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The
really big VW problems
(Back to TOC)
19 September 2004
by Mike Rozak
I have read many a discussion on various newsgroups about
issues in virtual worlds, such as class-based systems vs. skill-based systems, the best
combat system, and what to do about spawning problems.
For whatever reason, most of the discussed problems don't
impress me. From my POV, virtual worlds have a handful of large problems that dwarf the
classed vs. classless (and ilk) discussions. These large problems are so huge that they
may be unsolvable, or only solvable to the exclusion of other solutions.
Following are the major problems with virtual worlds, as I see
them (in no particular order):
- Sensory realism - Of course, looking at a
15" computer monitor with a pair of speakers is significantly inferior to real-life's
sensory realism. True sensory realism requires many technologies to come together: At a
minimum, a future VW experience should include much better 3D modelling, rendering, and
animation that can currently be achieved, along with better sound. Add to this haptics,
motion, smell, taste, etc.; humans have quite a few senses that need fooling.
- User input - Player characters are controlled
using a combination of mice, joysticks, and keyboards. Ultimately, user input needs to
include speech recognition, face recognition (for emotions), gesture recognition, data
gloves/suits, stress measurement, and maybe even mind reading.
- Players - A world filled with other players has
many advantages, which I won't bother to list. There are disadvantages though, the worst
of which are cheaters and griefers. Further down the
list are players getting in each others way as they play in the world, and players ruining
each others immersion. Unfortunately, the solution to the problems produced by multiplayer
environments is not to make a single player game, since that throws out
the advantages of having multiple players.
- NPC AI - Current NPCs are plain stupid. Those
that fight are programmed with inferior combat tactics (probably so they're not too
challenging), and as for their conversation skills, don't even try to start a conversation
with a NPC. Most contemporary MMORPGs don't view NPCs as important, since
they have so many players running around. I feel differently, that NPCs are necessary
because their motivations can be controlled by the author; players can be coerced, but
never controlled. Plus, as a player, I don't mind doing something nasty to a NPC because I
know there isn't a real person on the other side.
- Plot maintenance - Stories have a neat property
called a "plot", wherein just about every element in a story
"advances" the plot and leads towards the final conclusion. If part of the
narrative fails to advance the plot, the author usually removes it. For some reason,
people find plots satisfying, which is why stories use plots. Current virtual worlds do
not bother with plots, however, because any plot the author designs will be instantly
derailed by introducing a few (let alone several thousand) players into the world, even if
they don't intend to derail the plot. The ultimate solution, I suspect, is to have AI (or
real people) maintaining a semblance of plot in the background.
- Personalization of content - The virtual world
should know what the player likes and customise itself to the player's likes. This doesn't
mean guaranteeing that the player will win, even if the player thinks they would like such
a guarantee, because such certainty produces a world that the player won't like.
Contemporary virtual worlds have limited content personalization, allowing player
characters to wander to parts of the world that the player wishes. Furthermore, authors
spend lots of thought and data collection figuring out what players (as a group) like to
do. They do not, however, try to learn what activities an individual likes.
- The static nature of the world - Contemporary
virtual worlds are largely static. Some authors try to solve this (such as Asheron's Call)
but haven't really succeeded.
- Perplexity (physics) - In traditional VW lingo,
the "physics" of the world controls what kind of actions a player character can
take, and ultimately controls how complex this action can be. Speech recognition
researchers used a term that worked better than "physics":
"Perplexity" (in speech recognition terms) is a numerical representation of the
amount of branching in the context-free grammar used for recognition. In plain English, if
a speech recogniser knows that after hearing word X it will only hear words Y or Z, then
the system has low perplexity. However, if after hearing word X the speech recogniser
needs to listen for 5000 different words, the perplexity is high.
Virtual worlds do not allow for enough "perplexity"; they don't provide
players with enough choices. In most MMORPGs a player can only talk to an NPC or attack
it. What if the player wishes to wave at the NPC? Examine it? Spit at it? Give it a
present? Play chess with it? Etc. They can't. Ultimately, perplexity is limited by the
user input modalities.
- Cost of content generation - Virtual worlds
cost too much money to create. Costs will only climb higher as money is invested to solve
some of the other problems listed here.
- A virtual world must be similar to reality -
Most television shows (sitcoms, cops, dramas, hospital shows) and movies are based on
near-reality; they take place in the real world, but with a few modifications. A few more
occur in the near past or future (historical dramas). Even fewer take place in a fantasy
setting. None occur in 4.52 dimensional space. Virtual worlds have the same problems...
most people's imaginations are limited to the reality we know.
- The network - The Internet is slow, expensive,
unreliable, and has a high latency. These problems will only become more pronounced as
sensoral reality and user input are improved.
Are there solutions to these problems? Maybe. Below are listed
some existing solutions.
How MMORPGs try to solve these problems
Here are some of the techniques that MMORPGs use to solve these
problems.
| Sensory realism |
Up to half the MMORPG team is tasked
with producing 3D models, textures, animations, sound recordings, and music. |
| User input |
Rely on the mouse or joystick with
occasional keyboard use (mostly as discrete buttons like AWSD). |
| Players |
Expel cheaters and griefers. Make
some activities, like player killing, impossible. |
| NPC AI |
Generally ignored. |
| Plot maintenance |
Generally ignored, although a few
MMORPGs try to maintain a world plot. |
| Personalization of
content |
Generally ignored. |
| The static nature
of the world |
Generally ignored. |
| Perplexity |
Keep the perplexity as low as
possible since the user input and mass-market focus cannot handle anything more complex. |
| Cost of content
generation |
Expensive content is actually good
for the large MMORPGs since it prevents competition. |
| Similar to reality |
Mass market means that reality is
king. Most contemporary MMORPGs occur in a fantasy or science fiction setting; this is in
part because MMORPGs are not mass market yet, and even the fantasy/sci-fi settings are
based on the real world with a genre veneer. (Example: Why do laser guns always look like
pistols or machine guns? Why do aliens look like humans?) |
| The network |
Some motion prediction algorithms. |
How text MUDs try to solve these problems
| Sensory realism |
Generally ignored. To a text MUD
player and author, text is superior to everything. |
| User input |
Keyboard used to enter English
sentences. |
| Players |
Like MMORPGs, except that many MUDs
encourage role playing. |
| NPC AI |
Generally ignored. |
| Plot maintenance |
Generally ignored, although a few
MUDs maintain a world plot. |
| Personalization of
content |
Generally ignored. |
| The static nature
of the world |
Generally ignored. |
| Perplexity |
English sentences allow for a much
higher perplexity than MMORPGs, although perplexity could still be improved. |
| Cost of content
generation |
MUD content is very cheap to produce. |
| Similar to reality |
MUDs are more likely to veer away
from commonly accepted genres. |
| The network |
Generally ignored since it's not
really an issue, the network being fast and reliable enough for text. |
How CRPGs and Adventure games try to solve these
problems
And you thought I was only discussing about virtual worlds...
Single-player CRPGs and adventure games have many of the same issues.
| Sensory realism |
Just like MMORPGs. |
| User input |
Just like MMORPGs. |
| Players |
Not an issue. |
| NPC AI |
Because there aren't any other
players, NPC AI is more important. NPC combatants are often more intelligent than their
MMORPG equivalents. NPC conversations are often better too. |
| Plot maintenance |
The plot is handled as a "string
of pearls" where the user can wander around freely in the current "pearl"
until they advance the plot and are moved to a new "pearl". Some plots include
branches. |
| Personalization of
content |
Generally ignored. |
| The static nature
of the world |
As the plot advances, the world
changes along with it. |
| Perplexity |
Just like MMORPGs. |
| Cost of content
generation |
Just like MMORPGs. |
| Similar to reality |
Just like MMORPGs. |
| The network |
Not an issue. |
How face-to-face RPGs try to solve these problems
And you thought I was only talking about computer games?
Traditional face-to-face RPGs (like Dungeons & Dragons) encounter these same problems.
| Sensory realism |
Mostly imagination derived from
speech. Maps, miniatures, and occasional sketches are also used. |
| User input |
Players communicate their actions
verbally to the GM, occasionally using hand gestures. |
| Players |
Because only a small group of players
are in a session, and they all know one another, cheating and griefing are fairly rare.
The players (as a group) control the amount of role playing expected. |
| NPC AI |
The GM supplies the AI. |
| Plot maintenance |
The GM and players work together to
produce a plot. |
| Personalization of
content |
The GM personalises the content for
the players. |
| The static nature
of the world |
The GM changes the world based upon
the players actions and the needs of the plot. |
| Perplexity |
The GM handles the world simulation. |
| Cost of content
generation |
The GM produces the content, often on
the fly, making it very cheap. |
| Similar to reality |
This varies with the group, with some
groups veering further away from reality than others. |
| The network |
Not an issue. |
How stories (TV, movies, and books) try to solve
these problems
And you thought I was only talking about games? TV shows,
movies, and books have many of the same issues.
| Sensory realism |
Books rely on the imagination for
sensory realism. TV shows and movies have huge budgets devoted to sensory realism. |
| User input |
Not an issue. |
| Players |
Not an issue. |
| NPC AI |
NPC AI is "baked" into
linear narrative. |
| Plot maintenance |
Plot is "baked" into the
linear narrative. |
| Personalization of
content |
Since there are so many stories
available, if one doesn't suit a viewer can always find another. |
| The static nature
of the world |
World changes are "baked"
into the linear narrative. |
| Perplexity |
Not an issue. |
| Cost of content
generation |
Books are cheap to produce. Movies
are very expensive to produce, although their costs are dropping with technology. |
| Similar to reality |
Mass-market TV and books are based on
reality. Books, which are less mass-market, can escape some of the usual chains. |
| The network |
TV has a network specially designed
for it. |
How the Holodeck tries to solve these problems
You thought I'd stick to reality?
| Sensory realism |
Artificial matter. |
| User input |
Players exist within artificial
matter, so there is no extra user input. (Although this limits their input.) |
| Players |
Only guests and parasitic aliens are
allowed in. |
| NPC AI |
Great AI. |
| Plot maintenance |
Not really specified, but I assume
the great AI has something to do with it. |
| Personalization of
content |
Not really specified, but I assume
the great AI has something to do with it. |
| The static nature
of the world |
Not really specified, but I assume
the great AI has something to do with it. |
| Perplexity |
Not really specified, but I assume
the great AI has something to do with it. |
| Cost of content
generation |
Not really specified, but I assume
the great AI has something to do with it. |
| Similar to reality |
Players in the holodeck can't even
take on a different appearance. |
| The network |
Holodecks don't seem to be tied to a
network. |
Interrelated problems
The act of solving one of the major problems often causes the
other problems to become more difficult... for example: Increasing sensory realism makes
network speed and reliability that much more important, since players are likely to notice
lag and dropouts.
Below is a list describing how solving one problem makes some
of the others more difficult to solve:
| Sensory realism |
Increased sensory realism makes...
- User input becomes more important, so, for example, players have
better control of the emotions that their players display.
- NPC AI more difficult because the animations/sounds will be good
enough to convey emotions and subtle movements.
- Cost of content generation increases.
- Shows off problems in the network delay, throughput, and
reliability.
|
| User input |
Increased user input makes...
- Network bandwidth higher.
|
| Players |
Solving player undesirable conflicts
makes...
- NPC AI more important because the players spend less time
fighting amongst themselves.
|
| NPC AI |
Increased NPC AI makes...
- Plot maintenance more difficult because NPCs want to choose
their own directions. Does a NPC move the plot forward or act like it's personality
dictates?
- Personalization of content is harder because NPCs won't
necessarily want to do what the player wants them to do.
- Cost of content generation increases.
|
| Plot maintenance |
Improving plot maintenance makes...
- Perplexity is more difficult to achieve because a good plot
often requires a low perplexity.
|
| Personalization of
content |
Improving content personalization
makes...
- Conflicts between players more difficult to solve, because even
if the players aren't trying to conflict with one another, their personalization-goals
might.
|
| The static nature
of the world |
Making the world more dynamic
causes...
- NPC AI is more difficult since NPCs must cope with the changing
world.
- The cost of content generation increases.
|
| Perplexity |
A higher perplexity makes...
- Sensory realism more difficult to achieve. (TV/movies, with no
perplexity, have might higher sensory realism).
- User input more difficult since the player has more options.
- NPC AI more difficult since it must respond to more conditions.
- Maintaining a plot is trickier since players have more ways to
derail it.
- The cost of content generation rises.
- The world must resemble reality more. (Early video-games like
Pac-Man were further from reality than today's games.)
|
| Cost of content
generation |
Decreasing the cost of content
makes...
- Since the solution to every problem almost always leads to an
increase in costs, reducing content generation costs negatively affects the solutions to
the other problems.
|
| Similar to reality |
Diverging reality causes...
- Sensory realism is more difficult... if your PC has a tail, how
do you feel it?
- User input is more difficult... if your PC has a tail, how do
you move it?
- Effectively increases the cost of content generation because the
market is smaller.
|
| The network |
Improving the network causes...
- No problems that I can see.
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Conclusion
A VW can't solve all the major problems since the act of
solving some problems causes others to get worse. Most MMORPGs have decided that sensory
realism is the most important problem, so they tackle that to the detriment of the other
problems.
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