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Choice, part 2 5 December 2004 (Revised 13 December 2004) by Mike Rozak
I had some more thoughts about my essay on Choice. The choices I discussed last time were choices that occurred within a quest. What about the choices that glue quests together? How are such high-level choices designed?
Weak choices The standard MMORPG is topographically designed to be a large landscape with hills, mountains, rivers, and oceans. Within this landscape are gateways (aka: doors, dungeon entrances) to smaller, interior worlds. The interior worlds have walls and doors that restrict movement. The "choice topography" for a MMORPG is similar to its terrain. At any point in the outdoor landscape, the player has the choice of moving NSEW. In the outdoors, players don't have many more "valid" choices beyond these four directions... Why? Don't forget, valid choices are those that can significantly affect the outcome of the experience. Other valid choices are occasionally available: For example, a player may choose to sit around and heal up. (Note: Healing rates in one region of the world are almost always identical to everywhere else, so healing is location-independent. Wouldn't the choice to sit and heal be more meaningful if certain parts of the world produced better healing? Maybe a character that sits in the shade by a pleasant stream would heal up quicker than on sitting out in the sun. A player would then have to chose where to heal, not just to heal.) One would think that wandering monsters provided a choice about whether to attack them or not, but monsters (and other players), are location-dependent. They exist at a point in the 2-dimensional terrain, and only react to the player's character when he is a short distance away. Because monsters' AIs always seems to attack, you could claim that the choice of moving north towards a monster is the same as choosing to attack the monster. And, you could further argue that the choice of moving north to attack orc A, is essentially the same as moving east to attack orc B, except that at the end of the combat, the character has either moved north or east of his current location. MMORPGs further limit choices by logically placing like monster species in the same region of the world. This means that the part of the virtual world populated exclusively by giant rats only allows players to move and avoid attacking a rat, or move and attack a rat. If there were giant hedgehogs, flying squirrels, and a handful of other nasties, the player would have more choices. (Assuming that attacking the other monsters actually took different skills and strategies.) So, with a few exceptions, each point in the wilderness allows the player a choice of moving north, south, east, or west. Attacking a monster is implicit in a PC's movement, and healing really isn't that much of an issue. A large world will be 100 km x 100km, or 100,000m x 100,000m. Realistically, every 10m x 10m section is a choice of location, so a wilderness map has 10,000 x 10,000 choice nodes where the player can chose to go NSEW. Even though a player only has four choices at each node, with 100 million nodes, they still have a lot of choices. I claim there aren't really that many choices though. Let me postulate a rule:
Since the character can quickly walk east, and then just as quickly return to the same spot by going west, moving east does not count as a choice. If a monster were east of the player, or even if a monster might be east of the player, the choice might matter. However, in the wilderness, a player can see the monsters long before they're forced into combat, so there is no chance that the monster "might be east of the player". A player almost always choses to engage or not engage a monster. Of course, if the player walked 1 km to the east, that would be a significant choice because walking 1 km east and then undoing it by walking 1 km west is a lengthy process. If this is the case, which eastward-step was the one that was the choice? (Aka: Which straw broke the camel's back?) Oops... I'll rewrite my rule:
Therefore, while the MMORPG wilderness provides players with billions of choices, they are all weak choices, and don't count for much. Interior exploration is slightly better though, because a monster could be hiding around the corner, and doors might only let players pass through one way. Still, the choices are still fairly weak. As a general rule, any place in a contemporary MMORPG that can be gotten into can easily and reliably gotten out of. Unless, of course, the user makes an exceptionally stupid decision and runs head-long into a dungeon that's labelled as "very dangerous". Chris Crawford argued that providing players obviously stupid choices don't count either, since no one will ever choose them. (Incredibly stupid choices also lead to instant death and an end to the story, which likewise invalidates the choice.) I tend to agree. Just as an aside, MMORPGs also weaken other choices beyond just movement:
String of pearls If you have read any books about adventure game or CRPG design, you'll have read about "the string of pearls" approach to design. They define a "pearl" as any region of the world that PCs can freely wander around. My definition of a "pearl" is any region of space where the choices to move about are all weak. The "string" part occurs where the player makes a choice that cannot be easily undone. An adventure game, such as Syberia, used the string of pearls approach. The first pearl of the game involved figuring out how to get a clockwork train to operate. When the player finally got on the working train she entered the string, which was a cut-scene that placed the player in a new pearl. This new pearl occurred at a university; there was no way for the player to go back, and (once again) to go forward the player needed to get the train moving again. Pearls can have more than one exit; Syberia could have had an airplane that would also allow the player to leave the pearl. But if there are several exits from a pearl, do they end up in different locations? If they wind up in different locations then content is wasted since the player cannot go back (except by replaying the game). If the strings all quickly end up in the same location then what's the point of the choice? The laws of choices resurface... if there is more than one exit from a pearl then the multiple exits form a choice. Since it is a choice, it most be a valid choice. Strings leading to dead end pearls are not choices. Strings that quickly reconnect to the main path invalidate the choice. Etc. The strings must lead to significantly different experiences, even if they ultimately reconnect. A choice which moves the player into a new pearl is a high-level choice because the choice results in the loss of significant amounts of content that the player will no longer be able to access. (Other types of high-level choices exist, which I'll discuss later.) The pearl is not always a physical location; sometimes it's as ephemeral as a choice of following the dark side or light side of Star Wars' "force".
Of MMORPGs, pearls, and other things If you acknowledge that MMORPG geography is composed of weak choices, and that a pearl is a collection of weak choices, then contemporary MMORPG's are just a single pearl. They have no high-level choices in their topography. Not quite... MMORPGs do have high level choices. Most of their choices are mid to low-level however, like choosing to fight a monster of flee from it. Most high level choices in a MMORPG don't come from the content, but from the social relationships in the MMORPG. Saying or doing the wrong thing (or right thing) to another player could lead to irreversible changes in the player's experiences. To use a fairy-tale example: Being rude to a needy low-level player could turn out to be a serious mistake when months later the low-level player is now the uber-player and looking for revenge. (Technically, this scenario presents an invalid choice because the player has no way of knowing that the beggar in front of him will become king. But that's life...) Some other important choices that MMORPG players make are:
Again, MMORPGs come up fairly weak in the choice department. Social relationships are obviously strong choices. A player's choice of race, class, and realm are also important, but they're invalidated because a player is forced to make them when they first start. Some MMORPGs solve these problems by allowing players to choose their class and realm later on in the game. One could also argue that players commonly toss out characters, allowing them to make reasonable choices on their second attempt. Are there any other high-level choices that MMORPGs could present to players?
None of the ideas I presented are really new. I've seen them used in various places, but it's nice to see them written down.
Conclusion Choices occur at many levels: Sub-games (like combat) are full of choices about what combat move to use, etc. These choices are bracketed by the mid-level choices in quests that I described in my last write-up, Choice. Mid-level choices are affected by high-level choices that I just discussed. And of course, high-level choices are affected by what game a player choses to play. For a choice to be strong, it must include consequences that cannot easily be undone. For a choice to be high level, it must be based on major consequences that are very difficult to undo. Ultimately, choice is about consequences, and a virtual world is limited to one or more of the following consequences:
Low and mid-level choices frequently result in small losses of time and less enjoyable experience. High-level choices, to be important, have to threaten larger losses. Unfortunately, for one reason or another, none of the possible consequences get used. Losing 10's to 100's of hours of play would be unacceptable to most players. Likewise, if an "unenjoyable" consequence causes players to do 10 hours of math problems, many will leave. Developers don't like having large chunks of content lost to players since it costs money. And no developer will try and cause players to lose friends. As a result, most MMORPGs don't have any high-level choices other than those created by social relationships in the world. Poor design doesn't help, either, since some of the few major choices a MMORPG provides, such as the character's race or class, are made by new players who don't have any inkling of the consequences of their choices.
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Copyright 2004 by Mike Rozak. All rights
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Mike@mXac.com.au
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