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Intertwined relationships 16 March 2005 by Mike Rozak
The more I try to boil down the virtual world experience into a set of simple constructs, the more intertwined the constructs become. This document describes some of the intertwined relationships that seem to arise.
Technology At the lowest level, virtual worlds are based on technology, such as:
Modern virtual worlds almost all have the same technology categories, although different virtual worlds emphasise some technologies over others.
Sub-games and activities The technologies are combined together to create sub-games and activities such as:
The better the technologies available, the "better" the sub-games can be. An equivalent sub-game can still be written with poorer technology, but it seems to attract fewer players. (For example: Text adventures are much faster to write than graphical adventures, but graphical adventures attract more players. The same goes for text-based Rogue/Hack RPG games, and graphical equivalents like Diablo II. The difference in the experiences is mainly that the graphical adventures/CRPGs have a much better graphics engine.) Sub-games are combined to form other sub-games:
Not only are sub-games combined together, but they vary slightly by location (space) and time. For example: The combat sub-game varies geographically because players fight lions in the savannas, and cave trolls in the mountains. Trade also varies because some goods are cheaper and more readily available in some places than others. Sub-games can vary substantially from game-to-game. A puzzle in Zork is significantly different than a puzzle in Myst.
Synergy between sub-games A collection of sub-games is combined to produce the final "game". What sub-games are used and how they're combined has a lot to do with the aggregate experience of the game. Combining some sub-games create synergies that greatly improve the overall experience: Single-player CRPGs almost always combine the combat, trade, quests, and dungeons sub-games. These sub-games seem to go well together, just like peanut butter and jelly. Some sub-games create anti-synergies that weaken the overall experience: Puzzles and card games are rarely found in single-player CRPGs. Combat is rarely found in adventure games. (Garlic is good in pasta sauce, but doesn't work well as an ice cream flavour.) Of course, the synergies and anti-synergies are all in the eye of the beholder. (Some people like garlic ice cream, at least theoretically.) Single-player games tend to be based on just one sub-game, while massively multiplayer games tend to include as many sub-games as possible, including crafting the kitchen sink. I suspect this occurs because, as I'll discuss later, different sub-games attract different player types, who in turn have their own synergies that counteract the anti-synergy of too many or dissonant sub-games. Furthermore, some sub-games are more fun as single-player experiences, while others are more fun with multiple players. The "chat" sub-game is very boring when there are only AI's around to talk to (aka: Eliza), but enjoyable with other people. Consequently, single-player sub-games seemed to be grouped into "games" of the following genres:
Massively multiplayer sub-games seem to combine best into:
Sub-games attract different single-player gamers Every player has their own set of likes and dislikes for sub-games. Some players like combat, while others prefer puzzles, and yet others prefer both. If you grouped players by what types of sub-games they prefer, I suspect that you'd end up with the standard game genres listed above. After all, 30 years of trial-and-error has shown which genres (combinations of sub-games) sell best. A mixed-genre game, which doesn't have all the sub-games expected of a genre, or which extraneous sub-games, results in a weaker game and fewer players. Just remember though, that genres are quick ways to label large groups of players. They are only vaguely correct, and no matter what combination of sub-games are chosen, a sub-set of players will enthusiastically like that specific collection of sub-games. The group may be very, very small though.
Sub-games attract different multi-player gamers As I wrote up in Differentiation, players are attracted to multiplayer games because the multiplayer games fulfil a need that single-player games do not. Some people play MMORPGs because they like to compete against other players, as opposed to AIs. Other players like MMORPGs for socialisation. Etc. If you create a chart that lists the different motivations for players wishing to play multiplayer games, compared to the sub-games, you'll see that some multiplayer motivations are best fulfilled by some sub-games. In the following chart I list a few motivations and a few sub-games. In each cell I have placed a capital "X" where I think that players with the motivation would really enjoy the sub-game, a lower-case "x" where there is some appreciation, and a blank where the motivation can't be fulfilled by the sub-game. If you don't agree with my sub-games, motivations, or X's, then create your own graph; the principles remain the same:
The specifics of the chart are less important than the general conclusions:
Each motivation interacts with other motivations Since players inhabit the world together, they affect one another's experiences. A world whose sub-games attract armies of griefers, will in turn scare away socialisers, whose experience is negatively impacted by griefers. (Richard Bartle pointed this out in his player models.) I have created a chart of my guesstimate of these relationships using the previously-listed motivations. Each row shows the list of motivations, and the columns indicate how much players of the row's motivation are affected by players with the column's motivations. (Thus, the column for griefers shows negative or neutral results for all other players since no one likes them, not even other griefers.) Each cell is filled with "++" for a very positive effect, "+" for a slightly positive effect, blank for neutral, "-" for slightly negative, and "--" for very negative. Again, if you disagree with the motivations or their effects, change them to suit yourself. The "warm bodies" columns means that the player doesn't care what motivates the other player so long as the other player is around. "Warm bodies" also include players in the virtual world who really want a single-player experience. Griefers and entertainers, for example, find the the more players in the world, the better. (See The Player Pyramid.)
Example interpretation of graph: People visiting the world who would really rather be player a single-player game dislike having other players around because they detract from gameplay. Role players and entertainers could add to the entertainment value. Griefers are a strong negative because they are the antithesis of what single-player gamers are looking for, a safe and predictable experience. Example interpretation of graph: Players who like PvP combat (or other sub-games), like to have other PvP players around to compete with, as well as players who are interested in their rank, since they'll accept a PvP challenge. Unlike most players, PvP players don't mind griefers since griefing is a demented form of PvP, which the PvP players are willing to partake in. Example interpretation of graph: Griefers want lots of warm bodies around to grief. They don't like players that hang out together or in groups because they're too difficult to harass; isolated prey is much easier. They don't like PvP players who will fight back. And, they especially don't like other griefers because too many griefers scare away all the prey.
Again, the specifics don't matter, but some general conclusions are important:
One of these days I'll write a small program to simulate all the player interactions. This would allow me to predict what would happen if I added or removed a sub-game. Unfortunately, too many constants must be guessed. (I'm sure you disagree with at least half of my X's, +'s, and -'s). The effects of changing a constant are so non-linear, that a simulation would probably produce inaccurate results. So what's the point of this document if using it as a template to design a modeller won't work?
Intertwined relationships Some conclusions can be drawn... Changes to one part of the system affect all the other parts:
Furthermore:
There are also implications for mass-market vs. niche-market worlds:
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Copyright 2005 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
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