Showing posts with label role-playing. Show all posts
Showing posts with label role-playing. Show all posts

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.

Wednesday, November 11, 2009

The Character-Player Gap

Image (c) Mystic RealmsIn tabletop games, it’s important to maintain the gap between the player and the player’s character. These games hinge on the players roleplaying—the conflict resolution mechanisms are a big aid in the process. The quality of a game of D&D often depends largely on if the players can maintain a separation between themselves and their characters. When the players roleplay their characters effectively and don’t metagame too heavily, suspension of disbelief can take hold and lead to intense immersion. If the gap closes between the player and character, the game becomes a poor simulation with little soul.

MMO design, though it finds its roots in tabletop RPGs, cannot work off the assumption that there is a gap between the player and character. Social competition and cooperation force the gap shut.

How the Gap Closed

In order to compete most effectively against other players (i.e. take the path of least resistance at every possible point and maximize gain) the character is discarded. Roleplaying is significantly less efficient than playing as yourself, so a player motivated by competition will not bother doing it.

To cooperate most effectively in games, players use tools like voice chat that will erode the sense of talking to the character. The player’s interaction with the game world is no longer tightly bottlnecked through the game, it spreads out onto forums, vent channels, IRC, and IM clients. It becomes significantly more difficult to maintain a character-player gap under this diversity of contact—and most of this contact is necessary to cooperate most effectively.

If there is a not a social contract based around roleplaying, people will not roleplay. One or two people failing to roleplaying consistently leads to exponential numbers of players thinking it’s OK not to roleplay. So games cannot expect roleplay where there are a significant number of new players who are not familiar with the concept.

What Does It Mean?

Design games that don’t rely on their being any separation between player and character. Don’t limit the player’s ability to talk to other players because they are not on a certain character. At its most superficial level, persist guilds and friends lists across an entire account (perhaps on a server-per-server basis).

We can only safely assume that a player is roleplaying when he’s interacting with NPCs. MMOs should have a wider variety of NPC interaction choices. NPCs need to have lives that mean something to players—this alone will lead to a significant change in the meaningfulness of an MMO’s world.

The closing of the character-player gap doesn’t necessitate gutting systems of all immersion and stripping them down to their most addictive mechanics. The player character primarily needs more means of effecting the world that are affected by the character and not the player. We simply cannot rely on the player to roleplay in any form. We must fashion gameplay around this fact, not, as WoW and its descendants have done, in spite of it.

(When I present the design for the MMO I’d like to make, you’ll see more clearly how I intend to do what I say here.)

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.

Wednesday, August 19, 2009

The Colony: RP Haven

My computer experienced some hardware failure a few days ago. Waiting for parts to arrive, I've been spending the time in front of the TV more than I usually do. I've watched all episodes released of the Discovery Channel's The Colony. It's a reality show about a group of people in a mock post-apocalyptic world set in downtown LA. It's an interesting idea, but I think the producers severely underestimated the resourcefulness of the participants in the "experiment." The people were herded into a very large machine yard. I'm calling it the modern version of Gilligan's Island--the "volunteers" have made showers, laundry machines, flame throwers, and tasers. They even have solar panels powering all their lighting and welding needs.

Some of the situations feel contrived, and it's not as if the people don't see the cameramen everywhere or know they are mic'd. The post-apocalyptic experiment is pretty much defunct, since survival needs were taken care of by the second episode, but watching these people react to certain stimuli is very fascinating. It has become a very alluring, televised role-playing game (one guy even uses a bow and arrow as his weapon of choice).

Those running the show send in raiders or other actors to steal or to stake claims on resources. The producers react to how the volunteers have handled themselves thus far. For example, the participants spent time building comfort luxuries (like that shower and laundry machine), so the experimenters exploited their weak security and defences and sent in raiders over unfortified walls. A trader showed up in one episode. He was transplanted right out of nomadic Arabia; he had a truck, but all his wears were in brown sacks. It was very out of place, almost fantastical.

They are in the process of fixing an old truck to leave for greener pastures. With a water filtration system, steel walls and doors, and a renewable power grid, I'm not sure why one would want to leave, but that's their priority. It's as if they beat this dungeon and want to see the next one.

I can't recommend the show for the post-apocalyptic "experiment" (a "cross section" of society includes no burger flippers, oddly), or even the drama (everyone is a generally level-headed and educated), but if you look at it through a fuzzy lens, you can see the RP elements shining through. Maybe survival MMORPGs will have a market.