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My
current "grand unified theory" of avatar games
(Back to TOC)
2 October 2005
by Mike Rozak
I've been trying to figure out what adventure games and MMORPGs
"are all about". When I originally broached the question to myself, I thought
the two were fairly different beasts, and that first-person shooters were from a different
planet. I'm not so sure any more...
"Avatar" games
Adventure games, computer role-playing games, MMORPGs, first
person shooters, and modern platformers all fit into a category of game that I'm calling
an "avatar game". (Anyone have a better name?) The
characteristics of the game category are:
- The game's physics are very similar to reality;
Apples fall to the ground, objects break when they're hit by a large force, and characters
look like people or animals. The advantage of basing gameplay on reality is that players
already know what reality is like, so they automatically the basic rules of the game; all
the game has to teach the player is how to translate their intent into keystrokes and
joystick movements, and how the game world's physics differ from real physics.
Additionally, when a game world is closely linked to reality, it's easier to escape into.
Conversely, chess, go, card games, and tic-tac-toe have a physics that's very
different to reality. Racing games, flight simulators, and sports games are in the grey
middle, since they're based on reality, but only on a very limited slice of reality.
- The player controls a single character that is
an extension of the player within the world, although occasionally games
stretch this to a few characters.
Real-time strategy games are different because the player controls an army. A
pet-raising game isn't an avatar game because the player doesn't control his character
directly.
Sub-games
Within the world (and associated physics), players uses their
characters to participate in sub-games. The most common sub-game is
combat, but sub-games also include jumping over obstacles, climbing, solving puzzles,
talking to NPCs, etc. See Virtual world as platform.
Some important characteristics about sub-games are:
- They should fit in with the setting and physics of the
world. Making a knight solve a crossword puzzle to slay a dragon doesn't make
much sense to the player, so crossword puzzles can't be used to slay dragons.
- The must be fun, at least the first few times
they're played. They may become boring after awhile, but some remedies exist. See below.
- They must include variations so that when
players play the same sub-game for the thousandth time they aren't bored out of their
wits. See Sub-games with variations.
- The difficulty of the game must adjust to the player's
and the player character's skills.
- Sub-games should be short.
- Synergy... Sub-games feed off one another. The
simplest form of synergy is being able to take the loot from a monster-kill and sell it in
the trading sub-game, or use the monster's horns as raw materials for the crafting
sub-game.
- Conversely, if two sub-games work against one another,
only one can be kept. Second Life allows players to build anything they
want, but because of this, SL cannot include competitive sub-games (like combat) since
players, who can build anything, will build the ultimate weapon and make combat moot.
- "Cameo appearances" can be made by sub-games
that break these rules, but such sub-games can't be used as the main experience.
Cameo sub-games are expensive to produce, particularly in a graphical environment.
As I noted in Choice, sub-games can be
strung together to form quests...
Quests
A quest includes a goal, problem solving, and a series
of sub-games that a player must complete to achieve the goal. The goal is tightly
tied into the quest, and usually handed out by the game world, although sometimes games
(like MMORPGs) let the player effectively create their own quests,
deciding their own goals and determining the actions (sub-games) that must be completed to
achieve their goals. A well designed quest leads to follow-on goals.
An example of a quest would be:
- Goal: To collect cherries for an old woman and
get a reward from her.
- Problem solving: The player must determine the
best rout to the cherry grove and how to carry all the cherries back.
- Sub-games that must be completed in order:
- Narration - Talking with the old woman.
- Travel - To the cherry picking location.
- Combat - To kill the troll who is guarding the
cherries.
- Gathering - Pick the cherries.
- Travel - Return to the old woman with the
cherries.
- Follow-on goals - A follow-on quest might
require the player to get flour and sugar so the woman can bake a cherry pie that she'll
share with the player's character. With character's half of pie, the player has an excuse
to visit the mayor, who happens to be a sucker for cherry pie. While devouring the pie,
the mayor mentions he has a job that needs doing...
Quests are used to keep sub-games "fun"
since collecting a bag of cherries in order to help a kind old lady is more
"fun" than collecting cherries for the hell of it. Quests also tie
consequences into the sub-games. See Choice
and consequences and Sympathetic goals.
Quests can be used as sub-quests in larger
quests.
As I point out in The four pillars,
the sub-games listed for a quest represent optimum solutions, and players should
(theoretically) be able to approach the problem however they like, including growing their
own cherry trees and waiting a few years for the first cherries to appear.
Meaningful choices
The experience must be overflowing with meaningful
choices. (See Choice and Choice 2.)
These include:
- Choice about which quests to accept.
- Choice about which order to perform the quests.
- Choice about how to complete the quest.
Unfortunately, my "cherry picking" quest doesn't illustrate this, but ideally
each quest should be solvable in different ways. For example: The player could opt to buy
the cherries from market, or barter with the troll.
- Choice within the sub-games of the quest. Even
within a sub-game, such as combat, players will have choices about how to proceed.
- Choice about the outcome (goal) of the quest.
At its simplest, the player should be offered a menu of rewards, but choice goes much
further. One ending for the cherry quest might allow the player to team up with the troll
and lead it to the old woman, whom the troll then eats.
Story
I hate to use the term "story"
because it's so loaded with meaning, but some elements of story come into play:
- As Richard Bartle pointed out in Designing Virtual Worlds,
backstory is used to describe the world and its physics to players,
almost as an alternative to documentation... "Player characters are automatically
resurrected because they're special servants of the Gods...".
- Backstory and narration are used to introduce the quest
and explain why the sub-games must be completed, and in what order. "You
have to go kill a troll and then collect a bag of cherries" will have players
scratching their heads, but "You have to collect special cherries that can only
be found in the valley of Whyern. Unfortunately, an evil troll relishes them too, and
guards them voraciously," is more compelling.
- Story and narration can be used to internalise the
quest's goal. Which is more compelling? "An old and frail lady hobbles
up to you with her walking stick. In a creaking voice, she begs you to fetch her a bag of
cherries from the distant valley, a walk she cannot possibly make." vs. "An
obese knight, who has never seen better days, interrupts your
conversation with the old lady and demands that you get him a bag of cherries
immediately... or else.". (I wonder if trolls like to eat obese knights?) See Sympathetic goals.
- In turn, story and narration can be used to unify all
all the game's quests into a large story/quest arc. "You must complete
these 50 quests to win" is less compelling than "The evil overlord
killed your father and holds your sister captive. To defeat the evil overlord and rescue
your sister, you must find the sword of knowing, armour of vaulting, and lyre of gold...
which ultimately involves completing these 50 quests."
- Backstory and narration can provide clues to
how to solve the quest.
- Story can be used as a reward for completing a quest...
although it makes for a fairly weak reward. If a game only uses story as
a reward then the game degenerates into a story whose progress is halted until the player
solves a series of unrelated puzzles (quests), a particularly common problem in adventure
games.
How games differ
As I said at the beginning, a large variety of games are avatar
games. They merely differ in their emphasis:
- Adventure games require the player spend most
of their time problem solving, and include a large variety of cameo
sub-games.
- CRPGs rely on a few
sub-games (combat, travel, resource allocation, etc.) that are played over and over
with variation.
- MMORPGs introduce other players into the equation,
allowing for more interesting and/or different sub-games (like trading goods in a
thousand-player economy). Other players also produce an environment where players produce
their own goals, usually involving defeating or helping other players.
- First-person shooters use sub-games that are
based on the player's dexterity.
- Contemporary platformers are like first-person shooters
except they don't rely on the combat sub-game.
- Interactive storytelling (as best as I can
tell) involves sub-games involving intelligent AIs.
Having said that, some virtual worlds, like Second Life,
can only be fit into this grand-unified theory with much contortion. Racing games, flight
simulators, and sporting games are in a grey zone too; their slice of reality is so
limited that quests are difficult to invent.
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