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The
four pillars
(Back to TOC)
2 October 2005
by Mike Rozak
The writeup for my Grand unified theory
begins at the smallest components of avatar games, the sub-games available, and works its
way up into quests and goals. While refining the writeup, I considered whether it was
possible to start with a large view of the world and work down, and whether the same
results occurred.
Working from goals on down
Imagine that you create a world...
Why do players visit this world? What do they do? (As Chris
Crawford likes to ask.)
- What: They could, for example, run around and
kill monsters.
I have played plenty of games with the same "what".
How about "why?"
- Why: Why do players want to run around and kill
monsters?
The "Why" question leads to goals... Players kill
monsters "to save the princess", "so they feel like they're
accomplishing something", or "just to kill time." You can
read more about goals in Sympathetic Goals. Following
this idea, a world must either allow players to fulfil goals that the players
bring into the game, or provide the players with goals (that are internalised by the
players) once they enter.
It would be easy for me to write an Eliza-like problem that
asks players what goal they would like to fulfil and then display, "Poof! You
fulfilled your goal." Technically, my "world" lets players fulfil
their goals. However, there are some technicalities:
- Players' goals should be fulfilled in ways they don't
expect. See We don't always get what we
want.
- The amount of time and effort required to fulfil a goal
should be approximately the amount of time and effort the player expects to spend
fulfilling it. If a goal is too easy, such as the "Poof!" example, then
players won't find the experience fun. If it's too difficult or tedious, players will
likewise find fault.
- Players should fulfil the goal in a means similar to how
they expect. You can't kill the evil overlord by doing a jig, but combat or magic
will work; everyone "knows" this. Of course, players in a science fiction
setting will expect to fulfil goals in different ways than if they were
in a fantasy setting; science fiction players will be upset if their ultimate goal is
fulfilled with a bit of magic.
- Players should be able to chose how they fulfil their
goals, another reason why the "Poof!" example fails.
- The game should ensure that players always have a few
goals left to complete, otherwise they leave the world.
Thus, the world needs to include a set of physics that
allows players to complete their goal(s). There are some caveats about the
physics too:
- There should be a variety of actions that
players can take. One could write a game where players could defeat the evil overlord
merely by walking around, but repeatedly doing the same action over and over gets boring.
Early computer games realised this and added jumping as another action, creating
platformers. Adding shooting to a walking-and-jumping game produces a FPS.
- Corollary: To complete a goal, players should be
forced/encouraged to use a variety of actions. If a game can be completed
entirely by walking, many players will only walk. They'll finish the game and say it was
boring, even though hundreds of other fun actions were possible.
- The actions should vary over time. See Sub-games with variation.
- The actions should be synergistic, allowing
them to be combined into even more varieties... such as a running long-jump.
Etcetera... Basically, the actions (mostly) correspond
to sub-games. I already discussed some of the requirements of sub-games in My current grand unified theory of avatar games.
Mix all the ingredients together, and behold: The same
"grand unified theory" reappears... Except, approaching from this direction
reveals that players don't have to be lead through sub-games by the nose,
as my other GUT paper described.
- Players can perform any actions (sub-games) they want to
complete a goal. However, to prevent players from limiting themselves to just one
activity and to adhere to the player's sense of realism, specific goals are easier
to accomplish using specific actions and/or in a specific order. Almost
any action or combination of actions could be used to complete the goal, but the
they may take considerably more work.
For example: To get the dragon's treasure, the players could (as expected) kill the
dragon and then safely loot the treasure. Or, players could spend weeks digging a long
hole into the back of the dragon's treasure hoard. Or, very patient players could wait for
the dragon to die of old age.
- Consequently, my "quest
DNA" visualisation only shows the optimum paths. There are infinite ways
to skin a cat (or dragon), a few are more efficient and quicker than others.
Q. E. D.
The four pillars
Now that I have clarified that point, keep "goals"
and "sub-games" in mind, while I discuss a marketing topic.
At the moment, there are two commonly accepted
"rules" for making a successful MMORPG:
- Eye candy - The more eye candy (and new
features) a MMORPG has, the more likely it is to be a success. Eye candy doesn't guarantee
success, but it's strongly correlated. Any designer with the budget adds eye candy and a
few new features.
- Socialisation - Studies have shown that the
more friends a player has in a virtual world, the less likely they are to leave, and
(theoretically) the more successful the world. Designers spend great effort encouraging
players to group together into parties and guilds.
You can create a world with great eye candy and lots of
socialisation; it's called a graphical chat room. Graphical chat
rooms don't do that well financially.
I think that two other "rules" for a
successful MMORPG exist. I've read/heard books/people discussing these other
rules only in vague terms, while "eye candy" and "socialisation" are
clearly articulated, perhaps because the other rules are understood on an intuitive level.
Despite being unspoken, successful MMORPGs clearly follow these two rules:
- Sub-games - A successful virtual world must
have a large variety of sub-games that form synergies. Blah blah blah. This one is obvious
enough; if the "game" part of a virtual world isn't good, eye candy and
socialisation don't amount to much.
I think virtual-world designers (as a group) have incorporated a successful set of
sub-games through trial and error. They play other designers' games, parrot the sub-games
that "work", and experiment with a few new ones. Most designers don't seem to be
consciously trying to understand why the sub-games work together, although intuition
obviously plays a role in their designs.
- Goals - A successful virtual world allows
players to either accomplish their personal goals, or gives players goals that are
internalised (as I discussed in Sympathetic goals). World-like
MMORPGs tend to rely on goals that players bring to the table, such as "I
want to be the most powerful person in the world." Richard Bartle's and Nick
Yee's player models are all about these goals. Game-like worlds provide goals for
the players and use story-like techniques to help players internalise the goals.
Most virtual-world designers are vehemently against "story",
claiming that it's just window dressing. Many are anti-quest too,
assuming that players will eventually grow out of them. I suspect most virtual-world
designers include quests because players ask for them, but don't really understand why
players like them; the players certainly don't. Failure to understand the problem is
perilous since quests and "story" are both connected to goals, which (I feel)
are critical for a player's enjoyment of the world. Quests and
"story" can be avoided, but goals are a must, and if a world doesn't
have quests and "story", it must work that much harder to help players create
their own goals.
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