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Stop the buffet 31 October 2004 by Mike Rozak
In, my last whitepaper, "Virtual World as Platform", I discussed why I thought virtual worlds could be more than just multi-player CRPGs, as they so often are today. Practically any game or fun activity that can be played on a computer can be incorporated into a virtual world. The most obvious of these are: CRPG, chat, vehicle simulations, economy games (like Lemonade), puzzles, and card games. Some virtual worlds do include many of the sub-games and activities that I mentioned. However, they provide them to the player as a kind of buffet, letting the player kill 10,000 orcs until they're utterly bored with the task, then shift to cutting down 10,000 trees for wood to make boats, and then become obsessed with ruling the high seas. I don't think providing a buffet is the best way for a VW to offer its sub-games. This makes it nothing more than a games-galore web site like Yahoo! games, or a chat site like Yahoo! chat. Of course, Yahoo's services are free to players, which makes them that much harder to compete against. Yahoo's games don't synergise, like I mentioned in "Virtual World as Platform", but they're free. So how can a VW author package up valueless sub-games and activities, and produce something that's valuable and unique, not a Yahoo! games/chat with orcs? The key is timing. Timing is everything...
Music theory and virtual worlds The sub-games (and activities) offered by a virtual world are like the keys on a piano. Most virtual worlds are so pleased they have 88 keys (well, most only have 4 or 5 keys) that they plop the player in front of the player, teach them how to strike a key, and then let the player "go to town" and have fun. Players do have fun, for awhile; they press C, and then C#, get bored of that and hit the low G, or maybe even the highest A. They don't produce music though; the create a cacophony of notes which sounds utterly horrible unless you're into atonal music. The players know this, so they get bored and give up. However, if you place a trained composer or improvisationist at the keyboard you'd never believe it's the same music. Even making up music on the spot, the composer/improvisationist produces music that's infinitely sweeting than the bangings of most players. Those players that had just made a cacophony the minute before look on amazed. How come the composer and improvisationist is better at the piano? For one, they spend their whole life sitting at the keyboard... but then again, so do many players. A professional also knows music theory, and is well aware at a conscious and subconscious level which keys should follow one another, and which sound good in combination. The average person is not. Some improvisationists, called Jazz players, use another trick; they memorise a series of chord progressions for a song, but not the individual notes. Then, when they're playing the piece, so long as they stay (mostly) within the chord, it sounds good. Composers often use the same trick, although they may not admit it. I'll come back to chord progressions later. To sum it up, on a piano, timing is everything. Hitting the right notes at the right time produces a much more enjoyable experience (for the player and listener) than playing notes willy nilly. The same holds true for VWs, I suspect, but you'll take more convincing.
Literary theory When an author writes a novel, he has several common constructs to play with: characters, setting, action, conflict, backstory, plot, and theme. I'll add one more that is so obvious it is rarely discussed, timing.
The seldom mentioned, "when", is very important. I'll illustrate with a thought experiment... Think of your favourite book. As you mentally skim through it you'll notice the author first introduces the main character, then the place where the character is, perhaps some backstory, and then some action. Soon, another character is added, with some more action of backstory, following by a bit more setting. Now, imagine if the author reordered the book so that all of the backstory came in the first part of the book, followed by all of the setting descriptions, followed by an introduction to all the characters, and finished by a description of all the action. The book would be awful. If you don't believe me, read the Silmarillion, a compilation of Tolkien's backstory and place descriptions. A portion of the Silmarillion's backstory and places are included in the LOTR, but they're spread throughout the book and are much more palatable in moderation. I haven't even mentioned what ordering within each of the categories (backstory, location, characters, and action) does to the story. Tolkien explains the backstory of the one ring at the beginning of LOTR so readers know how important it is; pushing the backstory to the moment after Frodo tosses it into Mount Doom would change the flavour of the story entirely. The same goes for when locations and characters are introduced. And of course, action that doesn't follow cause-and-effect, or which isn't sequential, cant be very disturbing.
Virtual world theory Virtual worlds have many of the same elements as a story:
Hopefully you are at least considering the fact that stories and VWs have many similar constructs.
Yet more analogies... Virtual worlds are not like stories though. If an author tries to force players to do something, or puts words in the players' mouths, they get very annoyed and leave the game. Despite this, authors do have some control over their players' actions. The obvious solution is to not allow specific types of actions and claim they haven't been coded yet... if an author doesn't want players to fish, he doesn't code in the fishing sub-game. More subtle control can be imposed by geography: In a dungeon, the player doesn't get to fight the dragon in its den until they figure out how to unlock the den's door. They can't unlock the door until they they get the key from the sphinx by answering riddles. Other techniques are also possible:
In this sense, story writing is like composing music. In both forms of creation, the author/composer have complete control over every aspect of the form. Designing a virtual world is like writing Jazz: Jazz composers write out chord progressions and occasionally recommended rifts; they do not control what the musician will play though, only guiding. Likewise, VW authors can recommend and encourage on (musical-like) themes, but not force strict adherence. Many people reading this document won't be familiar with music theory, so I'll use a different analogy: Story writing is like arithmetic, while VW writing is like algebra. Arithmetic deals with manipulating specific quantities, where the number, 3, is always 3, and 1+ 3 = 4. Algebra and higher mathematics deals with variables, such as X + 3Y = Z. The specific values for X and Y aren't known ahead of time in algebra. The mathematician must solve the problem for the general sense, not for a specific numerical solution as in arithmetic. The same goes for virtual world design; it's about controlling the overall flow, not the specifics.
Timing in virtual worlds So what does any of this have to do with timing? As I stated earlier, contemporary virtual worlds provide a set of sub-games (what and how) that the player can participate in. For the most part, the sub-games are laid out buffet style: If a player wants combat he visits the nearest hunting grounds or dungeon. If a players wants to fish, he walks a short distance to the nearest river. For chat, the player merely uses the built-in location-independent chat tool and talks to anyone in the world instantaneously. Trade is ostensibly localised, except for the omnipresent teleportation devices that nullify any sense of locality. Etc. This is like writing a story where the player gets to pick and choose what elements of the story (backstory, characterisation, setting, action, etc.) will be next. While the freedom is great, some players will over-consume one component or the other, and walk away with a bad taste in their mouth. Quests, on the other hand, are about timing and controlled use of sub-games. Despite the appalling quality of contemporary quests, many players head straight for quests because they begin to deliver what some players want... an expert hand controlling how backstory, characterisation, setting, and action are doled out, instead of random plucking at the piano. Unfortunately, contemporary quests fall far short of what they should be. There are a few reasons for this:
Here is an example of what can be done in a quest when the VW has enough subgames to play with:
While the quest I've described steers the characters, it's much more fulfilling then the players choosing each item individually from a buffet, or from the shorter quests offered in most virtual worlds. Notice that many of the sub-games and activities, such as stories and ship-to-ship combat, used in the hermit-island quest do not exist in contemporary virtual worlds. Removing those elements from the quest produces a weaker experience. Re-arranging the sub-games also changes the experience.
Deconstructing the CRPG Just in case you're not totally convinced about my concept of stopping the buffet-style sub-games, here's something to think about: The traditional combat sub-game in a VW can be further deconstructed into sub-games, the most basic of which is a fight-game like Mortal Combat (although CRPGs have much simpler combat). In a fight game, players can select their character and their opponent from a buffet. CRPGs and MMORPGs don't allow players to pick and choose their opponents. Instead, they control the opponents, using PC levels and locations as a method for control. Which is more fun, a CRPG where you can pick and choose your enemies and fight in your chosen arena, or a CRPG where you wander through the world and encounter enemies of the world's choosing? Likewise, an adventure game such as Myst is a world containing many puzzle sub-games. Which is more fun, the puzzles as a buffet, or tied into a whole?
Conclusion Just to reiterate:
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Copyright 2004 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
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