Showing posts with label brainstorming. Show all posts
Showing posts with label brainstorming. Show all posts

Wednesday, December 2, 2009

Thought: “Lived-in” Worlds

Solo players in MMOs point out that they enjoy MMOs because the world feels like people are living in it. Much different than the boring worlds in single-player games, all of those other characters, (probably) with people at their controls, add a certain vibrancy that can’t be found in all those NPCs that stand around all day and repeat themselves to anyone nearby.

Imagine this: A game has AI that can play as effectively as human players. As far as you can tell, humans are at the helms of all these characters—they simply don’t talk much. Would your MMO soloing desires be filled by this game?

Could we create worlds that feel lived-in within single-player (or multiplayer non-massive) games that would then capture a sizable part of World of Warcraft’s market?

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.

Tuesday, October 13, 2009

Put Newbies in the Best Possible Community

For big MMOs that cater to all the myriad playstyles, let’s ditch arbitrary server selection and instead come up with a model that works based on preferred styles of play.

Timmy likes PvE, Jimmy likes crafting, Joan likes PvP, Edward likes crafting but hates PvP, Dave thinks that PvE is a waste of time but loves to participate in the PvP and economy. Out of these five players, zero of them can make a meaningful decision about what server to join when they’ve first logged into a modern MMO. PvP-flag indicators do far too little to help people decide where to settle if flagging is even implemented—most games don’t bother—and roleplaying designations have even less meaning. Given only a list of server names there’s no way to make a meaningful decision of what server to join—a decision that can make or break a player’s in-game experience.

Let’s find ways to make server choice work better for the new player.

If the player has friends already in-game on their first log-in, let them provide the names of their friend’s characters and/or what guild their friends are in, and the player will be shuttled over to the appropriate server.

When an experienced player signs up for your MMO, give them a list of playstyles and ask them to rank them on a hate-dislike-neutral-like-love continuum (or have the player rank the playstyles from most preferred to least). With responses to five or ten such questions, you can gather enough information about the player to put him or her in a server with people with whom he or she will actually enjoy playing.

For inexperienced players, ask them questions about what kind of activities they would want to do in game with language that is newbie friendly. “Do you want to make the weapons that your friends use as they charge into battle?” instead of “Do you like crafting?”

Use this information to put people on servers where they can easily meet like-minded people and have fun. This doesn’t mean segregating all the various playstyles, it means integrating them where they are compatible and separating them when they are incompatible. If someone really hates getting ganked, don’t put them on a PvP server. If someone wants to craft and doesn’t mind PvP, put them on a server with other crafters—or put them on a PvP server that’s short on crafters.

A small amount of time spent gathering player preferences can lead to huge dividends when players find friends faster and get hooked sooner. There’s no reason to make player’s fire meaningful decision in game be a blind decision.

EDIT: Dblade, in the comments, suggested a better alternative to a Q&A with the new player. He suggests a Oblivion-like tutorial that allows the player to show their play-style through actual play. I think this is a great idea, though it can't sufficiently judge if the player likes PvP and crafting. A tutorial where the game learns the player's preferences coupled with a few simple questions before the player dives into the full game will greatly increase the chance of the player dropping into a community in which he'll want to take part.

Thursday, September 24, 2009

Meta-PvP: A Strength of Victory System

I’ve been toying with the idea of a PvP MMO game that doesn’t involve players fighting one another directly.

The game would consist missions that players can undertake to combat other player factions or NPC factions. Missions could be initiated by players who run factions or NPCs. Each mission would involve a scenario or a set of scenarios where a player (and perhaps a few NPCs under his control to some extent) or group of players fights a group of NPCs of the opposing faction while trying to accomplish various objectives. There would be multiple scenario types including “deathmatch”, escort, protect the item, obtain the item, etc. Certain numbers of each type of scenario would need to be completed within a certain time-frame to complete a faction-wide mission—for example, to take a city/town/hamlet/farm. As the sides complete scenarios, they are awarded points based on their performance in the scenarios. The side that obtains the highest score accomplishes their goal, be it defending or attacking.

Nowhere in this system are players required to lose a battle they participate in. The system actually works perfectly fine if both sides win every single encounter in which players take part. As long as the NPC AIs are good—and they might not have to be much better than Darkfall NPC AI with some added behaviorlets—players can enjoy playing through challenging content and succeeding without being teabagged by 12-year-olds while accomplishing broader, world-changing objectives.

Can a system like this allow people to have their dynamic world cake and eat it too without it being a newb-repelling niche experience? Could such a system bring dynamic world, sandbox PvP to the masses?

Sunday, July 12, 2009

Design Concept: Playful Gods

Mot made a big post about horizontal progression. He considers horizontal progression to be characters gaining ability in many roles simultaneously. Certainly such progression would solve group composition problems, but it doesn’t jive with the metaphor of “the character.” If we want to let any character do anything at any time, then we’re basically destroying the abstraction of the character. The metaphor doesn’t work if any individual character can do anything, because real people (real “characters”) experience vertical progression much more often than horizontal progression. We need to create a new metaphor so that this alternative model makes sense when implemented.

Melf over at Word of Shadow came up with something similar to what I’m going to outline below. You may want to read over his post as well as this one to see two different takes on this approach. The both revolve around the same concept of disassociating the player from specific player-owned individual characters.

Instead of having the player create and maintain characters with static abilities and have those characters tied to the player, let players choose the abilities they want to have for a play session, then let them inhabit a hero who has those abilities. Players can save profiles of sets of abilities they like to use, or maybe they can buy unfettered access to certain characters they like by expending some kind of meta-resource.

This character rental system seems odd and awkward at first, but it’s not difficult to see how it could be fun. Players could assume the role of minor gods, meddling in the lives of the mortals in the game world (who are only occasionally controlled by players). Players curry favor with the mortals by manipulating the environment in minor ways, expending some kind of resource similar to mana in the process. These actions have realistic effects on the game world that penalize overuse of similar strategies repeatedly. If you make it rain more so that crops will grow, you will drown them if you’re not careful. If you manipulate the winds, you may slow down trade by creating doldrums where the trade winds once were. Such large effects on the game world cannot be done very often, though, to prevent the world from falling into chaos as whimsical players negligently exploit their powers.

At the beginning of a player’s career, he only has any control over one character: a prophet who has witnessed the player’s power first hand and wishes to draw others to the cause. This prophet, if manipulated properly, brings more like-minded followers to the player’s cause. Although providing divine inspiration by taking control of the prophet is cheap and can be done often, the prophet is weak and will not live long into the game. Players can inspire higher XP-value characters as they gain more followers. Based on the maximum amount of XP-value a player can control and the number of followers the player has, the player can configure characters with the abilities and traits that the player wishes to use in the game.

Conflict between players naturally occurs as gods with different goals, and gods of different things, use different means to curry favor. There are also a limited number of mortals in the world to work their magic on, which leads to competition to better please potential followers.

Group play can involve both inspired characters and allied player gods. The gods can use their abilities to modify the terrain and create effects that will aid the inspired character in accomplishing its goals.

Players would only be able to inspire character when they are to do important things (a similar concept to questing), and if the character does not accomplish its task or, even worse, backstabs allies or causes other problems, this will lead to the player’s followers losing faith and turning to an opposing god for favor.

What do you think about this idea? I’m aware of several flaws in it and I have my own doubts about its feasibility; I want to see if you have similar concerns and can offer suggestions to make this idea more robust.