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Problem
solving
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19 August 2005
by Mike Rozak
Hunting and gathering
Chris Crawford says that the first thing to decide when
designing a game is "what players do".
To my eyes, both The World of Warcraft and Everquest
II are the same game because players "do" the same thing. If you
tear away the trappings of both games, and attempt to distil them to their essence, WoW
and EQII are about "hunting and gathering". Players spend their time
extracting resources (XP and loot) from the world and then use the resources to level up
their character so they can then extract further resources. (This line of thought isn't at
all new, by the way.)
Players quickly learn that hunting and gathering are
made safer and more efficient by forming hunting parties (called parties or
groups). They also learn that forming tribes (called guilds) leads to safety in
numbers, a source of people to form hunting parties with, and a venue for sharing
wealth and knowledge. As Raph Koster has pointed out, these tribes usually consist of
100-150 members, a social limit that seems to be hard-wired into the human brain.
The monotony of repetitively hunting and gathering the
same objects is mitigated by quests, which provide a purpose for the hunt. A
player's quest list also provides an unending array of satisfying milestones. If the
completion of one quest doesn't produce a follow-on quest, the player still has a large
collection of quests waiting to be finished. From my own play experience, quests are key;
if quests weren't in the games, both would be incredibly dull.
In my opinion, The World of Warcraft creates a
hunter/gatherer lifestyle more successfully than Everquest II. In WoW,
players begin in a small village and complete quests that protect and aid their
village. They are then encouraged to visit their racial metropolis, where they continue to
protect and aid their city... which isn't exactly hunter/gatherer any
more, but still has a tribal feel. Once part of the larger world, players learn their city
is part of a confederation of four aligned nations, which they must protect and aid. Part
of this duty includes raids on the enemy players' villages and cities. EQII wraps quests
in a much more capitalistic and modern guise, with most of the quests ostensibly
benefiting individuals in the city, not the community. At its initial release, EQII didn't
have player-vs.-player raids either. WoW has sold more than four times as many copies as
EQII. Does WoW's admission of its hunter/gatherer foundation have anything to do
with its higher sales?
WoW and EQII are not alone in the hunter/gatherer foundation; Most
MMORPGs (as well as most text MUDs) follow the same formula. Theoretically, a single-player
hunting-and-gathering game could be written, but it would lose the important aspect of
community that a multiplayer game allows. Having other players to interact with to
the illusion of a hunter/gatherer lifestyle.
Defeating the boss monster
What I find fascinating about hunter/gatherer MMORPGs is that
they evolved from text MUDs, which evolved from single-player adventure games, which came
from pen and paper RPGs. Pen and paper RPGs have almost no hunting-and-gathering
component.
To illustrate how different MMORPGs are from RPGs and other
computer games, let me provide an example...
Imagine that a player of a MMORPG comes across a boss
monster that's too tough to kill. What does the player do to get around the
problem?
- The player could keep attacking the monster and rely
upon luck to get through. After all, if the player's character dies, it will be
resurrected. Even if it requires a hundred deaths, the virtual dice will eventually roll
in the player's favour, and he will overcome his foe. MMORPGs prevent this "try and
try again" solution by introducing a death penalty.
- The player could do some planning and come up with a
strategy for defeating the monster. MMORPG strategies plateau at "pulling
monsters"; more complex strategies don't provide much of an advantage. MMORPG
designers intentionally design out strategic solutions, for a few
reasons: (a) Any winning strategy against a boss monster will be published on the
Internet and will be known by every player within days, eliminating the challenge
of the boss monster and unbalancing other aspects of gameplay. (WoW recently had such
a problem with one dungeon and declared the strategic approach "illegal".)
(b) Most players will forgo strategy and rely on options (3) and (4) anyway.
- Any boss monster can be defeated by a sufficiently large
group of players. All the stumped player has to do is (a) team up with other
players who are stuck at same the boss monster, or (b) call in some friends. MMORPGs are,
after all, multiplayer games. (Of course, the more players involved, the less loot each
one gets. But since monsters re-spawn every minute, the nicer players wait around so
everyone gets a shot at the loot.)
- Because there is an infinite supply of non-boss monsters to
produce infinite experience that can be spent to increase the character's power, a
stymied player merely leaves the unbeatable boss monster and returns after few days when
his character has levelled up. Players won't even bother to come back unless the
boss monster yields up a spectacular treasure, or is blocking another part of the world
that, in turn, yields spectacular treasure, or some new scenery to break the monotony of
hunting and gathering.
Compare the MMORPG solution to the approach players take in
other types of games:
- In a single-player CRPG the player will use
option 1 (try and try again) or option 2 (strategy). Option 3 (team up with other players)
obviously doesn't work. Option 4 (level up and come back) usually doesn't work, since the
boss monster isn't encountered until everything else in the dungeon has been slain, and
all the experience has already been harvested.
- In a single-player first-person shooter,
players will use option 1 (try and try again) and option 2 (strategy). The "try and
try again" solution is augmented by the player's neurons adapting to the scenario and
improving the player's reaction time (aka: "twitch"). Option 3 (team up with
other players) and option 4 (level up and come back) don't work in a FPS, just like they
don't work in a CRPG.
- To solve the equivalent of a "boss monster" in an adventure
game, players will use option 2 (strategy) and option 4 (search around for the
key to get through the boss monster). Option 1 (try and try again) doesn't work in most
adventure games because luck is designed out, and option 3 (team up with other players)
won't work.
- In a pen and paper RPG, players can't use
option 1 (try and try again) because pen and paper RPGs have permanent death. Option 3
(team up with other players) can't be used since it's not possible to pull players off the
street to join in the campaign for just that one combat. Option 4 (level up and come back)
probably won't work either since the dungeon has probably been emptied by the time the
boss monster is reached, and leaving the dungeon to kill monsters for XP would undoubtedly
annoy the GM so much that the party would be struck down by a bolt of lightning. Option 2
(strategy) is all that is possible, and is likely to work since the GM designed the
dungeon with the PC's skill levels in mind.
Problem solving
I claim that most MMORPGs are about hunting and gathering.
Conversely, pen and paper RPGs are about problem solving. (Some role
players might disagree; if so, just pretend RPGs are about problem solving, for the sake
of the argument.) When RPGs are distilled to their essence, the players enter a room and
are faced with a challenge. They must come up with a proposed solution to the challenge
and act upon it. The challenge often includes combat, but can also take the form of traps,
puzzles, or NPCs that must be placated. Magic items and spells usually provide new ways to
overcome the challenge (such as invisibility or flight) while magic items and spells in
MMORPGs just result in more damage capability. In all cases, a party that spends
ten minutes producing a strategy or plan is more likely to succeed than one that just
rushes in.
Hunting and gathering (MMORPG-style) doesn't even vaguely
resemble problem solving. If pen and paper RPGs are about problem solving, how did
their MMORPG descendants turn into games about hunting and gathering?
The transformation occurred when RPGs were translated from pen
and paper (and the minds of the GM and players) into a computer simulation. Human
brains can imagine a much more complex and varied "world physics" than can
presently be programmed into a computer. When the pen and paper RPG party
encounters a boss monster they can charge in and attack it, as can a party of players in a
MMORPG. The RPG party could instead send someone to climb into the rafters and cut the
rope that holds the 16 ton weight suspended over the boss-monster's head; a computer can
enable this solution, but only with a fair amount of programming and 3D modelling.
Alternatively, the RPG players could invent a solution the GM had never imagined, like
going to the store and buying superglue, which they then splash all over the boss monster.
The enraged and perplexed monster then chases the party through a narrow crevice where the
monster gets glued to the crevice walls, giving players enough time to take his loot;
computers can't handle such creative solutions.
When a game whose basis is problem solving is
translated to the computer, the problem solving must somehow be simplified:
- Theoretically, a designer could allow for several (3-5)
of the most popular solutions to the problem. Early adventure games tried to
allow multiple approaches, but rarely do so now. It simply costs too much to implement all
the alternate solutions, especially when graphics are involved.
- Contemporary adventure games simplify problem solving by
limiting the number of solutions to the problem to one. A problem with only one
solution is called a puzzle.
- "Choose your own adventure" books provide the
player with a menu of solutions. Players can chose the solution and read what
happens. Because the possible choices are listed, players often take the opportunity to
try all of the solutions and read what happens with each branch. The "fun" part
of a CYOA book is not the problem solving, but exploring all the branches; there are no
problems left to solve.
- Real time strategy games, as well as most single-player
CPRGs, constrain the world physics that can be applied to the solution. Players
are given a geography, enemies that can move and attack, their own characters (that can
also move and attack), and must solve the problem by taking advantage of the geography and
combatant locations. Players aren't able to cut the rope holding up the sixteen ton weight
or use superglue.
In a world with constrained physics, strategy (aka: problem solving)
is relevant so long as both sides are "balanced", but is unnecessary
when the players are significantly stronger than the enemy, and useless when PCs are
significantly weaker. Scenarios (problems) are created with balance in mind to maximise
the use of strategy.
- At first, it appears that MMORPGs could rely on the same sort of
strategic scenarios that RTS games and CRPGs use. However, players will stack the odds in
their favour by teaming up with more players, or by putting off problem until they're a
higher level... So much for balance. Consequently, MMORPGs are not about about
problem solving... in the traditional sense. Killing the boss monster doesn't
require that players see the 16 ton weight or purchase the superglue. Instead, players
must work with other players to kill the boss monster, and solve the socially-based
problems that result from the players teaming up in order to accomplish their goal.
The game, by itself, posits no problems. Instead, the game is the agent that
causes/instigates the socially-based problems.
Notice how the "problem" established by the game is transformed
from one based on the mechanics of the world or its NPCs (as used by CRPGs and adventure
games), into a problem involving the real-world players. It's like showing a
drama on TV, but the real drama occurs when the family sitting in front of the TV argues
who controls the remote.
Back to hunting and gathering
The "problem" to solve in a MMORPG is how to
deal with other players, how to cooperate with them, how to get them to do what you need
them to do, and how to defeat them. The world is only a setting for these
problems to arise (with some encouragement from the world design) and then be resolved by
the players.
The hunting-and-gathering foundation works because:
- Hunting and gathering both encourage players to work
together. Players must solve the problems of how to find and join a
similarly-minded group. They must resolve personality issues, resolve real-world schedule
constraints, determine one's functional role within the group, etc.
- Hunting and gathering are based on limited resources,
causing conflict amongst the players over who harvests the resource. Players must solve
the problem of limited resources amongst themselves, through combat, negotiation, or
whatever other means they come up with. These issues must be solved for intra-group and
inter-group conflicts, where the group might be a party or a tribe.
- The formation of small groups (aka: parties) and tribes
(aka: guilds) produces social structures that, in turn, present problems to members of the
group/tribe. Players in a group contents leadership positions and/or convincing
the group to follow a specific agenda.
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