 




|
Storylines
III
(A theory of massively
single-player games)
(Back to TOC)
10 January 2006
by Mike Rozak
This article includes continuing thoughts from Storylines II. Of course, it's just one more thought
experiment to add to the list; who knows if the idea will actually work.
Linear narrative, linear avatar games, and
sandboxes
I am continually refining my thoughts about the difference
between a linear narrative and game. For this article, I need to define them a bit more
clearly than I have in the past, in order to make a point:
- Linear narrative - This is what you
traditionally think of as a story. The reader/player has no control over what happens in
the story. A linear narrative can be seen as a string of pearls where the
pearls are very-very small and the string very long. (See below.)
- Linear avatar game -
Linear avatar games allow players to make choices (as with all games), but the choices
don't affect the overall flow of the experience. Traditional models for linear games are strings of pearls, or pearls with some branching. Basically, the
player's experience is placed within the framework of a linear narrative; they have a
large number of small choices while in a "pearl". At several points in the game,
players' choices are narrowed as they pass through to the next pearl. They don't have much
choice about the pearls though. All adventure games, and many
CRPGs (such as Fable), are linear avatar games.
- Sandbox avatar game - Sandboxes provide a world
and let players do whatever they wish within the world. You can think of them as a string
of pearls with only one, very large pearl. Some CRPGs (Morrowind and
Oblivion) are sandboxes, as well as most MMORPGs.
Of course, these three categories define a continuum,
from linear to free-form.
Each category (narrative, linear, and sandbox) has strengths
and weaknesses, which I've written below. Green items are strengths, red are
weaknesses, and yellow are in between.
| |
Linear narrative |
Linear avatar game |
Sandbox |
| Players/readers can read NPCs
minds. |
Novels and movies allow
readers to "read" the characters' minds (especially in books), as well as see
what the enemy is doing off-stage. Mystery novels (somewhat game-like) do not
tell the player what the other characters are thinking. |
Not only are game-NPC's
minds fairly uninteresting to read, but the ability ruins the game aspects of the
experience. |
Not only are game-NPC's
minds fairly uninteresting to read, but the ability ruins the game aspects of the
experience. |
| NPCs behave in a realistic and
believable manner. |
Because authors can
pre-script NPC dialogue and behaviours, NPCs can be very realistic. |
AI is limited, so NPCs
aren't very believable. Linearity allows some pre-scripting, so NPCs can be made to appear
more intelligent than they really are. |
Since there's no
linearity, NPCs only have AI to rely upon, leaving them fairly dim. As a result, sandbox
worlds often avoid NPCs, or associate NPCs with specific quests, which are more linear
elements of the sandbox. |
| Both PCs and NPCs have a large
variety of actions to choose from. (In Chris Crawford's terminology, this is the number of
"verbs" available.) |
Because everything is
pre-scripted, any action that can be described verbally or visually is possible. |
Only those actions which
the developer programs in can happen. However, the linearity leads players down a certain
path, and implies what actions players might "want" to take. Authors can
(usually) predict the action and code for it, making the verb list appear larger than it
actually is. Failure to predict a player's actions results in a "guess the verb"
problem common to text adventure games. |
Since players can and
will want to do anything and everything, their choice of actions are ultimately limited. A
typical sandbox game lets players walk/run, fight, craft, etc. If a player wanted to
arbitrarily glue three matches together to form a triangle, they couldn't because the
standard verbs wouldn't support it. |
| Eye candy quality. |
Since everything in
known in advance, eye candy is maximised. The overall quality of text in a novel is always
superior to that of a text MUD, and the overall quality of graphics/sound in an animated
movie is superior to that in in games. |
Because of the
linearity, special animations (or text passages) can be pre-written. If these special
animations/text are long enough, they're called cut scenes. |
All animations and text
are stock, so they're (as a whole) not very good. |
| Foreshadowing and prescience. |
Linear narratives
frequently foreshadow what is to come in the story, using foreshadowing as a hook to keep
the reader interested. |
Linear narratives can
use some foreshadowing, but only about events that they know the player will be forced to
experience. |
A free-form experience
cannot foreshadow. |
| Serendipity (confluence of
events). |
Most linear narratives
are designed so two characters just happen to meet at the right time, happen to have a
hairpin to pick the lock, etc. Serendipity allows protagonists to get out of tight
situations, as well as giving readers the desired sense of "things happen for a
reason." |
Serendipity can happen
at certain points in the experience; a player can open a door to find an important scene
just beginning. Of course, the scene's start was triggered by the door being opened. |
The more a world is like
a sand-box, the less likely that a player will be at the right place at the right time.
Designers can "hack" in some serendipity by triggering scenes when players
approach, but then the experience becomes slightly more linear. |
| Jump around time, as well as
accelerating time through the boring bits. |
Stories frequently jump
forwards and backwards in time, as well as skipping over the boring bits with a few words. |
Linear games can jump
around time, but the player will probably be very confused. Furthermore, the time-jumps
only serve to emphasise to the player the fact that they can't really alter the game's
outcome. Accelerating time through the boring bits is a common
practice. |
Jumping around time
isn't possible. Accelerating time is possible in a sandbox,
but I haven't seen it used. |
| The experience can have a plot. That is, events that don't ultimately affect the
path of the story (aka: the drive towards the ending) are ignored. |
In a story, every
narrated event serves to flesh out a character or to drive towards the ending. If an event
doesn't, then it is removed from the book/script. |
Because the overall flow
of the experience is linear, it can have a plot. However, smaller events that are entirely
controlled by the player may ultimately prove to be meaningless to the ending. |
Plot? We don't need no
stinking plot. |
| The player can be a specific
character, as opposed to a general archetype. Providing
a specific character makes it easier to produce sympathetic
goals and personal NPCs. |
Stories can be about a
specific protagonist. |
Linear games can either
specify the player's character ("You are Frodo Baggins".) or provide a more
open-ended character ("You are a hobbit from the shire.") |
While a sandbox could
specify the player's character, doing so would push the experience towards a linear game. |
| Rewards for completing goals. |
When a protagonist
completes a goal (since the player cannot), the author has an enormous variety of rewards
to offer. |
Authors can offer a
large variety of rewards, although not so varied as a story. Rewards not only include
gold, loot, etc., but also changes to the world as a consequence of moving to a new pearl. |
Rewards are usually
limited to gold, loot, or character power. However, in a
multiplayer game, rewards for interaction are "handed out" by other players, and
can be more varied, including social rewards. |
| The player's character can be
placed in a specific scenario that is designed to be interesting. (Related to a
"serendipity (confluence of events)", except in broader strokes.) |
Frodo just happened to
be the nephew of Bilbo Baggins, who happened to find the one ring a few years before
Sauron was to attempt his return to power. |
Same as with stories. |
Specific scenarios are
sometimes used, but don't work as well in a sandbox because there's no guarantee that the
specially-manufactured scenario will come to fruition. |
| Problems
are presented as interesting puzzles. |
Not possible, except in
mystery novels, which stretch linearity to the limit. |
Puzzles are fairly
common, especially in adventure games. |
Puzzles are possible,
but multiple-solution problems seem to work better. |
| Players can "do stuff",
immersing the player. One of the weaknesses
of Choose Your Own Adventure books is that while they allow players to choose,
they don't allow players to "do". |
Stories do not allow the
player to do anything (other than flip pages). They try to make the player feel as though
they've done something by describing the protagonist's actions. |
Players can do stuff. |
Players can do stuff. |
| Players can make small choices. |
Stories do not allow
choices. |
Players can choose where
to walk, what to buy, exactly how to attack a monster, etc. |
Players can choose where
to walk, what to buy, exactly how to attack a monster, etc. |
| Players can make major choices,
such as whether to be good or evil. Allowing players to make major choices both increases
immersion, and customises the experience to the player. |
Stories do not allow
choices. |
While players can make
major choices, allowing them to do so do requires that the designer produce more branches
in the larger linear story (turning it into a computerised Choose Your Own Adventure
book). |
Major choices are very
easy to implement, and flow naturally from the sandbox's logic. |
| Customise the experience to suit
the user. |
Theoretically, a
novel/movie presented on a computer could be customised to the viewer. For example: If the
viewer were uninterested in romance, the romance scenes could be skipped or replaced with
abridged editions. |
Linear avatar games
often customise the experience to the player. CRPGs allow players to chose their
character's class and race, for example. Adventure games usually don't provide any
customisation. |
Customisation is common
and expected in sandbox games. Users control the character's race, gender, class,
equipment, etc. |
| Problems
have multiple solutions. |
Not possible. |
Players are given
problems to solve, but the problems typically only allow one or two solutions that the
author has planned ahead of time. Consequently, many of the problems turn into puzzles. |
Players can solve
problems any way they chose, so long as the limited selection of verbs allows for the
solution. |
| Players encounter "guess the
verb" frustrations when they think they can do something but can't figure out how to
tell the computer to do it, and/or the players could use verb X with object A, but not
object B. |
Not an issue because the
player can't actually do anything. |
"Guess the
verb" frustrations frequently occur in linear games because linear games often rely
on exceptional physics. |
Since sandboxes can only
use universal physics, guess-the-verb problems are
not an issue. |
Note: Sandboxes often include quests, which
are small linear games, allowing them to take advantage of some features of linear games. Linear
games often include cut-scenes, which are short linear narratives, allowing them
to take advantage of some features of linear narratives.
Of course, you can modify this list however you see fit. The
point of the table is that it shows that linear narration, linear avatar games, and
sandboxes have their own strengths and weaknesses. Some players will prefer linear
narration, others linear games, and others sandboxes. Individual preferences will
also change over time. There is no "right" answer.
Ultimately, when designing a game, the designer needs
to decide how linear the experience will be. A very linear experience will have
certain strengths and attract one sort of player, while an open-ended sandbox will have
other strengths and attract different players. (Note: People don't seem to like to watch
totally linear experiences on their computers; they prefer TVs for that.)
Visualisation
In A tangle I tried to visualise what
was happening in an avatar game. Here's another way to visualise what is happening...
In a linear narrative, the protagonist moves
about and "does stuff", all the while time slowly advances. If you graph the
protagonist's movement through space in X and Y, and time in Z, then what you get is a thin
squiggly line that traces the character's movement (and actions) through time.
Now, forget what I said about X and Y being the
protagonist's location in space, and Z being time. X, Y, and Z (and any other
dimensions) merely represent the "location" of the character in arbitrary
dimensions. Some of the dimensions might be locations, but many could be based on choices,
such as how good or evil the character is. Even though the XYZ dimensions no longer have a
specific meaning, the character's actions and "story" are still
represented by a thin squiggly line in arbitrarily dimensional space.
Then, imagine the story becoming less linear until it
turns into a linear avatar game. In the visualisation, the thin squiggly line
thickens up, but still remains squiggly. The thickness of the line represents the
number/frequency of "small" choices a player has. When the player is
allowed to make major choices, the squiggling line branches, forming a
tree; if the branches recombine then a rhizome is created. If you squint hard enough
you'll even see the string or pearls formed by points where the
player's small choices are narrowed into a thin line.
As the experience turns into a sandbox, players
are presented with many more minor and major choices; The the squiggle thickens
and produces abundant branches. It becomes so thick and so laden with branches
that the squiggle becomes a complete tangle. This tangle is the visualisation of the sandbox,
where players can do anything they wish.
Visualising storylines
If you have ever read a novel (which you probably have), then
you've noticed that novels don't just provide the story of the protagonist.
They also include other characters; Often, half the chapters of the novel will
follow the story of other secondary characters. Some novels even include several
protagonists.
If a thin squiggle represents one character's story, then a
novel is a collection of squiggles. Because books and movies are inherently
linear, an author will first narrate a bit of the protagonist's squiggle, then jump over
to another character's squiggle and narrate a portion of that, then back to the
protagonist's squiggle, etc.
By convention, novels only narrate characters' stories where
the stories (a) are interesting to the reader, and (b) significantly and repeatedly affect
the protagonist. For purposes of visualisation, if a character meets or somehow
affects another character's story, then their squiggles touch. This means that a
novel is a collection of thin squiggles (each representing a single character's story),
all of which touch one another at one or more points.
Therefore, a linear avatar game is a collection of
thick squiggles that occasionally touch. Most avatar games only follow the
protagonist, so the game only includes one squiggle. However, some allow players to
control different characters in different parts of the same instance of the world,
resulting in the same basic structure as a novel (containing multiple squiggles, albeit
thicker.)
Extending the idea to sandboxes produces
several highly tangled squiggles that intersect one another. This tangle of tangles is
almost impossible to visualise in detail. I don't think I've ever played a single-player
sandbox game that had the player controlling several different characters in the same
instance of the world. Single-player sandbox games do allow players to create
several characters, but they each have their own world instance.
Providing a sandbox with several characters (in the same instance) doesn't make much
sense, since a sandbox provides so much flexibility that a single character is all the
player needs to experience the game's instance.
However, I have played a multiplayer sandbox,
where each player has their own character in the same world. A multiplayer sandbox is
known as a world-like MMORPG.
A multiplayer linear avatar game is like a game-like
MMORPG, but not quite. I haven't actually seen any multiplayer
linear avatar games as I've described. I have seen game-like MMORPGs, such as World of
Warcraft, that are part way between a linear avatar game and a sandbox. WoW
isn't a pure linear avatar game because the storylines aren't well defined. Guild Wars
comes closer, but it only has one storyline.
There are a few reasons why I suspect pure
multiplayer linear avatar games don't exist at the moment:
- No one has seriously tried the idea. Most games
are clones of other games with small evolutionary modifications.
- Existing game-like MMORPGs evolved from world-like
MMORPGs, and haven't made a complete transition. As a rule, existing
MMORPG players do not like linear games, since MMORPG players are attracted to
world-like MMORPGs because of the other players, by the open ended gameplay (sandbox),
and/or by the extended gameplay. A multiplayer linear game won't have the open-ended
gameplay, nor will it take 500 hours to complete.
- It's a lot of work to make a game-like MMORPG with
multiple storylines. Since storylines are inherently linear (with occasional
branching), if there's only one storyline in a world then you and your closest 100,000
friends will experience the same storyline in the same world, making you feel like you're
on an amusement park ride, not in a world. Therefore, a world must have many (4 to 20)
storylines. This many storylines is not only a lot of work, but it is "wasted"
content that most players won't ever see; Bean counters will strenuously object.
- "Multiplayer stories" don't make any sense
since the experience is akin to sitting in a darkened movie theatre with thousands of
other well-behaved people; they have no effect on the experience. As any die-hard
sandboxer will tell you, multiplayer sandboxes make the most sense. A
multiplayer linear game, often derided by sandboxers as a "massively single-player
game", is some place in-between multiplayer stories, which are pointless, and
multiplayer sandboxes, an obviously-successful application. Thus, it's unclear
whether a multiplayer linear avatar game makes sense.
My thought experiments have revealed some reasons why they might work,
even though players can't affect each other's larger "storylines".
Player interaction can have smaller effects:
- Friends can help each other out on their
storylines.
- Players can use the game world (and storylines) as a way to meet
other people. See The dating game.
- Storylines can be designed to (occasionally?) require
interaction with other players. Such interaction might include the buying and
selling of items, teaming up with specialist player-characters from another storyline, or
even some PvP. See The game loop.
Creating a multiplayer linear avatar game
Here are the challenges with multiplayer
linear avatar games, as I see them:
- The world and its backstory must be rich enough to
handle 4-20 storylines. The World of Warcraft's backstory explains why
players want to go out and kill things, but not why a player would want to partake in a
private eye or a town mayor storyline.
- The team must create enough content for 4-20 storylines.
While this isn't nearly as much work as creating an equivalent number of single-player
linear avatar games, it's probably 3x-10x as much content work. Don't forget that each
storyline must include a few variations as well as a few major choices that require
branching, requiring yet more content.
To reduce costs and to make the world feel populated, some/most content
should be shared between at least two of the storylines. For example: The same
crypt that attracts a vampire-slayer (storyline) might also attract an archaeologist
(storyline).
- The 4-20 storylines must all be individually interesting,
at least to a portion of the game-playing population. If only 1% of the players
elect to play a storyline then it probably isn't worth including. The most
popular storylines in MMORPGs are (1) kill things, (2) kill other player characters, (3)
trade, (4) explore, and (5) forget about playing the game and just socialise. That leaves
15 storylines, some of which might include being a detective, Don Juan, military
commander, ship's captain, or mayor of the town. Only ten storylines to go! (I
suspect there is a connection between successful storylines and The
dream factory.)
- As with a novel, players with different storylines will
cross paths...
- All the storylines must somehow interact with other
storylines. An isolated storyline that includes no interaction with other players
might as well be a single-player game. Likewise, if the storylines cluster into two
disconnected subsets, then split the game into two or redesign the storylines.
For example: If explorers only ever interact with archaeologists, and archaeologists
only ever interact with explorers, then either re-design explorers and archaeologists to
interact with other storylines (like merchants), or get rid of both of them.
- A specific interaction must make the
game more fun for at least one of the players involved. Ideally, interactions
will be fun for both players, but this won't always be the case.
- Corollary: Interactions that are neutral
fun-wise should be gotten rid of. There is no point forcing player interaction
unless it will make the experience more fun.
- Corollary: Players who like to play alone must
be able to avoid interactions with other players. There might be a cost though,
such as NPC merchants charging more than player merchants.
- While players may not enjoy some of their player-with-player
interactions, on the whole, player interactions should make the player's
experience more fun. Any storyline where player interactions
end up being a net minus for the player should be removed, since players of that
storyline would find a single-person version to be more fun. The Player pyramid may have effect though; Theoretically, some
storylines could have a net negative player-with-player interaction if
the player were allowed to play for free.
- Furthermore, any storyline which is a net negative to
all other storylines should also be removed. However, if a player pay enough
money and ends up subsidising other players then many sins can be forgiven.
Example: One player might choose the storyline
of thief, while another might be a merchant.
At some point, the storyline of the thief might allow the thief to rob a player
merchant (resulting in controlled PvP); obviously, the thief player will find the
experience fun, while the merchant will dislike the experience. To counteract the
merchant's negative experience with the thief player, the merchant will need a positive
experience with another player, such as making a spectacular profit from another player,
or perhaps having the pleasure of fingering the thief.
The thief storyline cannot be designed to cause grief every time the thief interacts
with other players, since that would make the thief storyline a net negative.
Consequently, some players will need to find encounters with the thief to be beneficial
and pleasant, such as an archaeologist player that hires the thief to guide the
archaeologist through a series of trapped tombs.
The thief is only allowed to rob other players when his storyline permits (which
means only a couple of times). If the thief were given carte blanche, the storyline would
not only be a net negative, but it would be an unknown negative, enabling a few
particularly-successful thieves to ruin the experience for hundreds of players.
- At best, marketing will only be able to attract half of the
current crop of MMORPG players. 50%-75% of them will intensely dislike the linearity
and/or the relatively short gameplay of multiplayer linear
avatar games. Consequently, marketing must convince players who like single-player
linear avatar games that they'll like the multiplayer equivalent. This will prove
difficult since most of these players will either dislike other players impinging upon
their world and/or having to connect to the Internet while playing. They will also
erroneously assume that all multiplayer games are time syncs and cost $15/month. See The law of new inventions.
|