Character resets and permanent death

Zubon posted over at Kill Ten Rats about resetting characters (examples given: Torchlight, Kingdom of Loathing) being preferable to resetting worlds (examples given: Torchlight II, Borderlands 1 and 2) when reaching the end of a game. The former entails resetting (or retiring+re-creating) a character to scratch and giving it some boost or other (stats, skill-points, items, gold) to give it a flying start, while for the latter you reset the game-world and increase difficulty to match the current status of the character.

While an interesting topic of discussion on it’s own, this got me thinking.

Resets in virtual worlds

Character resets in games like the ones mentioned above is nothing new – it has been done in MUDs and BBS door-games (like Legend of the Red Dragon) for decades already, after all. It would still be novel in a modern virtual world, however, and personally I would love to see a virtual world where the following mechanics are combined:

  1. Optional or forced retirement of characters that have reached a certain threshold (character lifespan, fame, fortune, epic achievements)
  2. Permanent death(!)
  3. Restarting after either of the above events as a heir of the original character with some form of inheritance/boost (stats, more powerful than usual heirloom item, title, etc)

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The best MMO content is no content at all

Syncaine put up an interesting post about content in MMOs, and how there’s too much focus on one-off (single-player) content as opposed to reusable (multi-player) content. He got that partially right; there is too much focus on one-off content, and on content being intended for single-players in a multi-player environment.

Developer-created content is expensive

The production costs are astronomical for content-driven development, both prior to actually launching the game (which then puts a huge pressure on the game becoming a “box office hit” immediately after launch to recoup as much of the development cost as possible, and after launch – when the developers must fight a never-ending battle to make enough content to keep the hordes of content-greedy players at bay. The players will always consume this content faster than the developers can develop it, and it becomes a battle of attrition to see who tires first – the developers of churning out more quality content or the players of waiting for the next batch for consumption.

However, the answer to the issue that Syncaine raised is not to modify this process to produce re-usable, generic content – or to make grouping “harder” or “less streamlined”. The solution lies in systems-driven design and systems-driven gameplay. Given the right type of systems, the right set of tools and the right amount of freedom, the players can themselves generate content that has the potential to be infinitely more interesting to them than playing through yet another story X created by developer Y. That is not to say that there is no room for developer-created content, but if the consumption of this content becomes the primary focus of the game, the battle has already been lost; the players will expect more of the same and be upset when they run out of such content to consume.

This is not the content you are looking for

I want to make what I feel is an important distinction here, which I don’t see a lot of other people making. I see a clear distinction between player-created content and player-generated content. The former I see as being about giving the players the tools to create their own dungeons, missions, quest NPCs etcetera – which can then be experienced by other players. Since the players are, collectively, more creative and prone to experimentation than a small group of developers will necessarily have to be (due to budget/milestone-constraints), chances are good that somewhere among the flood of content that will be produced by the players (a good chunk of which will be related to giant, flying penises), there will be some real gems, perhaps even some unforgettable master-pieces.

However this is treating the symptom of the problem and not the cause. Outsourcing the work of content-creation from the developers to the players in this manner is not the solution.

Player-generated content

Instead of outsourcing content-creation through player-created content, I wish to see more developers embracing the promotion of player-generated content. I don’t mean content in the traditional MMO sense here, but instead the gameplay that emerges as players utilize the tools built into systems-driven virtual worlds to drive both their characters and said worlds forward. Or sideways. Wherever. I realize that this sounds a bit vague, but bear with me and I will continue on to say that the next logical step we need to take in MMORPG development is to embrace the concept of virtual worlds more closely.

The potential for player-generated content in virtual worlds is… out of this world. To unlock this potential, those virtual worlds require systems.  Not just systems that drive combat, but systems for crafting, systems for exploring, systems for inventing stuff, systems for politicking, systems that promote socializing, systems that promote creativity, systems that provide options, choices – systems that make alternative lives possible. The more of these systems that are in place and the more of them that are interconnected in some way or other with other systems, the more opportunities there will be for emergent gameplay to occur. Sometimes this gameplay will go down paths that the developers might not want it to, but this fact should be embraced, not shunned. Instead of restrictions, freedom. Freedom to make the choices that matter to the player – the choices that makes the journey their character is on their own journey.

This reinforces the bond they have with their character and increases their feeling of ownership, not just of said character, but also of the world the character lives in, promoting a pattern of thought that goes… “This is my character. This is my story. This is my world. This is my home.”

You can’t get a better retention device than that.

Reminiscences of an MMORPG burnout victim

Reminiscing about Ultima Online in the comment-field in a different post made me all nostalgic, like. And I came to realize that no MMORPG (or MMO, if you prefer) I have played since has struck a chord with me to the same extent as it did. Not just because it was my first MMORPG – I recognize that very little compares favorably to one’s “first”, but also because UO awoke in me a desire for virtual worlds. Take note that I used the word “worlds” there and not “games”. I like games. I’ve played games all my life, and will continue to do so for as long as I am able to. Virtual worlds, however – that’s the stuff dreams are made of! Also, the Matrix.

Let’s take it from the beginning

Attending the Court of Truth on Atlantic

On the 31st of December 1997 I started playing Ultima Online. It sounded like a dream come true at the time; to be able to run around in the Ultima-universe alongside other real people living out our alternative lives, dispatching hordes of monsters, living the stories, even baking bread? Hallelujah!

A cousin of mine got the game as a Christmas gift, after I had been drooling over the game for months and he had barely heard of it! O, what cruel fate! Luckily for me, though, his computer did not meet the minimum required system specifications (Pentium 133MHz, 16MB RAM, 4X CD-ROM Drive!) to run the game, so the game ended up being installed on my beast of a P200 MMX instead *rubs hands gleefully together sometime in the distant past*

A couple of months later I got my own copy of the game and from then on there was no looking back (until now).

Continue reading “Reminiscences of an MMORPG burnout victim”

About the Laws of Online World Design – Part IV

This is the fourth installment in a series of posts I’ll be making about Raph Koster‘s The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it, or unless I should happen to be distracted by a pretty butterfly or something. Which is exactly what happened after I wrote Part III of this series in July 2009!

In this long awaited (right?) Part IV of the series, I’ll concentrate on the following law:

  • Macroing, botting, and automation

Continue reading “About the Laws of Online World Design – Part IV”

My new addiction – Minecraft

It’s a oft repeated mantra that the days are gone when single-person development teams could succeed in the game development market. These days you’re not going to get anywhere unless you have a budget that numbers in the millions, and enough manpower to build a life-sized replica of the Great Pyramid of Giza, with some additional manpower to manage your workforce and prioritize which stones should be put where in the pyramid, and in which order they should be put in (and which stones should be cut altogether, for budget reasons). That is not always the case, though.

Markus Persson has since May 2009 worked on Minecraft all by himself, and the game has almost half a million registered users, with nearly 30 000 players playing at any given time. What is more impressive though, is that the game – which is still an Alpha-version  – has actually sold almost a hundred thousand copies (99147 as I type this). Let me repeat that: The Alpha-version of his game has sold almost 100 000 copies.

I can understand why, since I’ve been playing it almost non-stop since I purchased a copy a couple of days ago. It’s dangerously addictive, there’s always another block of stone to mine (the game-world is basically of infinite size, since it generates more world-data on the fly as you move towards the edges of the map), always another tree to chop, always another fantastic structure to build, always another mine-shaft to light up with torches. Maybe there’s a rich vein of iron ore just behind the next block of stone. Must. Keep. Mining…

(Check out my Minecraft-progress in the screenshots below)

The game’s success even while still in early development goes to show that if you have a good idea for a game and possess the necessary skill-sets to implement said idea, only the sky is the limit.

Teleportation in MMORPGs – or – How Instant Gratification Killed the Dream of Virtual Worlds

Instant matter-disintegration-and-reintegration

Teleportation: The ability to instantly transfer matter from one location to another without actually ever moving in the space between those two locations. Scientists have been chasing this dream for decades, and Science-Fiction writers and/or movie directors have been using it as a plot-device and/or a generic method of transportation for even longer.

In the context of MMORPGs, it is more and more often used as a way of letting players quickly “return to base” after having done some random quest in a far-off area of the game, instead of forcing them to spend what is seen as unnecessary time and effort fighting their way back the way they came. Usually it comes disguised as some sort of “fast-travel ability”, but whether it’s described as a map you use to find your way quickly (LotRO), as a special traveling ability using your knowledge of the “hidden paths between here and there” (AoC) or as magical spell that instantly transports you (World of Warcraft), the effect is exactly the same – you instantly teleport from one location in the game-world to another.

Another common feature comes in the form of fast-travel to specific parts of the game-world by the use of “space shuttles” (SWG), “wagoneers” (AoC) or just plain ol’ magic portals (UO, WoW).

In some games, you can also summon teammates to your location by magical spells, or to the entrance of a dungeon by the use of magical “meeting stones”, or open magical portals of your own which other players can step through to travel half way across the world. And as added in the most recent World of Warcraft-patch, the ability for members in a group to instantly teleport to the entrance of any specific dungeon, and when leaving said dungeon later on, being teleported directly back to one’s original location.

All of this is very handy, of course; it makes content instantly accessible to the players, makes it less of a hassle to team up with random players for a dungeon-rump, and ensures that you can meet up with your friends and guild-mates at short notice.

Continue reading “Teleportation in MMORPGs – or – How Instant Gratification Killed the Dream of Virtual Worlds”

Start to Crate-times in MMORPGs

Note #0: It’s been a while since I posted anything at all on this blog. Just to let you know, I haven’t completely given up on it just yet, I have just been busy(TM) with other stuff.

In April 2000 a revolutionary methodology for reviewing video-games saw the light of day at the Old Man Murray-website; the Crate Review System. The basis for this new reviewing-system was very simple; since virtually all games contain crates, all games could be judged empirically on those crates. The longer you could play a game without seeing any crates (wooden or otherwise), the better the game. Or to put it in completely different terms: The shorter the time (in seconds) from the start of the game until the first crate is found, the worse the game. This unit of measurement was dubbed “Start to Crate” (StC for short).

I had forgotten about the above until recently, when I came across (through another blog, but unfortunately I can’t remember which!) an old Gamasutra-article by Ernest W. Adams (also listed on his “No Twinkie Database“-page). The article was not only an interesting read (along with everything else in the No Twinkie Database), it also contained a link to the Crate Review System at Old Man Murray.

While I was reading the old crate reviews there, I started thinking about how well this system of reviewing games would apply to MMORPGs, which are a very special breed of games indeed. With only one way to find out, I put on my research hat and started downloading numerous free trials, as well as re-activating some of my old MMORPG-subscriptions, determined to check the StC-times in an ungodly amount (Thirty-one in total) of MMORPGs.

Note #1: The original system didn’t differentiate between crates and their cousins, the circular crates also known as “barrels”. I check for both separately, and thus ended up with StC and StB values for each game.

Note #2: Some of the games I tried had multiple starting locations. In those cases I visited all the available starting locations and timed the StCs and StBs for those one by one. Unless I didn’t like the game, or I was distracted by food/TV/all the walls that keep staring at me. In those cases I only did one starting location.

Read on for the results of my research.

Continue reading “Start to Crate-times in MMORPGs”

About the Laws of Online World Design – Part III

This is the third installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it. In this, Part III of the series, I’ll concentrate on the following law:

  • Persistence means it never goes away

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About roleplay-servers in MMOs

Two articles that popped up on MMORPG.com in recent days both touched on the same subject – roleplay servers in MMOs.

The first one, by Dana Massey, denounce roleplay servers as unenforceable, virtually identical to regular servers and generally a major pain in the ass for those who have to moderate them.

Sanya Weathers wrote a follow-up of sorts, a more interesting (IMO) article concerning the difficulties facing a developer when setting up (and maintaining) roleplay-servers in MMOs.

If you haven’t already, go read both articles, then come back here – I’ll wait.

*hums a tune to himself whilst waiting*

Done? Okay: First off, I’ll say straight out that I think the first article mentioned is too subjective, too extreme and too obviously meant to provoke – roleplayers in particular, I guess. This article doesn’t really give me anything, as I have quite the opposite view when it comes to the continued existence of roleplay-servers. I guess I’m part of the target audience for that specific article!

I find Sanya’s article much more interesting though, as she tries to lay out clearly the problems with roleplay servers from a developers point of view, and ways in which to make those problems less (of a problem). At the end of  Sanya’s article, she lists a number of things which she sees as the minimum required feature-list any MMO-developer should offer for roleplay-specific servers. Having been on multiple sides of that table already, both as a player and as a designer, I started thinking a bit myself, about what features a dedicated roleplay server ought to, well… feature.

Read on for my thoughts on the matter.
Continue reading “About roleplay-servers in MMOs”

About the Laws of Online World Design – Part II

This is the second installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it. In this, Part II of the series, I’ll concentrate on the following law:
Modes of expression

This is the second installment in a series of posts I’ll be making about The Laws of Online World Design, as explained in this introductory post. I will start at the top of the list, and work my way down until I’ve poked and prodded every law in the list, not skipping any unless I really feel like it. In this, Part II of the series, I’ll concentrate on the following law:

  • Modes of expression

Continue reading “About the Laws of Online World Design – Part II”