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The
ecology of a MMORPG
(Back to TOC)
20 July 2005
by Mike Rozak
Once again, I've spent my time trying to understand how/why
MMORPGs (and MUDs) work. The thoughts contained herein are a conglomeration of elements
from Richard Bartle's Designing Virtual Worlds, some of my writeups (such as The player pyramid and Intertwined relationships), as well as
my wanderings through MMORPG message boards.
What I noticed while exploring MMORPG message boards
is that (to no-one's surprise) there are several different "factions" of
players, with each faction requesting a different set of features:
- Solo players - People that wish to mostly play
the game by themselves, but occasionally join up with friends or other players they meet.
- Guilds - Players involved in guilds request
better guild-management features as well as raid content.
- PvP - These players like the challenge of
competing against other fighters, usually by fighting with them.
- Role players - They wish role-playing specific
shards, as well as a few features to aid their role playing.
- Crafters - This groups wants an elaborate
economy as well as the ability to build any item in the game.
- Creators - Creators want to design/build parts
of the game, and are interested in artistic expression. Creators are different than
crafters because creators aren't happy with creating the same Sword+2 over and over again.
Creators want powerful level-editing tools, modelling tools, and scripting languages.
- Traders - These players wish to trade virtual
goods. In some ways, traders are a combination of PvP and crafters.
- Change the world - A sizeable group of players
wants features so they can change the world.
- Experience - One segment of players is always
complaining that combat (and virtual-world life) is not realistic enough. They want
encumbrance, body-part wounds, carrying weight limits, eating, etc.
Other feature factions are also present, either as faint
murmerings or theoretical possibilities:
- Socialisers - Socialisers rarely show
themselves on the boards because most of their requirements are readily met by MMORPGs.
"More emotes" and in-game message boards are sometimes requested though.
- Politicians - MMORPGs provide an opportunity
for politics that no other games allow for.
- Explorers - Players that like to just wander
around the world and explore the scenery, back story, and physics.
- Puzzle solvers - By in large, puzzle solvers
have given up on MMORPGs since Uru Live was cancelled.
- Story - Some people just like the story aspect
of a virtual world, either the back-story, in-game events, or gossip about other
characters.
- Exploiters - These players derive more fun from
finding exploits/flaws in the game than the actual game.
- Griefers - These players enjoy making life
miserable for other players.
- E-bayers - Some players find they can make
real-life money by selling virtual goods to other players.
The ecology
What's so important about feature factions?
They can be used to explain why a MMORPG/MUD exists and is
stable...
If I begin with a CRPG that's tailored for
single-players, add multiplayer ability, and extend the length of gameplay, I attract the
following feature factions:
- Solo players are attracted to the CRPG aspect
of the world. They tend to enter the world, play through its content, and leave. Some of
the solo players "stick" (as Richard Bartle puts it) to the world because they
join another feature faction. Not as many solo players are attracted to MMORPGs as
single-player CRPGs because (a) MMORPGs require too much time for most players, and (b)
MMORPGs offer an inferior solo experience compared to a specifically-designed solo CRPG.
- Explorers find it interesting to explore the
massive world created for CRPG players. Once they have explored through the world and
understand it at a sufficiently deep level, they leave.
- Socialisers show up because the worlds
inherently support socialisation features, but the stream of players coming into
the game for the CRPG content brings along some new socialisation opportunities.
- Because it isn't that difficult to add, many worlds add PvP. The
PvP faction takes advantage of the environment (physics, geography, weapons)
produced for the CRPG players as a setting for PvP. They also rely on the CRPG
players for new recruits. PvP can become contentious, so it's often moved off into its own
shard.
- Guilds form as a defence against PvP, as well
as a way to better exploit the resources of the world.
- Griefers take advantage of the PvP features
(and any other they can find).
- Exploiters similarly thrive in a PvP
environment.
- Crafters latch onto the huge demand that solo
players and PvP players have for in-game equipment.
- Traders, similar to crafters, exploit the huge
world and abundance of demand, to partake in a trading game whose complexity is impossible
in a single-player game.
- E-bayers take advantage of all the levelling,
crafting, and trading in the world to make real-life incomes.
- The more PvP a world allows, the more that players can
change the world. Those people who want to put their mark on the world are then
attracted into the game.
Unfortunately, the more that players can change the world, the less
well that quests and other solo-player CRPG content works.
- Once the world is filled with guilds, city states, and is
changeable, players interested in politics suddenly have a new game
available to them.
- Role players take advantage of the world for their own
purposes. Because role players often disdain non-role-players, and vice versa,
special shards are constructed for role playing.
- Players who like story are attracted to all the gossip
about events happening in the world, as well as the occasionally live-team event.
- The money generated by the large player base is pumped
back into solo CRPG features, as well features for all the factions.
Some things to notice about this ecology:
- The CRPG is the core of the ecology, like
plankton in the sea. If not enough solo players are attracted by the CRPG, the
rest of the MMORPG's ecology crumbles.
- Solo players spend the shortest amount of time in the
world, since they only stick around until they've used up the content.
- If a world doesn't have enough content, the solo players
won't stay around long enough and the ecology won't form. A 50-hour anti-MMORPG will have solo players, maybe some PvP players, but
not much else.
- MMORPGs are becoming shorter. Some factions are adapting
to the shortening by annually migrating from one world to another. Guilds, for
example, jump en-masse to the latest MMORPG, like birds flying from north to south with
the food supply.
Other ecologies
Some feature factions are left out of the traditional MMORPG.
- Most MMORPGs are designed around 500-ish hours of CRPG content.
Most solo CRPG players want less (50-ish hours). However, a 50-hour anti-MMORPG will have solo players, maybe some PvP players, and
not much else.
- A few MMORPGs are based around the ability to change the
world. Around this core set of players are added all of the other players
factions listed in the standard ecology, except for solo CRPG players; they don't find the
open-ended experience very compelling.
- Creators aren't allowed to create because their
creations would imbalance the CRPG, PvP, crafting, trading, etc. Consequently,
traditional MMORPGs severely limit creation. Creators often move into their own world,
like Second Life. A world based on creation attracts socialisers, explorers,
and E-bayers.
- Some people want an authentic experience, such
as to know what it's like living in ancient Rome, with citizens, slaves, and public
toilets. Unfortunately for them, most players want a "fun" version of ancient
Rome that only has the colosseum and occasional street riot. Those players wishing an
authentic experience are forced to move into smaller (and cheaper-to-make) text MUDs. They
often team up with role players, who wish to assume an authentic personality within the
authentic experience. Players from other factions might also play, but many fewer would be
interested than the "fun" version of the world.
- Single-player adventure games attract explorers, story fans, and
puzzle solvers. Puzzle solvers are ignored by most MMORPGs because even though
puzzles are easy to add, players from most of the other factions will cheat at the puzzles
by following walk-throughs. Furthermore, puzzles are expensive to create and
don't work terribly well as group activities. A world based around an adventure game will
attract puzzle solvers, explorers, and story fans (who will all leave as soon as the
content is used up), as well as some socialisers.
Ecology == Genre
In case you haven't noticed, the different ecologies correspond
to "genres". The key (according to this theory) to a successful world design is
to develop a successful player ecology.
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