Tuesday, October 25, 2011
Get your Story out of my MMO
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.
There 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.
It’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'
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.”
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.'
Friday, July 3, 2009
Everyone, the Mountain Movers
Thursday, June 18, 2009
How to Trivialize Your MMORPG
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)
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.