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Virtual
world spectrum
(Back to TOC)
20 August 2004
Revised 7 September 2004
by Mike Rozak
For awhile I've been pondering the spectrum of story-like
entertainments that can be produced on a computer. The most obvious story-like
entertainment is, of course, a story. Computers can display stories as either E-books or
videos. Neither of these take full advantage of the computer's abilities since they don't
support interactivity (the ability for players to affect the outcome of the story) or
multiple users (using the Internet to place several players within the story). Adding both
interactivity and multiple users to a story turns it into a completely different beast: a
virtual world.
What lies in between a story and a virtual world?
To better understand what happens as each technology is added,
I decided to do a thought experiment, beginning with a story, and adding interactivity and
multiple users in different steps. After adding the technologies, I pause and see what's
happened to the entertainment. Each technology changes the experience, with obvious
improvements as well as newly introduced problems, which I have enumerated for each step.
Step 0: A linear narrative (stories) vs. the real
world (0 players)
I'll begin with a novel or movie, a form which everyone is
familiar with. Novels and movies often take place in imaginary worlds, following a handful
of characters (controlled by the author) through the world. The world, characters, and
their actions are designed by the author to maximise the entertainment value. Most people
wouldn't call novels or movies virtual worlds though.
Both novels and movies can be displayed in a computer, novels
turning into E-books, and movies into video. (Note: If the movie's computer graphics are
generated real time and played from within a game, the movie is called a cut-scene.)
My first transition is from the real world to a story. Why
would anyone give up the real world to experience a story?
| Advantages
of a story (compared to the real world) |
Disadvantages
of story (compared to the real world) |
- The story allows the reader to undertake (imagined) experiences that
would be too dangerous in the real world.
- Stories let readers have (imagined) experiences that would be very
expensive in the real world.
- Stories let readers have (imagined) experiences that would be
impossible in the real world. They don't even need to take place in the real world.
- Stories allow the reader to have (imagined) experiences through other
people's eyes.
- An author can chose the story's setting, characters, and actions,
allowing for fictional stories that would rarely occur in real life. Coincidence doesn't
exist in a story.
- The reader can chose which story they want to read/view out of
millions of stories... Conversely, there is only one real world. Additionally, they can
stop reading a story, re-read it, or even skip ahead, none of which are possible in the
real world.
- One of the author's goals when writing a story is to provide an
enjoyable experience for the reader, barring a few morals thrown in. Consequently, stories
are relatively safe, compared to the real world where people's interests often conflict
with one another.
- A story can be built around a single objective for the characters to
complete. The story's world is usually tailored to facilitate this objective.
- Stories have an ending, which makes them psychologically satisfying.
- Time and space can be bent and broken.
- Readers don't have to think (much) while reading a story.
- A story, especially in book form, can be experienced no matter where
the reader is in the real world.
- Good size for loners.
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- The reader has no control of what happens the story, other than the
ability to stop reading/viewing. (Reducing immersion.)
- Stories are not as sensorally realistic (no 360-degree view, no
smell, no touch, etc.) as the real world. (Reducing immersion.)
- Reading the story has no impact on the characters in the story, or
(for the most part) on the real world.
- Corollary: Because of the lack of control and limited sensory
realism, stories are not as immersive as the real world.
- Stories have an ending, which limits their duration.
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Step 0.5: A rail-game vs. a linear narrative (1/2
of a player)
In a "rail game" the player can affect the narrative
in very limited ways. Usually this is a choice of camera location, which character will be
followed, optional sub-stories, and the occasional "make the right decision or the
story ends here." Some rail games allow for a handful of story endings. Adventure
games are often rail games. The Dragon Slayer laser-disc game from the 1980's was a rail
game. Choose-your-own-adventure(tm) books are rail games.
| Advantages
of a rail game (compared to a story) |
Disadvantages
of a rail game (compared to a story) |
- Choices force/encourage users to think (as opposed to vegetate)...
some people like this.
- Interactive entertainment is more dangerous than a linear narrative
since if something bad happens it could be the player's fault. Some players like
the danger. (Danger increases with the amount of interactivity and number of players.)
- Because of the ability for users to follow different characters and
experience optional sub-stories, they can (somewhat) tailor the experience to their
desires.
- Choices encourage immersion. (Although rail games don't provide many
choices, so their immersion is limited.)
- Players know that their choices are limited so they don't get as
frustrated when they can't do what they want. (See disadvantages of an interactive
experience.)
- Replayability - The game can be played a second time and the story
produced will differ... slightly. Part of the entertainment of the format is the ability
to see "What would happen if...".
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- Choices force/encourage users to think (as opposed to vegetate)...
some people don't like this.
- Interactive entertainment is more dangerous than a linear narrative
since if something bad happens it could be the player's fault. Some players dislike
the danger. (Danger increases with the amount of interactivity and number of players.)
- The author must take care that any particular branch of the rail
doesn't ruin the story for the player.
- The player quickly learns that they can make a choice, and then
backtrack if it's not one the like. In Choose-your-own-adventure(tm) books players will
return to a previous page, while in games they load a saved game. (This is reduces
immersion.)
- An interactive experience requires a computer to be nearby; computers
are relatively expensive. (Although the classic Choose-your-own-adventure(tm) books made
an attempt without a computer.)
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Step 1: Adding single-player interactivity to a
rail game
Adding more interactivity to a rail game allows the player to
take full control of a character in the author's world, instead of just occasional
control. Of course, due to technological and simulated limitations, players never have
complete control of their characters.
Most "computer games" fall under this category.
| Advantages
of interactivity |
Disadvantages
of interactivity |
- If an outcome is predictable, choices allow the user to tailor their
experience to their mood. (Example: If a PC wanders into a dungeon, they know they will
meet monsters and be able to take out their aggressions. If they stay in town for the day
they know they will be safe and can go shopping.)
- Interactive worlds allow users to experience the ramifications of
their choices in relative safety. (Example: Grand Theft Auto lets people become car
thieves without risking the jail sentences. Some games allow the player a choice between
being good or evil, and tailor the game accordingly.)
- Choices allow the player to overcome obstacles or change the world,
which provides a sense of accomplishment that can't be gotten from stories. (Note: This
feeling is magnified in a world where other players experience the same world.)
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- Linear narratives (stories) and rail games are completely
controllable, allowing authors to build plots that are elegant, perfectly paced, and
highly enjoyable, but which would collapse if a player were allowed to interact with the
world in significant ways. Stories can still exist in an interactive environment, but they
area a pale shadow of what can be produced in non-interactive fiction. The more story that
the author imposes, the less interaction there is.
- If the players aren't given as many choices as they think they should
have, or if the UI to select the choice is obtuse, the players may get annoyed and stop
playing.
- If a choice results in both a negative and illogical outcome, players
may get annoyed and stop playing. (A similar effect holds true for stories, but it is more
pronounced in an interactive entertainment since inconsistencies can't be explained away
as a stupid action on the part of the author-controlled character.)
- Corollary: The author cannot produce a system that will allow users
to do everything they wish to. An interactive system will always provide some frustration
caused by the lack of character control.
- Adding interactivity makes content creation, including as graphics
and animation, more difficult and expensive. An animated movie is expensive; an
interactive fiction with animation as good as an animated movie is impossible.
- Time must be linear, although not necessarily constant... The author
cannot know the future in an interactive world.
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Step 1b: Adding a sustained Internet connection
To produce a multi-player game, we need to add an internet
connection to a single player game. Single-player Internet games do not exist (except in
rare circumstances) because players don't get any benefit from the combination. Therefore,
the configuration is unstable.
However, separating the addition of Internet from adding more
players makes things a bit clearer.
| Advantages
of a sustained Internet connection |
Disadvantages
of a sustained Internet connection |
- The author can watch players play, and fine-tune the experience
better. (Although a large beta would allow for this too.)
- Players can "download" expansions without having to visit
the store, or even consciously install them. (They don't need to be connected to the
Internet all the time to do this.)
- Staggered downloads allow the players begin play without downloading
the entire game. (Could be done without a sustained connection, but the connection helps.)
- The author can change the world on-the-fly without the player
knowing. (Again, this doesn't really require a sustained connection, although the
connection helps.)
- Corollary: The author (or one of his minions) can fill in for poor
computer AI, or perhaps create new content on the spot.
- Allows multiple players to play the same game. (See below.)
- Significantly reduced piracy... which is good for the author, at
least.
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- Internet connections are slow and unreliable.
- Internet connections are expensive to maintain, and the software is
more expensive to develop.
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Step 2: Supporting 10 players in one world
The next step in the story-to-VW spectrum is to support a small
group of players (approximately 10) in a world. Being such a small group, they'll know one
another well, probably in the real world too.
Neverwinter Nights is a CRPG that supports small groups of
players. Face-to-face RPGs like Dungeons & Dragons are also based upon a small number
of players.
| Advantages
of 10 players |
Disadvantages
of 10 players |
- Bleedthrough: Interactions with PCs (directly or indirectly) are more
meaningful because real people are being affected on the other side. Making a PC happy is
different than making a NPC happy.
- Players choose their own character, instead of the author choosing
the player's character to fit the story.
- Can play with friends (or strangers).
- Strangers (or friends) make more clever opponents than does computer
AI. (This extra challenge improves immersion.)
- Players can experience other facets of people as they play in the
world... just as people's personalities differ when they're on holiday vs. at work.
- Players begin using the world as a place to meet and socialise, not
necessarily play.
- Sub-games, like chess or capture the flag, are possible, although
they are much better handled in worlds with more players.
- Good size for a group of friends to get together and play.
- A storyteller (classic D&D dungeon master) can provide a
personalised touch to the experience.
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- Bleedthrough: Interactions with PCs (directly or indirectly) are more
meaningful because real people are being affected on the other side. Killing a PC is
different than killing a NPC.
- If the players can all connect at the same time every week, the world
can change as the players progress through the game. However, if players come and go then
having the world change based on the player's actions becomes much more difficult. (The
second case is more likely.)
- A story is much more difficult to handle, not only because the
players may go in different directions, but cut-scenes (important for conveying story) are
awkward with so many people playing. (For example: What if one of the players isn't in the
right place to see the cut-scene.)
- 10 players consume content more quickly than 1 player.
- While a PC can use a spell/skill to read the minds of NPCs, he/she
can't read the minds of other users.
- The flow of time must be constant, unless all the players agree to
the change.
- Due to Internet transmission lag, twitch games with multiple players
are not possible.
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10-player games can be designed so they can be experienced in
single-player mode, although the content design is then torn between a single-player and a
team-oriented experience.
Step 3: Supporting 1000 players in one world
If the number of players is increased to 1000, the dynamics of
the game changes dramatically. The world changes from a cozy outing with friends into a
world populated by mostly strangers, some of them enemies.
| Advantages
of 1000's of players |
Disadvantages
1000's of players |
- A world filled with 1000's of players is much less predictable (and
in many ways more interesting) than one filled with only a few players.
- 1000-player virtual worlds tend not to have an official ending,
although players eventually get bored and leave.
- Players (alpha-(fe)males) can try to gain power over other players.
- Rather than limited the player to a single objective, they are given
a range of objectives: Such as be the strongest, wealthiest, most-knowledgable, etc.
Objectives competing against other players tend to work the best. The objects are more
tailored to fit the world than vice versa.
- Meet new people.
- The experience becomes a long-term one (sometimes years) where
players get to know and participate in the community.
- Players join large groups (guilds) that often compete against one
another.
- Players interacting with one another provide much of their own
entertainment. The author's spends a lot of time managing the rules that allow the players
to interact.
- To some players, changing the world is an important achievement
because the changes affect 1000's of other players.
- Anonymity is possible.
- Corollary: Players can "try on" different personalities and
see how other players react to the new personalities. (This gets back to choices available
in an interactive world.)
- Players can sit back and watch others play. (Are we back to a linear
narrative in this case?)
- The experience is large enough and long enough that sub-games fit in
well.
- Sub-games that require 1000's of players are now possible. These
include economics, politics, and warfare.
- Because there are so many players acting as opponents to one another,
good NPC AI isn't as necessary.
- Virtual worlds targeted at special interest groups (like role
players) will be about this size (100 - 10K simultaneous players).
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- A world filled with 1000's of players is much less predictable then
one filled with only a few players.
- 1000-player virtual worlds tend not to have an official ending,
although players eventually get bored and leave.
- Players (alpha-(fe)males) can try to gain power over other players.
- The world is too large for a single objective.
- Other players cannot be controlled by the author; as a result they
often bring the real world into the virtual one, and ruin the immersion for other players.
- While the author's goal is to provide every player with an enjoyable
experience, players have their own motivations, often conflicting with other players'
enjoyment.
- Virtual worlds with 1000's of players can't be started, stopped,
paused, or be rewound by the player.
- Corollary: Virtual worlds with 1000's of players are more dangerous
than a world with a few players. (For all the above reasons.)
- With 1000's of players, only a few of them can be the
hero. An exponential curve for wealth distribution, power, etc. develops.
- Corollary: Only a handful of players will be powerful enough to
change the world. The rest must accept what they're given or work as a group.
- Providing a handful of storytellers whose job it is to add a
personalise touch to the world is possible, but made difficult by the likelihood of them
getting in each others way.
- The world must be larger so people don't feel crowded together.
- If there's a bug, a player will find and exploit it at the expense of
other players, making testing more critical (and expensive).
- The combined brainpower of 1000's of players is much larger than the
authoring team's handful of brains.
- Small businesses use exploits (or low-cost employees) to play the
boring parts of the game for players. (Example: Everquest items and characters sold on
E-Bay.)
- The flow of time is constant.
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1000-player virtual worlds can include design elements intended
for single-player or team-playing, but these are never as strong as a design specifically
for single-player or team-playing.
However, with "private regions" and other insulating
techniques, it is possible to make 10-player worlds, single-player worlds, and pure
stories within the larger 1000-player virtual world. At that point, does the large virtual
world become merely a way to access the private regions?
Step 4: Supporting 1,000,000 players in one world
Increasing the number of players to 1,000,000 produces further
ramifications, only a few of which can be guessed, since no virtual world is even close to
1M simultaneous players. This section is almost pure speculation.
| Advantages
of 1M of players |
Disadvantages
1M of players |
- Large VW's will be the domain of the largest corporations.
- Players provide their own content. The better content comes from
business that exist selling products/services in the virtual world for real-world money.
(For example: A business might have a host-a-murder service they sell that involves a
group of VW players in a murder mystery.)
- The VW authors are no longer interested in content, but in providing
a platform that allows the smaller businesses to operate and thrive in their virtual
world.
- The virtual world physics-layer is genre independent.
- Corollary: Several genres are bundled into one product, just like
cable channels come bundled together.
- Economy, politics, and warfare should work best in large worlds.
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- The cycle goes full circle. While a different world is created, a
virtual world populated with 1M players has some of the same systemic problems as the real
world. As a result, the larger virtual world needs smaller sub-worlds, geared towards 1,
10, and 1000 players.
- While it's possible to have sub-worlds geared towards 1, 10, or 1000
players, their scope is (usually) limited by the physics of the 1M player world, and their
effects cannot contradict what's happening in the 1M player world.
- Only a handful of 1M+ virtual world platforms will exist.
- The virtual world must be huge.
- Role playing is non-existent. The real world seeps in at all points.
- Do 1M-player virtual worlds have wars? Will real-world conflicts
(such as Israel vs. Palestinians) filter into virtual worlds?
- A virtual legal system is needed in the virtual world to arbitrate
disputes.
- Storytellers need to work on a large scale, personalising experiences
for guilds rather than individual players. Alternatively, the storytellers need to isolate
individual players in sub-worlds.
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Sub-worlds
Because a world designed for N players has flaws, designers
will inevitably design in sub-worlds to handle smaller groups of players. These sub-worlds
can take two forms: Those weakly separated from the main world, and those strongly
separated.
A weakly separated sub-world allows uninvited players to enter.
Quests, for example, are weakly separated sub-worlds since the quest is a
"sub-world" targeted at 1-10 players; only they can "complete" the
quest. However, the quest takes place in the same world as all the other players.
A strongly separated sub-world only allows invited players to
enter. Private regions/dungeons provide for this. 1-10 players get together and have a
private area of the world create. Only they can enter it. Once there, they are separate
from the rest of the world.
Conclusion
The transition from a linear narrative to a full-blown virtual
world is an interesting one. Each stage of the cycle is different enough from the others
to allow for a unique experience.
I have made a small Microsoft Excel spreadsheet that
graphically displays what each "step" is best at handling. It's in VirtualWorldSpectrum.xls. Of course, the numbers are
only guesstimates. The important information in the graphs are the trends; some world
sizes are better for some types of experience.
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