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Player
Powers
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6 April 2005
by Mike Rozak
I thought I'd spend some time stating some obvious facts about
the powers that players are given to affect a virtual world...
Player powers
Players have the following basic powers in a virtual world:
- Character control - The player can control
their character. The character can do whatever it is would be expected of a character,
whether PC or NPC. This includes:
- Moving around
- Communication
- Manipulating objects
- Attacking other characters
- Magic, which sometimes allows for extra-character control.
- Etc.
- Influence other players - The player can
influence or coerce other players to undertake actions on their behalf. The means of
influence can be:
- Social influence
- In-game money or payments
- Game-supported rewards, such as experience points or skill
training.
- Etc.
- Influence NPCs - Players can influence or
coerce NPCs to undertake actions on their behalf. For example:
- Rile up a hoard of monsters and get them to chase the player,
who leads them into the path of another (unsuspecting) player
- Get NPCs to like/dislike a player
- Pets
- Hire NPC for guards, couriers, etc.
- The live team and trusted players can "demonically"
possess NPCs
- Etc.
- Create static content - Static content is
content that doesn't require the player to program. It can include:
- Message board posts
- Artwork of character appearances
- Crafting of in-game objects
- Backstory (usually created by the author)
- Sprites, 3D models, sounds effects (usually created by the
author)
- Landscape creation
- Player housing
- Etc.
- Create scripted content - Scripted content
requires programming, but isn't as complex as AI's programming. Scripted content includes:
- Traps that go off when triggers are set off
- Instructions for a hired NPC... or is this influencing a NPC?
- Scripts for object behaviour
- Etc.
- Create AIs - Most developers think of AI as
merely a bunch of scripts, which it is... at the moment. I suspect that in the future, AIs
will be much more than scripts, so I have placed AI in a separate category. AI creation
can include:
- Creation of an instance of a known AI... "Create me an
orc".
- Customization of a known AI... "Create me an orc that
occasionally tells jokes."
- Entirely new AI personality.
- Etc.
- Etc. - The list of player powers is by no means
limited to the categories I have listed.
Notice that character control, influencing player
characters, and influencing NPCs are online activities that must be
done by a person real-time. Creating static content, scripts, and AI can be done offline,
and affect non-specific players at a later point. I'll reference online and offline
activities later.
Player categories
Virtual world "players" fit into the following
categories...
- The author and development team - As a general
rule, the author and development team have full offline powers. They
might also have full online powers, but they spend so much time creating the offline
content that they don't get a chance to use their online abilities.
- Game masters - Game masters often have full
online powers, and fairly weak offline powers.
- Trusted players - Trusted players,
"wizards" in text-MUDs, have the same or similar powers to game masters. They
have full online powers, and weak offline powers.
- Ordinary players - Ordinary players are usually
limited to character control powers, and bits and pieces of the others.
Ordinary players are often sub-categorised further:
- Party members - Party members have powers over
other party members that other player categories do not. For example: A party member can
see the health and buffs of another party member, or may even be able to borrow equipment
from an unconscious party member.
- Enemies - Game-sanctioned PvP enemies are able
to attack one another. In World of Warcraft, a member of the Hoarde cannot attack another
member of the Hoarde, but can attack a member of the Alliance. (Given the right
circumstances.)
- Neutrals - These are players that are neither
party members nor enemies. They usually have the least amount of power over each other.
- Etc. - There might well be other player
categories.
The matrix
For any virtual world, it's possible to create a matrix
of player powers vs. player categories. Each cell can be filled with the specific
abilities that a player has. (By the way, Richard Bartle categorizes worlds based on
persistence vs. player category in his book, Designing Virtual World.)
| |
Author |
GM |
Trusted players |
Ordinary players - Friends |
Ordinary players - Enemies |
Ordinary players - Neutrals |
| Character control |
|
|
|
|
|
|
| Influence other players |
|
Table-top |
|
|
PvP |
|
| Influence NPCs |
|
|
|
|
|
|
| Create static content |
|
|
|
|
|
|
| Create scripted content |
|
PvE |
|
|
Creation |
|
| Create AI |
|
|
|
|
|
|
I haven't bothered filling in this matrix for a specific game.
I did colour the cells and label them; see below.
Interestingly, if you examine a game and ask "Where does
the fun come from?" you'll notice some trends:
- Player vs. Environment worlds
provide most of their "fun" from the lower-left corner, where the author (or GMs
or trusted players) create static content, scripts, and AIs for the players to experience.
- Player vs. Player worlds derive
their "fun" from the upper-right corner. The fun comes from players interacting
with one another.
- Creation worlds, like Second Life,
derive their "fun" from players creating stuff and showing it off to the rest of
the world.
- Table-top RPGs like Dungeons and Dragons,
and Skotos games, are "fun" because the author (or GMs or trusted
players) intimately partakes in the player's experiences, in real time.
Some other observations:
- Large companies should prefer virtual worlds
based on static, scripted, or AI content, and written solely by their own authoring team,
because the amount of work to create such a world is independent to the number of players.
Thus, they can derive large economies of scale. This seems to hold out, since the largest
worlds are PvE.
- Very small fee-based operations should prefer
virtual worlds based on the author, GMs, or trusted players intimately controlling their
own characters, influencing players, and influencing NPCs. The cost is proportionate to
the number of players. This seems to hold out; the smallest worlds are from table-top RPGs
with a GM and 4-6 players, and Skotos text-MUDs.
- Mid-sized companies should prefer the
right-hand side of the matrix, where players have the most influence, mainly because
that's all that's left. They can't compete against the table-top RPGs at all. They can
compete against large PvE worlds, but only with lower-quality eye candy, which means their
market is much smaller. (Text MUDs attract 1/100th the number of players as a bleeding
edge MMORPG.)
- Worlds whose "fun" is derived from the left
side of the matrix have an experience that depends upon the quality of
the authors hired. The quality of players that are attracted to the world is less
relevant.
- Worlds in the middle of the matrix depend heavily on
volunteers. The quality of the players' experience depends upon the quality of
volunteers that can be attracted to the world. These worlds are restricted in size by the
number of skilled volunteers available.
- Worlds on the right side of the matrix rely on
the players. A bad player population will ruin the game, while a good player population
will make it shine. The world's staff is concerned with attracting good players
and weeding out the bad. Because these worlds must be picky about the players
they attract and let in, their size is limited, just as the size of popular nightclubs is
limited. A very good weed-out process creates a role-playing world, while
a poor weed-out process creates a PvP blood-bath world.
- Static content is quickly consumed by players,
just as "static" movies are only watched once by movie viewers. Scripted
content is more repeatable. AI content is highly repeatable,
especially when it become as good as a real person. Of course, scripted content is more
difficult to create than static content, and AI is more difficult than scripted content.
- If/when AI gets good enough, large companies
will use their AI to replace live authors, GMs, and volunteers, and encroach into the
"table-top" corner of the matrix. This won't happen for many decades.
- Single player games fit in the "PvE" corner of
the matrix, and compete against the large PvE virtual worlds. Consequently, PvE
virtual worlds must make themselves different enough from a single-player game to justify
their existence, but not so different that they lose all their economies of scale.
- Novels and movies fit into a single cell, which
is author-created static content.
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