Friday, November 27, 2009

Goal Generation in MMOs: The Problem

treadmillGoal generation is fundamentally a social endeavor. In real life, a person’s goals are largely  dictated by the people with which that person socializes. Your friends relate their goals to you and you, to stay friends with them, align your goals; or, if you don’t particularly favor the friendship, you can find other friends onto whom you can project your own goals. Similarly, successful products in market economies manipulate how consumers generate goals so that the goals of the consumer appear to align with (and cooperate with) the goals of the producer. Goal generation is central to the way we live our lives; many philosophers have dedicated themselves to defining the process of goal generation and validating the processes we use and should use to prioritize goals.

Goal generation is as crucial to games as it is to real life. Understanding how games generate goals for players can help us to see better ways to make goal generation a natural and self-perpetuating process that can lead to games with significant staying-power.

MMOs fail at goal generation, a failure that leads to a soul-sucking emptiness that has driven me from almost every MMO I have played.

The player’s obvious long-term goal in an MMO: to reach the end of whatever content is provided. Here we see the root of the theme-park model. The player is conditioned to get from the start to the end by society and prior games. Limited linear static goal design is a carry-over from single-player games—it follows directly from single-player game design where game designers and game writers create goals for the player based on the motivations that the player’s character should have. The story (and, perhaps, game mechanics) supply these motivations to the player’s character and these motivations are portrayed to the player through cutscenes, dialog, and character behavior. In great single-player games, the motivations of the player’s character are so well-portrayed that the player’s own motivations in the game align with the character’s. This is rarely the case in MMOs.

Character motivation in MMOs is a thin veneer at best—it’s usually completely absent. Because of the broken symbiosis of character advancement and storytelling, character motivation is relegated to a minor role if any. The PC is not considered a unique element of the world that pushes the story forward. MMO design treats each PC the same as every other PC (although sometimes only so far as the PC is a certain race or class). Content is static, simple, and manually designed. Any motivation that the player concocts in an attempt to roleplay is a handicap against character advancement because the only power the player has over his character’s motivation is manifested in avoiding certain pieces of content. The choice isn’t between ways to effect the world—the choice is deciding whether to participate. This choice can be valid, but it represents very few of the choices a hero would feasibly make.

In a single-player game, static linear content makes sense. The player can assume the role of a character who changes the world, and those changes can be relayed back to the player through story events. Limiting the goals of the player’s character works within the framework of the character’s motivations.

In an MMO, using static linear content does not make sense. Designs can use this approach and most theme-park games do, but these designs need to work around the fundamental disconnect between static content and a world that should be changing as players grow their characters. The player’s character moves through physical locations as she advances, progressing towards the eng-game, but those locations are not actually changed. Physical space in MMOs is used to act like the progression of time and events in a single-player game.

Goal generation in theme-park MMOs places the player on a treadmill. This must happen in order to have a world that does not change due to characters’ actions. Goal generation in theme-park MMOs will always be reduced to a grind because it does not demonstrate actual progress. The player maneuvers his character through content to reach whatever advancement goals she might have, but she will ultimately be inhabiting the exact same immutable and unchanging world at every second. When the scenery moves but you’re actually still in the exact same place, the feeling of progress changes to disillusionment. The facade is clear; only our innocence protected us from this understanding when we first entered, wide-eyed, into MMORPG worlds. We can never get our innocence back, regardless of how a game like Aion makes it tantalizing. No matter how fancy a treadmill may be, running on it will never get you to a new destination.

What is the solution? Clearly we must explore dynamic world design. My articles on accountability and simulationism provide clues at where I’d like to go here. I will explore my ideas for dynamic, self-renewing goal generation systems in a future post.

Tuesday, November 24, 2009

November: Stuff to Read and Play

Here’s one of those oh-so-useless posts where I link you to a bunch of random pages that you probably will never read or care about. The idea here is to spread some good stuff that I’ve read in the hope that I don’t have to cover the same material, but instead can reference it freely without feeling like I’m leaving everyone behind.

I’ll also point you to some games I’m enjoying.

I think I’m going to start doing this monthly instead of just providing a “what I’m playing” list that tends to be even more ludicrously useless.

To Read

To Play

  • Romance of the Three Kingdoms X. It’s a niche title and certainly isn’t for everyone, but a game that does this style of play right would win my undying gratitude by providing me with thousands of hours of blissful enjoyment. There are so many things about RoTKX that sit right with me—it needs its own article. Too bad no one gives this game the attention it deserves.
  • Board Space, a place for board games that will destroy your mind in the best way possible. It isn’t pretty, but boardspace allows you to play some very cool minimalistic strategic board games online. They’ve got 30 games up now. And it’s free.
  • AI War. I’ve already given this game enough praise. Just play it. If you love strategy games, you won’t regret it. (Analysis articles on AI War are being assembled and should be posted this week and next.)

Monday, November 23, 2009

Terrible Idea: Corporate Speak

The world is full of corporate speak and euphemisms. Global warming, itself a buzzphrase of great power, has been replaced by “climate change.” People no longer die, they instead  “pass away.” MMOs are “cutting edge” games where “thousands of players” can “adventure” in a “huge immersive world” full of “amazing” sights and sounds.

Go to Alganon’s website and try to find information about the game that is concrete, significant, and useful. Alganon’s marketing department clearly took seriously their courses in saying nothing. Even when they’re talking about key features that would probably interest players, they use vague language and avoid details at all costs.

The game is in beta—I understand that the site won’t be chock full of detail, but it’s remarkably difficult to get excited about a game that seems so unexcited about itself. The bovine stirkus needs to stop. It doesn’t do anyone any good. It’s better to show off what’s great about your game concretely instead of reciting the same platitudes we’ve heard a million times from all of the failed MMOs that clog the internet.

And then read the interview with “visionary” David Allen, who does a “commendable” job of “defending” his MMORPG.

Now go to City of Heroes’ site’s game info section. Behold actual information on display. You can read through this site and gain beyond a basic understanding of how the game works.

I’d rather a game have no information available than for the same canned jargon to be rammed down my throat again.

Friday, November 20, 2009

Difficulty, an Unsolvable Problem

frustration Most simply, difficulty is inversely proportional to the chance of success for a given action. When you try to do something that has a low chance of success and claim that it’s difficult to accomplish that task. But what if that task is rolling eleven thousand consecutive 6s on a 6-sided die?

The primary question regarding difficulty in game design should be whether the difficulty of the game has a positive or negative effect on how fun the game is to play. There is no correct difficulty in a broad sense, only levels of difficulty that enhance or deaden the fun of playing through events in the game. The target audience’s skill-level and familiarity with similar games can also play a significant part in what difficulty is appropriate.

Worthwhile difficulty that leads to fun requires:

  • Agency. The player needs to have a significant say in the outcome and/or set-up of the difficult event.
  • Alignment of Expectations. The scenario must have a difficulty that is in keeping with the story surrounding the event and the mechanics the player has learned and utilized prior. Difficulty is contextual—difficulty is significantly more fun when it is justified by its context.
  • Sufficiency. The event needs to be non-trivial and the goals or advancement conditions need to be physically achievable.

When the player’s role in the proceedings is reduced significantly, the player’s expectations are disappointed, or when goals are unreachable or trivial to accomplish, the difficulty of the game severely impacts the game’s quality.

Games can also be designed in a way such that they are interesting to play multiple times, but never is there true failure. Mouseguard, a tabletop roleplaying game, does not directly penalize players for failing to make high-enough dice rolls. Instead, a low die roll leads to a complication. The game master shunts the players progress through the campaign sideways down a different path instead of sending him sprawling backwards. In this case, difficulty is not about failure, but instead of progress. A difficult game would be one where moving forward towards a positive conclusion has a low chance of occurring, whereas reaching a lukewarm (or worse) ending is highly likely.

Player motivation plays a critical role in judging difficulty, as well. A player who is aiming for easy fun will not want to be confronted by even a well-set-up difficult encounter. A player who likes to be challenged and forced to push his abilities to their limits would quickly grow bored with a game that has a series of appropriately easy encounters.

In MMOs, we encounter an unsolvable difficulty issue. Some players want the game to be easy for them, but difficult for others. Players feel special when they’re doing something not everyone else has done, and they relish this feeling. There is no way to accomplish such a difficulty curve, so MMOs tend towards being absurdly easy as a compromise.

Fully sidestepping the issue of difficulty, there are plenty of gamers in the MMO space who have no interest in chances of success; They are happy meditating and cavorting with their friends (or finding new friends) in a world that offers good prospects for escapism.

MMOs are doomed to have difficulty issues primarily because they intend to appeal to too wide an audience. It’s in the best interest of MMO businessmen to make the game trivial so that anyone can play it for as long as they can remain mesmerized. So we’re stuck with distorted difficulty terrain and interminable arguments that can have no resolution. The only way to dodge the problem is to be less massive—to fit a niche (as I’ve previously pointed out, this will be the future of good MMOs).

Wednesday, November 18, 2009

Simplicity in Design and Play

Humans accomplish complex tasks through series of simple steps. Each of these steps can be easily put into one’s head and manipulated to project the results of decisions. Sometimes this is an entirely unconscious process, as it is when you’re fighting someone with a sword. Sometimes it involves a lot of conscious deliberation, as when a general is decided where to commit his forces for an offensive. Through practice we prod the environment and learn how it works, then we project the results of possible actions and pick those actions that we believe best align with our interests. This doesn’t happen in complex, monstrous steps. It happens one instruction, one alteration, one simple judgment at a time.

The most fun we have while playing games is often when we’re pushing the boundaries of what we understand about the game’s systems—when we try something new that might empower our character significantly, when we combine different mechanics in a novel way, when we’re just exploring to see what’s over the next hill for the first time. Boredom ensues when we’ve fully digested a game’s systems and can accurately predict what will occur in just about any in-game situation.

Never underestimate the amount of perceivable complexity that can arise from the interaction of simple rules. There are only four different genetic bases that, in their repetition throughout strands of DNA, generate the complexity of the entire human body.

When I write about enhancing the simulation in MMORPGs, I’m not talking about making the games more complex for the player in arbitrary ways. The proper simulation hides the complexity within the game systems so that when the player takes an action in the game world, the result will be easily understandable as an analogue to how the action might effect the real world. Instead of the player learning a thousand exceptions to how the real world works, the player can learn several in-game actions that work roughly the same as they’d work in real life. A very smooth and intuitive gameplay experience results as long as the simulation is of consistent depth—everything with equal importance should be simulated with a similar degree of complexity and with similar attention towards accuracy to real-world systems.

Great game design puts the user in command of a situation that she can grok quickly and effect with intention via making interesting decisions and executing those decisions through the game’s interface. Simulation makes sense when the game makes an attempt to present a world vaguely like our own. For abstract games like Tetris, the game is best served by keeping the rules as simple as possible and revealing them directly to the player because the rules are, from the player’s view, arbitrary. MMOs combine the arbitrariness of Tetris, which is best served by simple mechanics and a simple interface, with the simulation-esque aspects of a game world where complexity is required—at least under the hood—to ensure a relatable simulation. I maintain that our best bet is to embrace the simulation and play to the strengths of the world-like metaphor on which MMORPGs rely.

To the player, the simplicity and intuitiveness of a game system is not dictated by the number of rules, but instead by how well the game’s metaphors hold. Simplicity and depth are our goals, but that doesn’t mean arbitrariness and extreme abstraction.

(I expect this post will not be readily understood, primarily because the distinction I’m making is subtle. I seem to contradict myself within the article, but I’m actually being consistent: Complexity in simulation isn’t complexity in play, simplicity in play can derive from a complex simulation—the goal is simplicity in play, depth comes from complexity of simulation.

I anticipate writing more on this topic in the future. There are a number of points here that definitely need more exposition before becoming clear.)

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.

Saturday, November 14, 2009

Dragon Age: Heresy

I’m sorry that I’m hopping on the bandwagon to post about Dragon Age. This post will not300px-Alistair be like others, though. Other bloggers have slobbered all over themselves as they’ve pointed out all the great features of DA:O. This post is heresy.

Everyone is in love with Dragon Age. I’m not.

It’s a good RPG, though it certainly doesn’t move the genre forward in any sense. I get a feeling of déjà-vu with much of what I see in Dragon Age. Everything feels familiar. It’s all good, but it feels too much like a trip back in time.

At first I was stunlocked by the very strong execution of traditional RPG elements. Then the game DPSed me to death with conversational weirdness overkill and combat that went from exciting to blah.

This review of Dragon Age’s downsides will be presented in the form of three suggested titles that were unfortunately rejected by Bioware during their brainstorming sessions.

Talk for an Age: Unyielding

Evizaer: “Oh, my lady, I see you’re not a refugee like the others. Allow me to tell you a little something about myself. In West Philadelphia born and raised in the playground is where I spent most of my days…”

Choose your response:

- “Don’t you ever shut up?”

- “I hate elves.”

- “Chillin’ out back and relaxin’ off, coolin’ off, shootin’ some B-ball outside of the school.”

- “I’m going to reference a moral framework that only came into vogue within the past two hundred years of a planet vaguely similar to our own, even though that framework didn’t exist in the time similar to ours.”

- “I’m afraid of strangers.”

- “I’d best be going.”

Dragon Valley: Uncanny

The graphics are good enough.

There’s plenty of detail in character models, but they still manage to be just barely off enough that I feel like I’m taking a tram through the uncanny valley. I see facial expressions that don’t match up with what’s being said. I see a lot of minor details that throw me off.

Bioware have gone very far towards getting their mannerisms and expressions perfect, but have fallen just short. I notice it in almost every conversation.

Dragon PAUSE

My primary gripe is with the combat system. I thought they’d come out with a system more interesting than the D&D systems they co-opted for past games. Nope. They made a system significantly more boring. Thankfully, you’re only exposed to the smorgasbord of uninteresting character growth options once every few hours. You’ll spend the rest of the time navigating dialog trees and pausing the game repeatedly as you stunlock and DPS your way through tactically dull battles.

If the game wants to be hard, it should provide the player with precise control.

You can only give one precise command to each party member at a time. No command queuing? Seriously? I find myself stuck between a rock and a hard place: I can either give commands one-at-a-time to my party members manually, or I have to use a really wonky and insufficient scripting system passed off as “combat tactics”.

“Tactics” allow you to be the AI programmer and configure the heuristics for how your characters behave in battle. It seems like it should be a good idea, but the game is too difficult for it to be particularly useful. And when you try to give manual commands while its active, some annoying things can happen.

The combat isn’t helped by the enemies being as uninteresting as the terrain. The vast majority of the battles are not particularly tactically interesting, but are difficult. I found myself repeating the same tw o or three steps each battle, and I had to micromanage my characters to pull off my strategy. It was effective, but boring. And I didn’t see a more fun alternative.

The terrain boredom is exacerbated by the fact that the game’s pathing is not good enough. Beautiful environments path poorly. The game is hard, so find myself trying to position my party precisely where they need to be in order for my AoE attack to hit the right enemies. Sometimes characters will cut through enemies, sometimes they’ll walk around in a nice, gentle arc. Either way, I always feel like I’m surprised with how characters move in combat. That’s very bad.

Dragon Age has some of the elements of a tactically stimulating game, but it’s far from as good as it should be.

So What?

  • It’s a good game despite the flaws I’ve mentioned.
  • Buy it if you like RPGs.
  • No need to wear your rubber pants, though.
  • Don’t be a fanboy.