means much more than guild chat. Social groups should have message boards accessible from within the game. There should be something like a wiki that the group can put up to hold important data about itself that its members need to know for the social order to be maintained. Organizational tools are crucial for the promotion of moral and cooperative behavior.
  6. Allow social group membership to have a dramatic effect on how a player plays the game. More than simply giving the player a tag beneath their name and a chat channel, guilds should open up a whole new world of coordinated and uncoordinated group activity. When a player joins a new group, she should notice a difference in the way she plays the game every single time she logs on. In this way, group membership can have significance and membership churn can be reduced. Survival can be replaced with raw utility as a motivator for social behavior.

MMOs should make playing with others as smooth and rewarding as possible. In a game world where players can have significant effects on each others’ gameplay, it’s critical that social groups have the tools to invent and maintain morality frameworks to ease cooperation and promote social stability. Without tools to aid tracking and managing accountability, dynamic worlds will continue to breed a disproportionate number of psychopathic characters—such games will always be alluring but, ultimately, socially unstable, exploitable, and brutish.

Friday, October 23, 2009

Accountability is the Currency of Dynamic Worlds

Theme-park MMOs are consequence-free zones—unless you get into the kind of behavior that is against the TOS, but even then the worst punishment is being kicked off the game.  It’s not a problem that theme-parks don’t have serious consequences for player character actions within the game mechanics because no character has an impact on the world. Regardless of what you do (barring some very rare GM-run events) the same mobs will continue to spawn in the same places and the same quests will be done by different people without interruption.

As soon as you give the player the ability to take actions that have far-reaching impact on the experiences of other players, you need to instill a conception of consequence in the player’s mind or face a blight of sociopaths actively ruining the game.

The basic building blocks of dynamic worlds are the actions of the players as they interact with one another and the environment. These actions have meaning in that they change the behaviors or capabilities the environment—both the simulated world and the players that inhabit it. Players need to have feedback from the environment as they interact so that they can learn the rules of interaction and the extent of their own capabilities.

Feedback can be supplied in two ways: in that the players sees what effect his actions have on the world, and in that the player sees how he should feel about that effect.

All games give feedback in the first form. You push on a crate and it moves in the direction you pushed. Simple feedback like this teaches you how to interact with your environment and helps you construct a mental image of tools you can use in further problem-solving endeavors. These rules tend to be too simple in MMOs and this feedback is too minimal, but this feedback’s existence provides the underpinnings for the second kind of feedback.

The second kind of feedback is less common in MMOs. Usually single-player games have NPCs that will react to the player’s actions by interacting with the player differently. The way NPCs react to the player suggests how the player should feel about what they are doing in the world. If the player is behaving badly (in a particular social context), NPCs react with shock, horror, and derision towards the player—the player is supposed to feel this about his actions and adjust them. Because NPCs in MMOs are generally worthless cardboard cutout quest-givers, their reactions have no importance to the player—even though through executing the quest-givers will, the player has interacted with the world in the only way possible in the game, the player doesn’t care about the NPC and skips through quest text. NPCs are just tools used to move forward, to get to the endgame and do the real business the game brags about, be it raiding or PvP.

When the player interacts with other players as his main means of playing the game, either through direct interaction or through effecting a cohabitated world, the tools required to show the player how he should feel about his actions are altered beyond recognition. No longer are NPCs the central focus of the game—players have to make moral judgments about other players. The quality of those judgments has an impact on how much fun each player has.

Through making moral judgments, players establish de facto tribal societies. Once in the context of a society, players behave in regimented, sensible ways while relating to others in their society. The player who acts out will be stripped of his status within the society and will not be able to take advantage of the facilities that society provides, so players are incentivized to conform and contribute. The relations built through this socialization keep players hooked into the game world and happy. PvP is contextualized into society versus society warfare, not meaningless and random killing.

Accountability is at the center of the social and moral systems that form the backbone of player-driven, dynamic worlds. Developers have to provide tools to allow players to hold one another accountable for their actions. Developers need to build tools to track the behaviors of players and reveal important details to other players in appropriate places, building a framework for players to establish crucial trust relationships. By giving players the power to avoid untrustworthy or uncooperative agents, developers can give their players a world where actions have meaningful consequence without the world falling apart into a chaotic mass of criminality and complexity.

Accountability is the social currency of dynamic world MMOs. In order for a player-driven dynamic world to succeed, mechanics must facilitate accountability.

Wednesday, October 21, 2009

Terrible Idea: “It gets good at level 25!”

(It’s time to liven up this blog with some invective. As I read around the blogosphere, I’m often struck by the sheer idiocy of some of the sentiments expressed. The “Terrible Idea” articles will be a series of brief pieces where I yell at people who I think are representing opinions deleterious to the spirit of the MMORPG revolution. Beware that my expressions will be strong.)

My leisure time is valuable to me. If you’re going to give me a game and tell me that I have to play it for thirty hours before I have an honest shot at having some fun, I have better ways to spend my time.

Bootae has it right in this paragraph from his Aion review.

There are 2 key areas that an MMO developer needs to get right. Those being both the starting and end game experience. Your first hours in a new MMO need to grab you by the short and curlies, make you love the experience and drive you forwards towards the level cap. It needs to be good enough that we ignore any mid level grind, our subs happily staying active all the way until end game. (Bootae)

If I don’t see redeeming qualities within the first two to ten hours of gameplay, I’m shelving your game—and probably shelving it for good. I don’t think this is unreasonable whatsoever. If a game doesn’t respect my time enough to give me some of its patented fun content at a relatively early phase, I am not going to respect that game back. I certainly won’t re-up a subscription for a game that doesn’t respect me as a gamer.

“How can you have a valid opinion of an MMO without reaching max level and playing end-game?”

If my opinion isn’t as valid as some crazy grind-happy weeaboo who has spent four hundred hours killing aroused mushrooms, I don’t have a problem with that. I’m not a professional journalist. My opinions are biased towards a certain set of playstyles that are made remarkably clear if you read even the last five posts on this blog. I don’t need to suffer through forty hours of crap to know that a game isn’t worth my time. If it’s not worth my time now and it isn’t worth my time after a few more hours, I have better games that i can play. Even if my opinion is not “objective”, it’s still valuable. I value my time highly and so should you—I don’t put up with this garbage and neither should you.

Friday, June 12, 2009

Choice is a buzzkill

As the game industry ages, more and more complex games with greater budgets and larger development teams hit the shelves. A not-so-surprising trend is that with each new game more customization is offered. Whether it be character creation, ability specialization, non-linearity progression, or whatever other options designers dream up, these choices are presented to the players because the players have explicitly asked for them and the designers are relying on the intuition that "more choice is better".

Unfortunately, too much choice can be a bad thing. Several years ago at TED, Barry Schwartz gave a talk on the Paradox of Choice. He argues that choice actually makes people miserable. Schwartz explains: choice counter-intuitively creates paralysis rather than liberation. We are less satisfied with the result of the choice than we would be with fewer options to choose from. Here's why:
  1. Regret and anticipated regret.
    It is easy to imagine a different choice that would have been better; we experience regret and this detracts from the satisfaction resulted from the choice.

  2. Opportunity costs.
    It is easy to imagine attractive features of the alternatives that we've given up.

  3. Escalation of expectations.
    With all the options available, expectations of how good the final decision will be be increases. We have no expectations when presented with no choice. When confronted with 100 choices, we feel that one should be perfect.

  4. Self-blame.
    With no choice, if we are dissatisfied, then the world could have done better. With much choice, we personally feel that we could have done better. The responsibility falls on the person. There are no excuses.
There is obviously a threshold. Some choice is good, but more choice is not better. Do we really need 50 guns in that new FPS? How about 70 class abilities in that MMORPG? How often do you make an RPG character, only to be unhappy with its appearance 20 minutes later? "Oh man, I could have had that hairstyle!" Have you really ever been satisfied with a game that had 10 alternative endings? (think about BioShock and Fable 2)

Dan Gilbert also gave a talk on Why are we happy. His talk is about synthesized happiness, but he claims that in the presence of choice, happiness cannot be synthesized (Freedom of choice chapter [14:20]), and therefore we become unhappy.

This only applies to choices which are mutually exclusive and final. How unhappy would you be if you could only make a single WoW character? FFXI uses a job system to give players access to all the options without having to make a final decision.

Perhaps we should be asking designers for fewer choices. At least development costs would go down.