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The iron law of reality 20 July 2005 by Mike Rozak
When designing a virtual world, the topic of "story" vs. "game", or narratologist vs. ludologist, continually surfaces. It is an inescapable problem: People want to interact with a story (which includes intelligent NPCs, a world designed to maximise the telling of the story, and coincidences galore), while they don't want to accept the consequences of a story (lack of free will). The more I ponder the problem, the more I conclude that it's endemic to reality, not just virtual worlds. I already wrote up some thoughts in Story and plot vs. freedom in virtual reality. Here's a quick summary:
Unfortunately, a mixture of story and game is like mixing oil and water.
The introduction of God All is not lost though; it is possible to mix oil and water, and story and game. Unfortunately, the methods are not always palatable. Table-top RPGs successfully mix story and game; they do this by designating one player as a game master (GM). The purpose of the GM is to create the world, play the NPCs, and adjudicate the rules. Because the GM has so much knowledge about the world (which is mostly made up on the fly anyway) and is friends with the players, the GM can tailor the experience for the players. Basically, the GM tries to make the outcomes of the player's choices as interesting as possible. Most of the time, the GM's subtle manipulation of reality is gladly accepted by the players because they realise it's producing a more interesting experience. Once in awhile, the GM's maneuverings annoy the players to the point where some storm out of the room. They (usually) come back though because the players are also bonded to the GM by friendship. They trust that his decisions are in their best interest. GM's don't work terribly well in virtual worlds because (a) they cost too much to hire one GM per six players, (b) 10,000 GMs running around the world with 60,000 players is bound to result in conflicts between the GMs, and (c) players will (in)correctly blame their or another GM of favouritism. Theoretically, a very intelligent AI could be written that would solve all of these problems. Unfortunately:
If it existed in the real world, the intelligence that I just described would be called God. The game AI's purpose is to make virtual life fun for the players. According to modern religions, the purpose of the real-life God(s) is usually anything but acting as the people's entertainer.
More unknowns than knowns While discussing GMs, I glossed over another trick that can be used to mix story and game. If the world is filled with more unknowns than knowns, the GM (or AI) can always pull a deus-ex-machina and claim that events just happened by chance. It happens all the the time in the real world; you're on holidays in the Grand Canyon and just happen to run into an old friend. A penny happens to by lying on the ground, presumably fallen out of someone's pocket. Storytellers ostensibly despise this device, although they still use it. They do disguise it though, by describing why a character's friend was also in the Grand Canyon, or who dropped the penny just 10 minutes before. It amounts to the same thing. One technique for introducing unknowns into a world is to fill the world with armies of NPCs whose job it is to drop pennies or cause "coincidences".
Fractured reality If five people witness a car crash, police will hear five (or more) different descriptions about what happened. You could attribute this to the human brain's inability to remember details when it wasn't paying attention (which is the likely cause), or you could claim that all five people were accurately describing what they saw; they just saw different and conflicting events. With 60,000 players running around a virtual world, at least one thousand of them will want to be Sir Lancelot (or Napoleon). Unfortunately, reality dictates that only one can be Sir Lancelot and one can be Napoleon. The solution? Fractured reality; Allow players to be Sir Lancelot (or Napoleon) in their own eyes, turning them into Don Quixotes. So long has their delusion is not crushed by the chance meeting of another Sir Lancelot, they'll be fine. On a more subtle scale, players do not have to see/perceive exactly the same things. A dropped penny might only be visible to the player that is supposed to pick it up. Fractured reality explains where all the pens disappear too, and why you always find your glasses on the table that you just thoroughly searched two minutes ago.
Ultimately, what does this mean? I'm not sure, but here are your choices...
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Copyright 2005 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
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