Showing posts with label dynamic world. Show all posts
Showing posts with label dynamic world. Show all posts

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.

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.

Thursday, October 8, 2009

Defining Moderate Simulationism

Simulationism does not mean blind reproduction of real-world processes in a game. I have a more nuanced and objective definition of simulationism. Using this conception, we can better understand what I mean by moderate simulationism.

My approach to moderate simulationism is based on a managerial technique employed to some success among Japanese automakers and subsequently many businesses worldwide: The Five Whys.

Take a look at the high-level mechanics in a game and ask “why”—“why does this work?” or “why did this happen?” After drilling down through consecutive “why”s, you reach a point where you have no other answer but “because the devs say so.” This is the point at which there is no further game-level reasoning: you must step out of the rules themselves to answer this “why.” I call this jump to metagame reasoning a “bottom”. It’s the end of whys that are useful to the player when they’re playing the game. Each time you have a successful answer to a “why” question in a chain, the why-level for the mechanic increases by one.

Gamist systems tend towards metagame reasons taking control almost instantly. The rules in a pure gamist system exist primarily because of metagame reasons—all of the rules do, high and low abstraction layers alike. The perfect simulationist game would allow this chain of whys to proceed all the way until you reach the point you would say “well… I don’t know!” in real life.

In virtual world design (which is the primary concern of just about every single MMO) pure gamist systems fail because the game rules become too arbitrary for the players to suspend disbelief and become immersed in the world. The immersion loss is too great to justify the marginal balance improvements a pure gamist system ensures. Pure gamist virtual worlds do exist, though, in the form modern MMORPGs. There are no pure simulationist MMOs because pure simulationist systems are impossible to implement. Limitations on computing power doom pure simulation. Even if the computing power limitations disappeared, thorough simulations routinely become too complex to program and too complex to play. We don’t even have the means to interact with a computer accurately enough for a simulation of such depth to be feasibly usable.

What, then, is moderate simulationism?

Start with a living virtual world. It doesn’t have to be an accurate simulation of some subset of the real world, but it should be a virtual world that sustains its own operation but changes as different agents interact with it. These agents should be AIs to start. Once you have a self-altering world, you define a set of interaction points at which the player can touch the game world—these interaction points manifest in the player character and its capabilities in RPGs. The way that the player character can interact with the world depends on the parameters of the simulation and the natural conditions that arose as the world evolved under the influence of AI agents. The why-levels of most of the key aspects of the game world will now be significantly deeper than they are in modern theme-park (and even further, sandbox) MMOs, but there is still a bedrock of world design principles that are safely below the why-level of the real world.

(Props go to Tales of the Rampant Coyote’s article on making magic less mundane which helped me to better understand the core of simulationism.)

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?

Monday, August 3, 2009

From Absurd Gamism to Moderate Simulationism

If you’re unfamiliar with the Gamist-Narrativist-Simulationist Theory, please read the Wikipedia article before continuing.

I describe the current state of MMOs as unabashed absurd gamism. The game rules are so strict and so vaguely analogous to real life that the player is forced to suspend disbelief ad absurdum. The metaphors in MMOs are stretched so thin as to be entirely transparent. There’s not even the vaguest notion of realism, not even a modest smear of grit to mar the pristine landscapes that are otherwise dotted with any number of mediocre models there for the player’s pile of pixels to get stuck on.

The learning experience in MMORPGs amounts to becoming accustomed to the ludicrously tiny sliver of actions that your character can perform to effect a millionth of the tiny part of the world that is actually interactive and not just painted adamantium in the shapes of houses, mountains, trees, and terrain. There is a lot of room for MMORPGs to grow into a space that computers are built specifically to handle: simulation.

We have, at our fingertips, machines that can do on the order of 2^30 operations per second (and that’s only counting one CPU), yet we plink around straight-jacketed in game worlds about as rich as a street urchin with a 100 trillion Zimbabwe dollars to his name. And it hasn’t gotten better since EQ. Instead of daunting worlds full of lethality and trials, we are confined to playpens full of brightly colored balls and clowns who mirthfully caper about to entertain us. It is entirely within our power to harness the capability of modern machines to do the complex calculations necessary to allow the player to enjoy a significantly more interactive and realistic world.

I’m not saying we should force players to piss in the woods every two hours or risk soiling their undergarments—I’m suggesting we build games that allow players to harness their creativity and knowledge of the real world to solve in-game problems. And if the player fails, he may actually learn something about the world he actually lives in (as well as the world his character lives in). Solutions do not need to be esoteric processes labored over by some poor intern. Just like in a tabletop roleplaying game, individual players can use what they know of the environment to come up with a solution.

Even if we do not open up the entire world to the player’s whims, we can at least aim to make combat more realistic and interesting. Perhaps it’s not best to make it as lethal as it is in real life, but at least we can all the players to use terrain, obstacles, and other features of the gameworld to their advantage—not the circle-strafing nonsense that goes on in games like Darkfall, but a more sensible system where positioning is crucial and in-battle tactics amount to more than what hotkeys you pound into the ground in what order. Shamus Young of Twenty-Sided wrote a great article where he proposed one such system.

One of my mission statements is to move MMOs from absurd gamism to moderate simulationism. That means making the game world more like a world and less like a set of gimmicks arranged to be quickly used up and discarded. I believe that this will be one of the many faces of the MMO revolution.

Wednesday, July 15, 2009

In-game Historians

We’ve spent several posts discussing the way that MMORPGs miserably fail to tell meaningful stories. Theme-park MMOs have story and gameplay as separate and unrelated endeavors. Story may motivate the fluff around gameplay, but games seldom require an understanding of the story. The story amounts to text that players are encouraged to skip.

How do we make story a meaningful part of MMORPGs? A dynamic world is a necessity, of course, but with a dynamic world it’s easy for the state of the world to become difficult to figure out for even veteran players. There needs to be a way for players to easily grok the state of the game world in order to allow players to make intelligent decisions that will have meaningful effects on the world. We can do this by creating a robust system for aggregating in-game history. Let’s see what we need to make this happen.

1. We need people who are willing to perform the roles of historians and journalists.

As EVE Online has shown us, players are willing to write about their endeavors in the game world—some players are willing to spend hours writing about what other players have done. These players are the historians and journalists of the game world, taking accounts of the history of the world as it unfolds through player action.

Games that have static stories and recycled NPC bosses have players willing to perform the role of historian as well, but these players are relegated to becoming meta-game historians. They don’t keep track of events as they happen in relation to the game world, instead they keep track of the happenings of guilds and other player organizations as they accomplish feats that have no effect on the game world, but are notable nonetheless.

We’ve already fulfilled this requirement.

2. We need dynamic game worlds where important events occur often enough to keep historians and journalists interested and engaged. We need a supply of things for journalists to report and historians to write about.

Theme-park MMOs need not apply. Sure, the meta-game will entertain some players enough, but there’s not much effect of what is notable and there’s not much that is notable.

We need a world where it is important that players know the political situation. In a world where player-run factions have very limited power and are basically interchangeable, an effective news gathering force is not particularly important. Player-run factions need to be able to effect the shape of the game world in some radical ways.

EVE basically accomplishes this goal.

3. We need the game to track the facts of historical events in a useful fashion that can be publicly viewed (or viewed only by the privileged historian group).

Player accountability is the fundamental principle here. There should be some degree of a factual, unfalsifiable record of what characters have done in the game world. It doesn’t have to be in gory detail—it can be as simple as “A defeats B” or “Faction A completes constructions of X in city Y, these players were involved” with a timestamp. The game could even generate a barebones wiki to allow this information to be easily viewed. Historians can then put details of the event and the significance of the event on the pre-generated wiki pages. Each player can have their own wiki page with their accomplishments, as well—everyone loves a good way to brag and a relatively permanent place to keep track of their achievements in the game.

Managing who can edit what pages in the wiki is a little bit of a challenge, but should not be difficult considering you can easily hold players accountable for edits (because they’ve got their edits associated with their account information). It’s not difficult to track how different players participate and ban griefers while promoting the good writers and experts to moderator or moderator-like status (they would be the historians of the game world).

Meaningful in-game history engages many different kinds of players and is a natural extension of a dynamic game world. I would love to see a game where I can click on a “more info” link next to a city in the game and see a history of the people who have controlled it, what they have done, and what’s going on now. Did someone just gank me? I can look him up and see where he hangs out, who he hangs out with, and what he does. Such transparency emphasizes player accountability and has the opportunity to give significant added meaning to the elements of the game world.

Friday, July 3, 2009

Everyone, the Mountain Movers

The problem with MMORPGs is that everyone wants to be the hero impacting the world. It's not too fun if you're just a cog in the machine, told of the glorious deeds of others. You'd rather be the one to swoop in and save the princess, or defeat the invaders, or thwart the plan to conquer the galaxy.

How does a game designer make sure everyone has their moment in the spotlight? How does he make every single player important enough so that they not only enjoy themselves, but also throw money at him? This is pretty easy to do with theme-park MMOs; just build the raid roller coasters. Unfortunately, the world ends up being pretty static as a result. Every update cycle, the players might get a new ride, but they are powerless in influencing the course of events in the world.

How does a game designer make sure players can change the world? They create the tools necessary for players to fight each other for land and resources. One guild becomes the invaders, one becomes the evil empire, and another, the good guys. Unfortunately, only a handful of players are at the helm. The average player isn't the one to save the world; he's just a peon in the plan. The world might change, but the player himself did very little to make it happen.

Designers (and critics) have traditionally seen the player-hero and dynamic-world characteristics as trade offs--as being mutually exclusive. Games are either hero-centric (theme-parks) while giving up world dynamics, or they are dynamic (sandboxes) while giving up hero-centricity. What if this was a false dichotomy, and we can actually have both? Everyone is the hero (or villain) saving (or destroying) the world. A goal should be to make one player the center figure in a story told by another player.

You start by encouraging players to make factions/guilds. The more guilds there are, the fewer players are in any one of them, the more responsibility each player has within that guild. They should also be extremely easy to create. Any group of players from anywhere at anytime should be able to found a guild. No purchase necessary.

Whatever sort of combat is in the game, it needs to be small scale (or to encourage small scale if it's mostly open-world combat), so that each player contributes more and can more easily "save the day". If players die, they should be able to spectate the rest of the battle.

There needs to be NPCs, all of which are completely Common. There can be no desirable attribute about any NPC. No Emperor. No Robin Hood. They are all peasants who need the adventuring players to save them. All of whom grovel at any player who walks by. Whether or not these players actually did any worthy deeds, they are still heroes in the eyes of the NPCs. This illusion is paramount. There should be no "prove yourself to me, private!" or "go talk to the General; he has orders for you".

If guilds can acquire land, then the map of the world should show everyone which land is owned by which guilds. Guilds should be able to designate how their architecture looks in style and color. They should be able to change environmental effects on the lands they hold. E.g. lighting color, weather effects, musical ambiance. Guilds should not only have a political influence on the world, but they should also have a visual influence.

Allow market monopolies. Sure they might be detrimental to the economy, but if players can only get their Zoonie-wigs from Xxpinkponyxx, then that player has become much more prominent in the game. (And if Xxpinkponyxx is charging and arm 'n a leg, perhaps she might get pushed around a bit...) Regional resources are an easy way to accomplish this.

You can give a little guidance to guilds. Perhaps send the guild leader a mission objective once every 3 months. In it, have dynamically generated quests which look similar to Risk's mission system. Make guild SuperMen conquer some land owned by guild Umbrella. Require a guild to get 3 other guilds to declare war against a land-holding guild. Ask a guild to own x square miles in land or a certain region. Amass a certain number of members or resources. Once the guild completes the mission, prominently display the guild and some featured members (those who contributed the most to the mission) where everyone in the game can see. Make those lowly peasants talk about the players and guilds.

These are some very abstracted ideas, and implementation details will vary. Give players the tools to influence the world and some place where they can show off. But make sure there are small pockets of communities. A hero doesn't have to be the one to throw the Ring into the fires of Mount Doom or the one to free everyone from the Matrix. He just has to be the one people tell stories about.