Showing posts with label minimalism. Show all posts
Showing posts with label minimalism. Show all posts

Monday, October 19, 2009

Design Goal: Kill the Boring

When you’re playing a character in a huge 3D world, you want to go to wherever the interesting stuff is happening so that you can have fun. Yes, it’s a trivially true statement, but it lies at the center of many debates in MMO design.

The obvious design decision is to make players walk or ride or float on clouds or fly with their wings (sometimes) through every foot of the world. They have to do this manually, because if they aren’t logged in and staring blankly at their computer screens, bad things must happen.

Bad things must happen, right? Obviously this is the case because no MMORPG allows you to AFK travel. Hell, few MMORPGs allow you to do much aside from various guises of waiting around  (watching progress bars, walking on a safe road, riding on a gryphon, watching your character auto-attack an enemy to death). But what bad things would happen if you let your players skip the boring parts of their character’s lives?

If we’re going to follow the industry-wide pattern of streamlining MMO gameplay, we should take the obvious but oft-overlooked step of allowing the players to be offline or AFK during as many boring or trivial tasks as possible.

EVE Online lets you queue up manufacturing tasks and log off or do something else while they complete. This is an important step towards automation, but a small one. EVE’s mechanics are based around largely non-interactive fundamental activities: combat involves a lot of waiting and gathering is almost entirely non-interactive. In most combat and gathering activities, less than one-third of the player’s time is spent interacting with the game—and those interactions may not actually involve making interesting decisions.

MMOs will be more fun to play if as many boring parts as possible are stream-lined out of gameplay. Keep travel time appropriate so the world can be big, keep production time appropriate so items can have meaning, but don’t make the player pay for this by making them stare at the screen needlessly.

When you’re addicted to an activity, the most intense moments are usually when you desperately want to fulfill the addiction, not when you’re sating your urge. By that logic, it superficially seems that having a lot of dead time your MMO is justifiable. But if we extend the logic further, we have no answer to the question “why must players be logged at all while their character does mundane and boring tasks?” The more time a player spends bored or disinterested in a game, the more boring the game appears. But if being bored in-game is optional (and actually sub-optimal), players won’t stay in your game to be bored—they’ll stick around to do what’s fun and they’ll only remember that your game is fun.

What would you prefer? Four hours spent in-game where only one is spent having fun, or two hours spent in-game where one is spent having fun? MMOs these days lean towards the 1-in-4 ratio.

So why don’t we ditch the boring stuff?

This suggestion is not one that can be implemented with little change to the theme-park model. It requires a rethinking of how MMORPGs engage players. But if the average player is going to put in 1,000 hours of play time, I’d rather have those hours in concentrated bursts of fun lasting around one hour, not in five-hour slogs.

Tuesday, June 30, 2009

Emergent Solutions vs. Exploitative Solutions

In my last post about minimalist design, I didn’t go very deeply into the implications of minimalism in MMO design. I’m going to work on the idea of minimalism and emergent behavior over the course of several posts exploring what emergent behavior is, what it means for MMORPGs, some suggestions how to make it happen, and the new problems it introduces. This post is about what emergent behavior is, how it manifests itself, and why theme-park MMORPGs don’t make it happen.

This article on emergent solutions in interactive fiction fascinated me. This is exactly the kind of things I’d like to see in MMOs. Instead of having the goals be resting points set by the developer, though, I want players to set goals for one another and interact to find solutions to the problems that stop them from reaching these goals. This goes much deeper than “I want to be more powerful. I guess I’ll kill a thousand rats. I’ll do that by swinging my sword at these rats until there are corpses on the ground and experience points on my character sheet.”

An emergent solution is a solution that the developer did not premeditate as being a possible solution to a problem. You allow emergent solutions by providing a rich game world with sets of interrelated operations that players can perform on different items in the world, modifying their properties and allowing an explosion of possible paths of action. The author of the article I linked to earlier mentions a great example of an emergent solution: to get the seeds out of a seed bag, the player killed a rat, cut off its tail, froze that tail in liquid nitrogen knowing that it would become brittle, shattered the tail into sharp shards, then cut open the bag with one of the shards.

Exploitation as an Emergent Behavior

The primary kind of emergent solution behavior in the current generation of MMOs is actually exploitation. The game puts the players on rails towards completing certain tasks that are supposed to be at a certain challenge level; to compromise the tasks by reducing the challenge level through exploiting the flaws in the game logic surrounding them is exploitation and poor behavior. The designers have thought up the problem and the solution and you had better solve that problem with that solution! It doesn’t matter if there are other feasible solutions, because the game isn’t about actually solving problems, it’s about receiving the rewards—or at least that’s what the developer is telling you through his design.

But exploitation is emergent behavior. If you see game systems only as arbitrary sets of rules that stand in the way of accomplishing what you desire, then there is no difference between using a wall hack in Darkfall to farm mobs imperviously and cutting off a rat’s tail, dipping it in liquid nitrogen, shattering it and using the sharp shards to puncture seed bags so your character can feed itself. Game rules do have meaning, though, because they relate to what we do and what we’ve seen done. People can’t walk into walls to avoid being hit by missiles, so this is considered an exploit. A person could conceivably use the shards of a frozen rat-tail to cut open a seed bag, so it’s considered an emergent solution.

The Leakiest Metaphor

It’s important to understand game rules as metaphors for real life causal relationships. In MMORPGs, this relationship can become obscured by the gulf that currently exists between what a player should be able to do if the metaphors hold and what the game allows the player to do. MMORPGs have extremely limited player-world interaction schemes. The player has a tiny vocabulary of actions he can perform and few of them have any lasting effect on the game world. The metaphors only apply at a very abstract level: you can fight, make stuff, and get raw materials out of the earth. Those three actions vaguely mirror their real-life counterparts if you squint very, very hard.

The good kind of emergent behavior occurs when you seal up those places where the metaphors squirm and fail. You don’t have to directly model every single part of a real-life process to seal these gaps. You just have to do a good enough job of designing and implementing with minimal-impact bugs a metaphor that is uniform in its depth and actually engaging to play through. If the metaphor is inconsistent or too shallow, players will rub up against those things that it seems they should be able to do but they can’t because the game arbitrarily seems to frustrate their attempts.

Saturday, June 27, 2009

Minimalist MMO Design

I’m a software developer by trade. I read programmer news aggregation sites like programmer reddit to find inspiration for software projects and to reinvigorate my design ideas. Last night I came across a great post by Jeff Lindsay about minimalist software design. This article offers some insight into how to design games as well—I think that a minimalist method of game design will lead to a lot of advantages for the player and developer, allowing games to be much more replayable and rewarding while taking less time to make.

The trick with minimalism, in general, is knowing what’s actually important—the essence of the message or design. This is a big part of my design process. Asking, “How can I fold these requirements into fewer features and UI?” instead of directly implementing a feature for every requirement.


The fundmental principle of minimalist game design: sets of simple rules interacting can create complex but parsable situations that are fun and rewarding to untangle, understand, and later manipulate. I believe this is the essence of good gaming and games that harness this will succeed and continue to be rewarding experiences for their players after repeated playthroughs.

But you can’t just throw any set of simple rules together an call it a game.

The risk with minimalist software is that a simple design choice can drastically change the direction of the abstraction and make or break whether the software fits your needs.


Like any other design principle, if you aren't careful and thoughtful, you can still produce crap. The rewards to the designer and the player are tremendous though.

“Luckily, minimalism buys you a sort of abstraction that can enable projection. By this I mean that users can project their actual process and workflow onto the software.”


This means that the player can grasp the fundamental concepts that you’ve designed and recombine them dynamically ad intuitively in an attempt to achieve a goal that the system doesn’t explicitly grant the player. This kind of emergent behavior can be difficult to control, but if harnessed may be the next source of great games in the MMO industry.