




|
The
game with a thousand faces
(Back to TOC)
17 April 2005
by Mike Rozak
To state the obvious, a standard MUD/MMORPG has the
following features:
- Races
- Classes or skills
- Movement
- Inventory
- Combat
- Magic
- Crafting
- Trading
- Guilds
- Pets
- Etc.
This ubiquitous list appears in virtual every MUD/MMORPG
"feature list" web page, along with their documentation's table-of-contents. The
implementation specifics change from game to game, such as what races or
spells are available, but not the generalities. (Some MUDs/MMORGs don't
even have different races and spells, relying on the same humans, elves, dwarves,
halflings, and fire-ball spells.)
In abstract "game" terms, this means that most
MUDs/MMORPGs are essentially the same game, but with different window dressings. In his
book, "The Hero with a Thousand Faces," Joseph Campbell says the same
about many hero myths. Hence, the title for this article; While there are
thousands of MMORPGs and MUDs, they are really the same game with different faces grafted
on.
I found such homogeneity disturbing, so I spent time searching
for different "genres" in descriptions of the thousands of
existing MUDs and MMORPGs. It seems that a handful of genres covers almost all MUDs and
MMORPGs:
- Standard MUD/MMORPG - This is the standard game
described above, with races, skills, combat, etc. Standard MUDs/MMORPGs have a few
sub-genres:
- Player-vs-environment - The fun of the game is
derived from going on quests and killing monsters.
- Player-vs-player - Fun comes from competing
against other players, usually with combat (individual or guild-based), but this could
also include trade and politics. PvP games also include a lot of
"player-with-player" activities.
- Player-vs-storyteller - Skotos runs games where much of the fun happens when a
trusted player or employee takes control of the world and customises the experience for a
group of players, much like a table-top RPG game master would.
- Role playing - Many text MUDs encourage or
require role-playing, where the fun comes from cooperative story telling, each
player controlling their own character in the larger story.
I have labelled these sub-genres because it's possible to produce
one virtual world and customise the shards of the world to produce different sub-genres.
For example: World of Warcraft has mostly PvE shards, some PvP shards, and a few role
playing shards. Aficionados of a sub-genre will point out that failure to specialise in a
sub-genre produces an inferior experience; Many MUDs/MMORPGs specialise in only one
sub-genre.
- Creation worlds - These are virtual worlds,
such as Second Life and text MOO's, that allow the players to freely create their own
world, and then spend time in the world socialising. Unlike standard MUDs/MMORPGs,
creation worlds don't usually have avatars with "skills" and "levels".
- Cooperative worlds - "A Tale in the
Desert" presents a different scenario, where the players cooperate to build a new
world. Their building capabilities are much more restricted than those in creation worlds.
Unlike creation worlds, players' avatars have skills that they learn through in-game
experiences, like a stock MUD/MMORPG.
- Adventure game worlds - Stock MUDs/MMORPGs are
largely based on a CRPG game. If the world is based on adventure game, you end up with an
online adventure game, like the defunct Uru Live. See The
trouble with explorers.
The "Standard MUD/MMORPG" genre attracts the bulk of
the players (80%-90%), with PvE worlds being the largest sub-genre.
When I asked about this issue on the Mud-Dev mailing list, several people
replied that other genres undoubtedly exist, but that they haven't yet been discovered.
This could be because of:
- Unwillingness to take risks on the part of game
producers.
- Virtual worlds are so young that no one has stumbled
upon the other genres yet.
- Other genres may be too small (at the moment)
to be recognized as a genre.
- As the player population evolves away from
hard-core gamers, new genres will appear.
- As technology improves, new genres will appear.
Looking at the problem in a different way
Since I couldn't find other genres, I thought I'd do a thought
experiment to bypass my near sightedness...
I asked myself: What fundamental technologies are used
to produce a MUD/MMORPG? The answer:
- A client with...
- Avatar control user-interface.
- Chat capability.
- A graphics engine, along with models, textures,
and animations, that is geared towards producing a first person POV. (As opposed to a
graphics engine used to produce RTS games.)
- Sound.
- A secure server that provides for...
- Multiple players (potentially 1000's) in the
same world.
- Persistence of player information, such as
character statistics.
- Persistence of the world, such as any changes
players have made to the world.
- Scripting language.
- An army of artificial intelligences to control
the enemy monsters and NPCs.
- "World physics" (simulation) are calculated on
the server for anti-cheat and anti-piracy reasons.
- A network standard supported by both the client
and server with...
- Client-server architecture for security. (As
opposed to pier-to-pier.)
- The ability to automatically transfer new content (such
as 3D models) and software updates to the client.
These statements are generalised... Text MUDs don't use
graphics, and many MMORPGs are still based on 2 1/2D sprites. However, 70%(?) of
all virtual world gamers are using 3D accelerated engines, and this percentage continues
to increase. Likewise, not all virtual worlds have artificial intelligence, sound, a
scripting language, persistence of the world, or the ability to seamlessly transfer new
content/software. The trend, however, is for their inclusion.
Now that I know what technologies are used to make a virtual
world, my next question is: What genres of entertainment can be produced using
such technology?
To use an analogy: A book is made from paper and ink. An
origami crane is made from folded paper (and perhaps some ink). An origami crane is
obviously not a book. However, a pop-up children's book has the
properties of both an origami crane and a book, so it is a book? Most people would
agree that it is a book. Without stepping "outside the box" to
a different level of abstraction, pop-up children's books would never have been invented.
Can different virtual world "genres" be discovered using a similar technique?
Existing single-player game genres
Once a developer has developed the technology necessary to
produce a MMORPG, the following single-player game genres can "easily" be
created from the same technology: ("Easily" is a relative term.)
- CRPGs - Turn a PvE MMORPG into single player
CRPG by putting the server on the same computer as the client.
- Adventure games - Instead of content centred
around killing monsters, include content with lots of puzzles.
- First person shooters - Since the Internet has
such a large communication lag (250 - 1000 ms), MMORPGs are designed so that no feature
requires a quick reaction time. If the server were on the same computer as the client, or
even a low-latency network connection, a MMORPG's technologies could be used to write a
first person shooter.
- Action-adventure games - Similar low-latency
design issues as first-person shooters.
- Platform games - Similar low-latency design
issues as first-person shooters.
- Vehicle simulation games, such as auto racing,
flight simulators, and space combat - Instead of the player's "character" being
a humanoid, it's a machine. Flight-sim and space MMORPGs already exist, with ship-based
and auto-based MMORPGs coming.
- Interactive storytelling, as expoused by Chris
Crawford.
Some genres require different technologies and can't be easily
produced from a MMORPG's components:
- A game like The Sims (offline) requires a
client and server that doesn't assume the player has only one avatar.
- Real-time strategy games require a different
rendering engine, AI, and no 1-to-1 assumption about players and avatars.
- Sports games require different AI and no 1-to-1
assumption.
- God games also present problems for the
rendering engines, AI, and 1-to-1 assumptions.
- Chess, checkers, and card games use
technologies that are very different to a MMORPG's technologies.
What else can be done?
I brainstormed some other games (and entertainments) that could
be created, using essentially the same technology that's present in any MMORPG. These
ideas are half-baked, and most won't work. They do illustrate
some possibilities, and (at the very least) a different way to approach the
problem:
- "Virtual world" like - A few of my
ideas produce an experience similar to today's MMORPGs, although with significant
variations:
- Multiple avatars - Instead of players
controlling just one character, they could control a group of them, as they do in The
Sims. Control could include some form of "programming" (or behaviour
modification/reinforcement), so the fun of the experience is getting the characters to do
what you want them to, and to see how they interact with other players'
"programmed" characters. Unlike MMORPG PCs, player characters could continue
operating even when a player logs off.
- Short MMORPG - Instead of a MMORPG being
designed to keep players around for 400+ hours, and longer if possible, design it so that
the experience will only last around 40 hours before players "win" the game and
are encouraged to find another MMORPG to play. See The
anti-MMORPG.
- Completely instanced world - As Richard Bartle
has pointed out, a virtual world with instancing (aka: private dungeons) ends up turning
into a large lobby where players meet one another, form small groups, and
then go off into their own private worlds. At the moment, Guild Wars relies on
instancing the most, but tries to hide the fact that the main world is a lobby.
What would happen if an instanced game went all the way and admitted that its main
world was just a lobby? The instances could be much more rich and varied, especially if players
were given new (and customised) characters every time they entered a new instance.
For example: If one instance were a murder mystery that required Sherlock Holmes-like
characters to complete, the players would be given such characters. A different instance
might rely on combat, so combat-skilled PCs would be provided. A world where players bring
in their own characters can't require specific PC skills to complete an instance without
preventing many players from experiencing the content.
- Private world - A single-player CRPG (or
adventure game) could be written to support a party of players. A group of friends would
purchase the game and arrange to play it at a set time. One player would host the virtual
world on his machine. Uninvited guests wouldn't be able to connect. When the players
finished for the night, the world would be suspended until they next return. (I think
Neverwinter Nights does something similar.)
- "Computer-top" RPG - The private
world experience could be modified so that one of the players was given the role of
"game master", and could add/change the world and control NPCs. Basically, this
would create a table-top RPG played over a computer network instead of someone's kitchen
table. (Pizza delivery to six different addressed might be a problem though, even with a
"/pizza" command...)
- Live action role playing - In LARP games, as
well as "host a murder" games, each player is given a specific part to role
play. The pre-written PCs are designed to fit in with the other characters and produce
interesting role-playing experiences. This system might work in a virtual world if a group
of (non-griefing) players could guarantee they'd be able to play a specific scenario for a
few hours... which is asking for a lot.
- Stories - The technology used to produce a
virtual world can also be used to produce linear stories.
- Machinima - The term "machinima" is used for amateur animations
produced using real-time rendering and animation systems from customisable games like
Quake. These animations are recorded from an in-game camera, spliced together, dubbed, and
saved as a movie file. A machinima could just as easily be produced in a MMORPG (which has
already been done), and have the animation scripts saved to a file instead of the raw
movie frames. Animation scripts are "better" than the movie files because they
use significantly less bandwidth, just as MIDI music-synthesis files are smaller than wave
files.
- Machinima "TV" series - Amateur
machinima directors/authors could produce a weekly/monthly 30 minute story. Viewers would
download and watch the machinima in real time because it would be stored as an animation
script. Of course, viewers would provide heaps of feedback to the directors/authors,
allowing the directors/authors to adjust their plot based on community requests, creating
a marginally interactive experience. The flavour and quality of the animations would
probably be similar to amateur web comics.
- Customised story - The viewer of a machinima
could specify what type of story they like, whether it's action, romance, intrigue, or
lots of back story. Based on the viewer's preferences, the machinima's server could omit
scenes or include extended scenes. For example: Viewers that dislike romance and like
backstory would get shortened romance scenes, and extra backstory scenes. Viewers wouldn't
be able to change the outcome of the story, however.
- 3D story - Since the machinima is being
animated real-time on the viewer's computer, let the viewer wander around the scene while
it's being played out. The viewer might even be able to follow certain characters around
the story world.
- World of stories - Players would wander around
a world and meet NPCs. Many NPCs would tell stories (machinima). The actions of the PC
could be used to advance the stories, or affect their outcome.
For example: A PC could talk to a bereaved farmer, who relates an anecdote about how
his fiance was captured by orcs. The anecdote would play 5-10 minutes of machinima, enough
so the player cares for the captured fiance. Then, the player would have the chance of
rescuing the girlfriend (or not), and see how the story ends... perhaps with a 5-10 minute
machinima wedding for the romantically inclined.
- Hybrids - Some hybrid solutions, part story and
part game, are possible:
- Intermixed machinima and sub-games - The
experience might include some machinima (very long cut scenes) followed by sub-games that allow the plot to be advanced.
- Choose-your-own adventure - Everyone is
familiar with CYOA books. The Tunnels & Trolls table-top RPG (as well as Melee
and Wizard, the predecessor to GURPs) had solo adventures similar to
CYOA books, but which included single-player RPG elements amongst the CYOA activities.
For example: A player would select option A (knock down the door) or
B (knock on the door), which might then lead to a room where they would
have to fight a troll, or the same room with the troll in a talkative mood. Machinima
would be used instead of traditional text narrative. Some clever design might even be able
to make the experience multiplayer.
But are they really "virtual world"
genres?
Some of the ideas I described are virtual worlds, but most
don't subscribe to any commonly accepted definition of "virtual world",
even if the definitions are stretched beyond recognition; they are not virtual worlds. If
it's any consolation, they do use the same fundamental technology that's needed
for a virtual world.
If you can get past the fact that virtual world technology is
being used to create something that is not a virtual world, you face another hurdle:
Undoubtedly, most of the ideas won't work. One or two of the ideas might
succeed, and might provide a welcomed alternative to the standard (and cliche) MMORPG
formula that's used today. Unfortunately, I can't tell you which ideas will work, if any.
Even if none of the ideas work, the approach of trying to build
something new with the technology pieces from a MMORPG might prove fruitful.
|