Showing posts with label story. Show all posts
Showing posts with label story. Show all posts

Tuesday, October 25, 2011

Get your Story out of my MMO

With all the WoW and SWTOR news, something just hit me. I knew this was true, but it didn't really set in until now. It's been seven years since WoW released, and SWTOR is about to launch as the same exact game!

The same black and white, two-faction faux war with safe and "contested" zones; the same action combat with the same pace, hotbars, and skills; the same solo quest grind with the occasional dungeon run; the same poo-pooed crafting system that has little consequence to players; the same "hyrbid" classes which really aren't hybrids at all, but rather 3 min-maxed role specializations that are the Holy Trinity through and through.

And then, as if lack of innovation isn't enough, Bioware is going to completely eradicate players stories. The "fourth pillar" already existed in MMORPGs: there wouldn't be countless blogs devoted to retelling events that players experienced if "story" didn't exist (and unsurprisingly, Eve has the most numerous and varied story blogs I've ever read).

Let's assume Bioware is the leader in crafting video game stories. They create the most compelling canned stories anyone has ever written for a video game. They are still Bioware's stories! They are not player stories. Stories are born from extraordinary events. What would a SWTOR story blog look like? "Last night I had this really humorous and emotional dialog scene with these NPCs. I chose this light side option that resulted in an awesome cutscene!" The comments will read: "me too". What is worth telling if everyone experiences the same thing?

By the way, developer story has been done numerous times before; Bioware isn't doing anything new. Speaking from experience, FFXI had fun in-game cutscenes with your character in them and told some really amazing stories. But contrary to SWTOR, FFXI also put players in challenging situations and let extraordinary events transpire that morphed into player tales.

Developer stories, like graphics, are a selling point, but not important once the playbrain takes over. Games are systems. Choices are identified, outcomes are weighed, predictions are made, and then the brain gets a little shot of endorphins if it guessed correctly. MMORPGs are immensely layered and complex systems with an added layer of socialization. The interaction with other, irrational human beings spices the systems to the point of addiction. Humans crave knowledge and social interaction. Developer stories are an initial motivator, a driving force, an excuse to start down the path of playing a game, but they are not an ends of a game.

That's a lot of tall talk, but look at the numbers: "Only 10% of avid gamers completed the final mission, according to Raptr, which tracks more than 23 million gaming sessions." As expected, once the game system is mastered, the vast majority of players don't care about the "story" and see little reason to continue playing.

If SWTOR has the same systems we've all mastered seven years ago, and everyone is trapped in instances not experiencing extraordinary events around which to socialize, what is the point of playing? This seems like a way to charge $15 per month for KOTOR 3.

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.

Thursday, August 13, 2009

TF2 and the Meaning of 'RPG'

Valve is promoting their next update for TF2. They are calling it a "classless" update because typically they will focus their efforts around a single (or pair as in Sniper vs. Spy) class. We are getting a new Arena map, Offblast, which I can't understand given that Arenas (one death Deathmatch) seem to be the least popular map types, and even competitive leagues will use standard capture-point maps, payload, or capture-the-flag maps. King of the Hill is also being added.

Instead of making witty and stereotypical remarks regarding the character of whatever class they are updating, Valve has decided to focus their attention on Hats. TF2 has a very crude item system which was originally designed to allow players to make strategic decisions. Weapons would have sidegrades which could be swapped in and out. The best (and possibly only good) example is the Medigun sidegrade: the Kritzkrieg. The standard Medigun slowly builds ÜberCharge which can be used at 100% to make the Medic and his target invincible for 8 seconds. The Kritzkrieg version instead gives the Medic and his target guaranteed critical hits for 8 seconds.

Hats are vanity items which players acquire at random times and are extremely rare (I don't have a single one). They can be swapped like weapons, changing your headwear. Because they are so rare, and often hilarious, players want hats and will comment whenever someone is wearing one. Valve is, of course, playing on that social dynamic:

Throughout history, men have worn hats as a way of showing how much better they are than other men. “I buy hats,” a behatted man seems to say. “I am better than you.”

I don't know who is writing all this, but I find it to be quite entertaining. Here are a few gems someone (Blargh) in my TF2 community posted:


My favorite being the one about hats:

SMELLY UNFORTUNATE: 'Please, sir.... May I have a hat?'
GENTLE MANNE of LEISURE: 'A-ha-ha! You are as PRESUMPTUOUS as your are POOR and IRISH. Tarnish notte the majesty of my TOWER of HATS.'
His COMPANIONE: 'I have maney hats also but did not bringe them.'

I'll bring up the question which has been talked about ad nauseum: how many items does it take to get to the center of an RPG? TF2 has: role-based, tactic combat; items and inventory. Do we need stats other than HP? Weapon ammo can be considered Mana. Are achievements and weapon sidegrades character progression? I would say 'no' considering they are designed to be situational or support different playstyles.

I think it boils down to persistence. DotA and other MOBAs have everything listed above aside from explicit character progression persistence. When the game ends, you start over. If you didn't start over, but played these games with heroes at max level, then would it be an RPG?

What about a story? Do we need a creative team to dream up some world and its history? Single-player RPGs would be incredibly lackluster without a story (would you play FF7 for just the battles?). But is player-generated history enough to support the story requirement?

RPG seems to be one of those really ambiguous terms, like "fun". We know what it is when we see it, but can't describe its components.

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.

Thursday, June 18, 2009

How to Trivialize Your MMORPG

Games fail when they do not allow their users to make meaningful decisions, or, even worse, when they offer what appears to be a meaningful decision, then render the decision utterly pointless later on. Colin Brennan ran into both of these phenomena and wrote about them at massively.com with reference to a new MMO, Jade Dynasty.

MMROPGs are two-faced. The first face presents you with carefully crafted characters and a story that takes time to absorb and understand before the player can be involved in it. The other face is one that touts the great end-game content—how the game opens up when you hit max level and you will have a powerful hero at your disposal that can crush the forces of evil (or good) into a fine pulp with pleasure and pizzazz. As you play the MMO, you realize that the first face is telling you nothing. There’s no motivation to care about the epic tales it spouts because, in the end, it cannot reward you. Only the second face can reward you. And, even worse, all that story is further trivialized by how every other player in the world can hope to achieve the exact same goals. The worst part: none of these great, harrowing achievements actually change the game world! All the raid bosses, enemy faction leaders, great kings of evil and chaos simply respawn after they’re killed. The world remains exactly as it was before aside from a few trinkets looted and perhaps a level gained here or there.

The face that presents you a non-trivial experience is directly contradicted and proven worthless by its counterpart. You are left with only the game mechanics. And, as any experienced MMORPG player knows, those certainly have a long, long way to go before they become non-trivial.

Imagine a coin with two faces. One faces is brilliantly hand-carved by a master engraver with a picture of the symbol of the state gloriously displayed and the other side has only a number or symbol printed on it. When you pay with the coin, the merchant who receives the coin can look at and admire the first side of the coin as a piece of craftsmanship, but, really, all that he cares about is the number printed on the other side which tells him how much richer he has become. After seeing a few of these coins, the sensible merchant would no longer care about the masterful artwork on the first face, he would only care about the number. Soon, the Mint decides that it is too much work to hand-engrave a thousand coins a day, so they simply press a standard pattern into the first side of the coin. No one but the rare collector or particularly observant will notice the difference.

Jade Dynasty doesn’t reveal that all MMORPGs are actually grinds. It commits a deeper double fraud: first it presents the same double-faced personage where the first face is trivialized by the second, then it trivializes the second face, laughing all the way to the bank.

Wednesday, June 17, 2009

Save the World! (and Level Up)

Character advancement in classic Pencil and Paper RPGs was a side-effect of accomplishments in the game world—it was not the motivator for accomplishments in the game world. Advancement and story had a symbiotic relationship. The story progressed as the players did more, as the characters did more they became strong so the story could progress further. And so this cycle would continue, one aspect feeding the other, until the characters were killing Gods and destroying elemental planes (or, God forbid, saving the world).

This relationship has been inverted in MMORPGs, and the symbiosis has been broken. The result is a genre that is inherently flawed because it aims to do the impossible with fundamental game mechanics that are aligned for the wrong purposes in the game at large. Players primarily see game mechanics like quests and raids as means of character advancement. This inversion has made it unnecessary to have a story in MMORPGs. “The story” in MMORPGs consists of a series of interchangeable and ultimately marginal parts that provide fuel for the engines of advancement.

MMORPGs destroy the fundamental story-building element of pencil and paper RPGs in the interest of serving large numbers of people without (further) breaking the bank. It’s easy for a dungeon master and six players to control the destiny of a world and actually impact it by their actions, because only six heroes in the whole world have such power. There are seven intelligent beings at a table suspending disbelief and doing meaningful things in the game world once and for all time. In an MMORPG, most of the inhabitants of the world are heroes. This does not make sense and does not work. The metaphor doesn’t hold and the mechanics break down. The real aim of advancement systems, to reward players for changing the world, has disintegrated in favor of advancement being the end. If advancement is the end, then the story is the means. Just as the player will discard the level 6 sword as soon as she finds a level 7 one, players pass by and over the story in MMORPGs because it is simply a tool whose use results in some windfall.

The stories that interest most players these days are not the stories behind the thirtieth fetch quest they’ll do this week, they are the stories that players make as they play. Tales of sieges in Darkfall, political intrigue in EVE, realm vs. realm slugfests and keep sieges in Warhammer, being the first guild to down the new raid boss in World of Warcraft: these are the stories that players find interesting and come to care about. By allowing these stories to become the game’s story (and vice versa), we can make progress towards solving the content problem at which quests have recently proven an ineffective solution.

The players should generate the story as they go, just as they did in primordial pencil and paper RPGs. In this way, we can substantiate character progression and validate storytelling in MMORPGs in general. This means breaking down some of the mechanics we are used to and allowing players to actually change the worlds they inhabit, instead of being forced to spin their wheels by fighting monsters that will simply respawn in five minutes or an hour. Some may object to this as being a “niche” feeling, but this niche has room for everyone. If executed properly, a player-generated story-based MMORPG solves a lot of the problems we have today with much less developer, writer, and designer time needed.

In later posts I’ll elaborate on a possible way to implement what I’ve outlined here.