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Fractured
reality
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13 September 2005
by Mike Rozak
I've mentioned fractured reality before, but I
thought I'd put all my current thoughts in one place...
The problem with a monolithic reality
In the real world, we assume (rightly or wrongly) that
there is one reality that we all live in. If our individual perceptions of
reality are different, it's because we are misperceiving reality, not that reality is
different for each of us.
A monolithic reality doesn't work well for virtual
worlds (in my opinion). The problem was noticed from the very beginning of text
MUDs, since in a monolithic reality, if one player changes the world, it remains changed
for all players. This means that if a player kills the the evil overlord, then for all
players thereafter the evil overlord is dead, which is a bit of a bummer for all the other
players who wanted their chance at defeating the evil overlord.
Some workable solutions exist:
- Re-boot the entire world every night - Thus,
the evil overlord can be killed once a day.
- Periodically re-boot sections of the world, usually on
demand - The evil overlord is magically reborn when someone begins the quest to
kill the evil overlord.
- Periodically respawn and reset small areas -
Players can kill the evil overlord, but he is resurrected in ten minutes. As long as a
player isn't in the area when he respawns, the player can pretend that they actually
killed him.
- Spatial separation - Once the player has slain
the evil overlord, they pass through a door and can never return to the lands once ruled
by the overlord. That way, players can continue to believe the overlord is dead since they
never hear anything to the contrary. Unfortunately, segregating the world in such a way
makes it difficult for players to meet up with their friends, who haven't yet slain the
evil overlord.
- Don't have NPCs and other fixed content - Most
of the problems associated with monolithic reality in a virtual world exist because the
same NPC, traps, or other content keeps getting respawned so the developer's investment in
the content isn't wasted. If the developer never invests in content, he doesn't care if it
isn't respawned, and fractured-reality is a non-issue.
Fractures in reality
Some solutions exist that "fracture" reality,
creating a different reality for every player.
- Custom generated content - Every player has his
own evil overlord created when the player's character is created. Each evil overlord is
visible to the other players (if the other players look through the immensely huge world
for him), but can only be killed by the player for whom he was created. The approach
doesn't work well with evil overlords, but is great for NPCs whose cat needs rescuing.
- Instancing - When the player enters the evil
overlord's castle, a private instance is created that only the player and his friends can
access. When the evil overlord is killed, or the players leave for more than 10 minutes,
the instance is deleted.
- Delusional - An evil overlord is created for
each player. When the player kills the evil overlord, the player character's perception of
the world is as if the overlord were killed. The world descriptions to other players (who
have not killed the evil overlord), still mention the evil overlord. This approach gets
highly confusing, since two players could be in the same room, one seeing the evil
overlord and the other an empty throne.
- Layered maps - Players that walk into the evil
overlord's castle can be sent to one of two places: If they haven't yet killed the evil
overlord, they are sent to a version where the overlord still lives. If they have killed
the overlord, they get sent to a different version.
- Private worlds - Each player has his own
private version of the entire world where adventuring is done. However, whenever the
player walks into town, they're suddenly transported into a shared world where they can
meet up with other players. If several players join into a party, they play in one of the
players' private worlds. Unfortunately, if a group of friends slay the evil overlord in on
player's world, they'll need to slay the same overlord in each others' worlds.
Why fractures are important
The reason why fractures are important is that players
want to be able to change the world. Even if they don't control exactly how the
world changes, they still want their actions to have an effect. (See Choice and consequences.)
In all of the monolithic realities, except the
content-free one, players have no real effect on the world. The next time they
log on, the world is exactly the same as before. Players can and do turn a blind eye to
this, but ultimately the inability to change the world diminishes the experience.
I am not a big of content-free worlds either. Players
can change the world in the content-free monolithic-reality, but only in small ways.
After all, if there are 1000 players in the world, their ability to change the world must
be (approximately) 1/1000th of what can be changed. Furthermore, with so many "cooks
in the kitchen", the world tends to be a chaotic place.
The fracturing techniques I described make it easier
for players to "suspend their disbelief" and pretend their actions impact the
world. Unfortunately, each technique has its drawbacks, some of which are
psychologically disturbing. |