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

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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.

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